# Hard Light Productions Forums

## FreeSpace Releases => Mission & Campaign Releases => Topic started by: CP5670 on April 27, 2007, 03:33:57 am

Title: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 27, 2007, 03:33:57 am

Political instability and economic depression in two border systems resulted in their regional governments,
led by a charismatic demagogue, declaring full independence from the GTVA in early 2368. Now, a year later,
a surprise incursion by this regime signals the beginning of a new war. As a new Vasudan pilot recruited into
the ranks of the GTVA, you are assigned to the crew of the GVD Sekham in Polaris as the Alliance attempts
to eradicate the rapidly propagating Procyon Confederal Autonomy.

Full story (http://pi.hard-light.net/story.htm)

Installation is pretty straightforward. Extract the various campaign VPs according to the combination of Media VPs you have installed; see the download link for details. No additional mod packages are needed.

The Procyon Insurgency requires FS2 Open 3.6.9 RC7.9X, available on the download page above. A few bugs that affect the campaign were introduced in the 3.6.9 final release. These have since been fixed, but new bugs have come up in the meantime and there is currently no one build that does everything perfectly other than RC7.9. This should change with the next available build, however.

Have fun.
Title: Re: RELEASE - The Procyon Insurgency
Post by: karajorma on April 27, 2007, 04:17:43 am
Oooohh. This is nice. I've been waiting to see this one released a long time. :)

What problems do you refer to though just out of interest?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mefustae on April 27, 2007, 08:39:09 am

Edit: Is that a Procyon Insurgency avatar you've got there, CP?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Rand al Thor on April 27, 2007, 10:33:06 am
Hey, this is a surprise! I thought you'd given up on this one. Is this your original vision realised or did you have to strip it down a bit to a more releasable aim.

Yes, I should.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 27, 2007, 01:21:16 pm
Quote
Oooohh. This is nice. I've been waiting to see this one released a long time. :)

What problems do you refer to though just out of interest?

There is basically the fade bug (http://scp.indiegames.us/mantis/view.php?id=1186&nbn=16#bugnotes) along with an issue with the music switching at the wrong times when ogg versions of certain tracks are present. I think 3.6.9 implemented an early version of the new music file detection system, but it wasn't quite working right at the time. The music bugs are now fixed for good, but the fade bug has been more elusive.

Quote

Edit: Is that a Procyon Insurgency avatar you've got there, CP?

Yes, it's the same one I used to have a few years ago.

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Hey, this is a surprise! I thought you'd given up on this one. Is this your original vision realised or did you have to strip it down a bit to a more releasable aim.

Yes, I should.

Good idea. :D

I got some new ideas last summer and had a lot of free time, so I decided to resume work on the campaign from an old backup. The end result is actually better in most ways than what I originally had. Some things I planned had to be removed to avoid feature creeping, but I'm very pleased with the final product.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sarafan on April 27, 2007, 01:25:15 pm
Great, a new campaign! :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: falcon2105 on April 27, 2007, 04:13:50 pm
Wow, I haven't played Fs2 in about 3 months and that was an amazing way to get back in the swing of things. I've just played the first two missions but its friggin sweet, and the backgrounds make so much of a difference, makes it more like the Homeworld type of space. Excellent job, and the vulcan sounds sweet, especially the impact sounds.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Alan Bolte on April 27, 2007, 05:50:02 pm
Excellent campaign, at about mission 7 right now. Had a crash recently, don't know what that was about, I'll post again if it's repeatable.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sparky on April 27, 2007, 09:59:04 pm
Just downloaded it. I'll give it a shot :) These user-made campaigns rock, I just finished Transcend.
Title: Re: RELEASE - The Procyon Insurgency
Post by: neoterran on April 27, 2007, 10:06:56 pm
It is totally excellent. Great job !!!

Here's my *****ing

1.) Please allow speech synthesis In game. It just sucks to have to read ****, as a result i have no clue what goes on.

2.) If not.... Voice Acting. Yes, this campaign with all the other cool stuff it has like modular ship armor - it needs it.

Title: Re: RELEASE - The Procyon Insurgency
Post by: Alan Bolte on April 27, 2007, 10:17:25 pm
Man, mission 9 is hard. The Orion is always down below 15% by the time the last corvette arrives, so it doesn't matter if I get its forward beams after just one shot. I need to figure out what's causing all that damage while I'm bombing the beams off of cruisers. I hope it's not just the bombs, I'm not in a god damned Horus.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 27, 2007, 11:20:08 pm
Thanks for the compliments, everyone.

Quote
Man, mission 9 is hard. The Orion is always down below 15% by the time the last corvette arrives, so it doesn't matter if I get its forward beams after just one shot. I need to figure out what's causing all that damage while I'm bombing the beams off of cruisers. I hope it's not just the bombs, I'm not in a god damned Horus.

I'll need to try this mission again. It wasn't particularly hard in my testing, but I made a minor change to it right before release that may have affected the gameplay rather more than I intended. What difficulty level are you playing on?

 Yes, you're right, this mission is inordinately hard in its current state. I can't believe such a tiny change could have done all that. :wtf: In any case, I'll put up a patch VP on the website in a hour or two. You should be able to drop that into the PI directory and play the revised version with your existing pilot and campaign progress. Sorry for the trouble with this.

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1.) Please allow speech synthesis In game. It just sucks to have to read ****, as a result i have no clue what goes on.

2.) If not.... Voice Acting. Yes, this campaign with all the other cool stuff it has like modular ship armor - it needs it.

I didn't add support for this for a couple of reasons: much of the talking in the campaign is done by Vasudans, so it sounds weird, and I would also need to have separate versions of all the missions with the generic voice beeps removed. However, if there is demand for it, I can easily create a patch file with voice compatible missions.

Voice acting would be great to have at some point down the line, but it would be a considerable undertaking given the amount of text in the campaign.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vretsu on April 28, 2007, 12:19:33 am
NEW CAMPAIGN!!

*giddiness*

I'll have to try this in the morning!  :yes:
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 28, 2007, 12:23:01 am
The 1.01 patch file is now up. I would recommend that everyone who got the original version downloads this (you don't need to re-download the entire campaign). I have updated the main download as well, so this problem should be gone for good now.
Title: Re: RELEASE - The Procyon Insurgency
Post by: karajorma on April 28, 2007, 02:33:25 am
and I would also need to have separate versions of all the missions with the generic voice beeps removed. However, if there is demand for it, I can easily create a patch file with voice compatible missions.

Not quite true.

Code: [Select]
bool message_filename_is_generic(char *filename) { if (!strnicmp(filename, "cuevoice.wav", 8)) return true; if (!strnicmp(filename, "emptymsg.wav", 8)) return true; if (!strnicmp(filename, "generic.wav", 7)) return true; if (!strnicmp(filename, "msgstart.wav", 8)) return true;}
Any of the wav files mentioned in that function are simply ignored when it comes to the synthesised speech. All you'd need to do is to rename your message beeps to match those 4.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Alan Bolte on April 28, 2007, 12:58:20 pm
Now I frequently get a lockup when killing the mjolnirs  :wtf:
Title: Re: RELEASE - The Procyon Insurgency
Post by: takashi on April 28, 2007, 01:34:15 pm
getting lots of kills with this campaing :)

*wonders how long it will take for me to reach triple ace again*
Title: Re: RELEASE - The Procyon Insurgency
Post by: BlackDove on April 28, 2007, 02:39:49 pm
OH MY ****ING GOD, UNBELIEVABLE!

Finally got around to it eh CP? I've only been waiting since you started :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Bob-san on April 28, 2007, 02:40:10 pm
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 28, 2007, 03:07:18 pm
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Any of the wav files mentioned in that function are simply ignored when it comes to the synthesised speech. All you'd need to do is to rename your message beeps to match those 4.

I see, this is pretty convenient. I'll change the voice filenames in the next update.

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Now I frequently get a lockup when killing the mjolnirs  :wtf:

I can't think of anything that might cause this. It works fine on my end. When exactly does it happen? Are you getting any specific error message?

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OH MY ****ING GOD, UNBELIEVABLE!

Finally got around to it eh CP? I've only been waiting since you started :p

I did say I was still working on it. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Blaise Russel on April 28, 2007, 03:31:34 pm
Pretty damn good campaign. Challenging, but good.

You should definitely consider getting this voiceacted - it would be well worth the effort.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vretsu on April 28, 2007, 05:30:39 pm
Simply a glorious campaign. It's even better because I never even knew it was in development, and hence, am not at all bothered at having allegedly waited six years.

:D
Title: Re: RELEASE - The Procyon Insurgency
Post by: takashi on April 28, 2007, 05:40:49 pm
how many missions?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vretsu on April 28, 2007, 05:49:30 pm
According to the website's "about" page, which took me three seconds to access from here, seventeen.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sparky on April 28, 2007, 06:39:43 pm
Hahaha, I played a few missions and I'm loving it so far. I found a quirk though:

In the mission where you have to protect the Installation and fly as Thoths, i messed up and the station got destroyed. I said f-it and once the Vasudan cap ship entered it said I completed the mission.

The debriefing had both that I protected it and it was a serious loss that it was destroyed. lol
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on April 29, 2007, 12:09:28 am
Played it. The missions are well done and well written. I'm not sure if I call the Vasudans' speech formal or not, I guess I'm just used to Volition's way of Vasudan speech over a translator. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 29, 2007, 12:33:49 am
Quote
Pretty damn good campaign. Challenging, but good.

You should definitely consider getting this voiceacted - it would be well worth the effort.

I have plans to try gathering support for voice acting later on, if the campaign ends up becoming sufficiently popular. There are some hurdles involved (custom Vasudan talk would be needed in a few places to have it sound appropriate, and I would need to find a different way of specifying the debriefing music), but I also think that the campaign would greatly benefit from it.

Quote
In the mission where you have to protect the Installation and fly as Thoths, i messed up and the station got destroyed. I said f-it and once the Vasudan cap ship entered it said I completed the mission.

The debriefing had both that I protected it and it was a serious loss that it was destroyed. lol

It looks like you ran into a very rare bug there. The installation actually becomes invulnerable when the destroyer comes in to prevent this from happening, but upon examination it's theoretically possible for it to get blown up during the few seconds while the destroyer is coming out of subspace. That mission is pretty old (was originally made in 2001) and I've easily played it at least 30 times by now, but I somehow never had that occur. It's a simple fix though and I'll include it in a patch.

By the way, out of curiosity, what kind of scores are you guys getting? (the number it gives you at the end of the campaign)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on April 29, 2007, 12:34:44 am
Uh, yeah, I wondered about that. What the hell is it for?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 29, 2007, 12:37:49 am
Copied from the website:

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1: Most of the missions give you special "bonus points" for completing extra secondary or bonus objectives. You will see a flashing indicator on your HUD when you obtain a bonus point. There are a total of 20 bonus points in the campaign. At the end, you will get a percentage score based on how many you acquired. If you manage to get 100%, consider yourself a true master. :)

It basically just keeps track of how many extra objectives you got throughout the campaign, although it doesn't include some of the very easy ones.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on April 29, 2007, 12:49:39 am
Hmm, this looks good, I'll have to d'l it...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Qwer on April 29, 2007, 02:42:35 am
I'll try this today or tommorow, but when looking into FRED I've noticed some realism bugs (which on the other hand might be incorrect as I don't know full campaign yet):
- you've overpowered Mentu with those two SVas'es, also you've changed the only fully specialised GTVA design into universal one :P
- another overpowered design is Hecate with two additional BGreens (both balance realism and strategic realism bug)
- you've spilt common GTVA technology into racial ones (common turrets into Terran and Vasudan ones, common AAA into TAAA and VAAA), bad strategy move
- GTVA still keeps that Fenris junk? :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 29, 2007, 03:30:37 am
Quote
I'll try this today or tommorow, but when looking into FRED I've noticed some realism bugs (which on the other hand might be incorrect as I don't know full campaign yet):
- you've overpowered Mentu with those two SVas'es, also you've changed the only fully specialised GTVA design into universal one Tongue
- another overpowered design is Hecate with two additional BGreens (both balance realism and strategic realism bug)
- you've spilt common GTVA technology into racial ones (common turrets into Terran and Vasudan ones, common AAA into TAAA and VAAA), bad strategy move
- GTVA still keeps that Fenris junk? :p

1 and 2: If you're looking at the defaults in the tables, they only apply to about a third of the instances where those ships are used, and are for the most part irrelevant. I routinely change the main armaments and strength values around on a per-mission basis, based on the mission's own specific requirements, and even then the beams are frequently running off fire-beam events with repeat intervals that vary widely between missions. It doesn't really matter what their stats are since they will perform differently in each mission, depending on other things. I typically want things in a mission to pan out a certain way, in terms of the story and gameplay from the player's perspective, and arrange everything so it works out that way.

3: It's an extension of the anti-capital beams. The different turrets are fairly common among campaigns these days and I believe they will go into they next Media VP version. The weapons are presumably based on the same technology and only carry minor stylistic differences.

4: If you have them around, you might as well have them do something. :D That being said, there is only one Fenris in PI that actually appears in a mission.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Roanoke on April 29, 2007, 05:41:20 am
Lol kept this quiet didn't you (untill the release obviously) ? Last I recall it died when a hard-drive went down.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on April 29, 2007, 06:18:31 am
:eek2:

Oh emm gee, this is one of the best campaigns I've played. I'm on mission 9 right now, and I've really enjoyed the first 8 missions.

Good work on the campaign, man. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on April 29, 2007, 11:37:29 am
Ugh too bad you had to include one of those stupid covert missions. I've had enough bs for one day after trying and failing ten times over. :doubt:

:no:

Meh at least I can enjoy the rest of the campaign now.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 29, 2007, 12:12:28 pm
Quote
Lol kept this quiet didn't you (untill the release obviously) ? Last I recall it died when a hard-drive went down.

Yes, that happened in 2004 and I lost a lot of progress from it. I got some new ideas last summer and started working on it again. I had learned my lesson though and decided to refrain from building up any hype this time, until the thing was actually ready to go. :p

Quote
Ugh too bad you had to include one of those stupid covert missions. I've had enough bs for one day after trying and failing ten times over.

Meh at least I can enjoy the rest of the campaign now.

It's a matter of taste. Some people actually like those missions. :p I'm assuming you're referring to 13, which is actually fairly easy if you approach it the right way. See the walkthrough for some tips.

I suppose I should make it possible to skip that part as a cheat though. It's impossible to cheat in it and the later part of that mission is fairly critical to the story, so skipping it isn't a good idea either. I have already built a bypass into the mission for debugging but disabled it for the final release, so it should be easy to turn it back on in the next update.

In any case, at least I can say that the campaign has something for everyone. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vretsu on April 29, 2007, 12:14:02 pm
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on April 29, 2007, 12:18:05 pm
Oh beejezus.... You've got another undercover mission...

BTW, I knew that there was going to be some interesting conversation in that mission so I cheated and went in fred and read the entire thing. :P

How do you get past Mission 14 Part II if you >dont< want to scan the freighters?

Good campaign except for those.... 3vil little missions.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 29, 2007, 12:24:26 pm
14b is a piece of cake if you don't bother with the bonus objectives, much easier than 13. Just fly over to the installation and do the stuff listed in the directives. The fighters are spread out over too large an area to cause any real problems.

On a general note, if you're having trouble with these missions, make sure you have the escort targeting key easily accessible. You want to be cycling through the escort list constantly to check how far things are.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on April 29, 2007, 12:28:14 pm
check how far things are.

Ooh, it rhymes!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dysko on April 29, 2007, 01:50:50 pm
Finished it 2 hours ago. Awesome campaign, especially the final missions!!! :yes: :yes: :yes:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on April 29, 2007, 01:52:07 pm
downloaded this a few days ago, but for some reason i just cant bring myself to play it, or even FS right now for the moment. once i do i'll let you know what i think
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vretsu on April 29, 2007, 03:25:12 pm
The missions are excellent, and I love the Vulcan gun...feels like a WW2 dogfight ("FUDDA FUDDA FUDDA FUDDA PING PING PFEW PHOOOOOM RATTLE RATTLE"). I do have a few tiny qualms, however.

Some of the modified sounds were a bit lackluster and unneccessary. Especially the new explosion sounds. I also hated how fast the blob turrets fired. Capital ships became uber-bomb-intercepting behemoths of DEATH.

It made me feel worthless on escort missions. :p

Also, the Fenris is now so out of its league it's barely even funny, anymore. Thank god the poor things only appear once in the campaign.  :lol:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on April 29, 2007, 03:37:28 pm
The missions are excellent, and I love the Vulcan gun...feels like a WW2 dogfight ("FUDDA FUDDA FUDDA FUDDA PING PING PFEW PHOOOOOM RATTLE RATTLE"). I do have a few tiny qualms, however.

I thought they were a little weak in a dogfight. I found them useful for intercepting bombs though.

Quote
I also hated how fast the blob turrets fired. Capital ships became uber-bomb-intercepting behemoths of DEATH.

It made me feel worthless on escort missions. :p

I always did this Hollywood-style roll where I'd pull up on the stick and twist the rudder, but keeping the stick pulled back enough so I can keep a missile lock. It works against blobs and flak. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on April 29, 2007, 03:45:20 pm
hehe, try a crazy ivan manuver if ya like that then, it works pretty well.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 29, 2007, 04:16:09 pm
Quote
he missions are excellent, and I love the Vulcan gun...feels like a WW2 dogfight ("FUDDA FUDDA FUDDA FUDDA PING PING PFEW PHOOOOOM RATTLE RATTLE"). I do have a few tiny qualms, however.

Some of the modified sounds were a bit lackluster and unneccessary. Especially the new explosion sounds. I also hated how fast the blob turrets fired. Capital ships became uber-bomb-intercepting behemoths of DEATH.

It made me feel worthless on escort missions.

Also, the Fenris is now so out of its league it's barely even funny, anymore. Thank god the poor things only appear once in the campaign

I like these explosions a lot better than the default ones, but it's a matter of preference. The stock ones always sounded wimpy to me. :p

The turrets actually still aren't very effective at intercepting bombs, but that was my intention with it. Some of the warships were previously very easy to bomb, but this change makes it more important to find a weak spot and/or take out turrets before launching the bombs, and of course to dive in. I think the best example of this is mission 10, which would be far too easy otherwise. The bombs also lock on faster to make up for this though.

As for escort missions, I think the only one where the turrets kill off a significant portion of the enemy fighters is the first one, which is intended to be an easy introduction. They don't have much of an impact on fighters in the other missions.

The Fenris does suck due to its paper thin armor (same as it always was), although at least it has several of these turrets.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on April 29, 2007, 05:40:04 pm
like i said, haven't played it yet, but please, tell me theres none of those damn missions with mission long EMP. pisses me off more then anything else, ruins the story, and makes it more annoying to play
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mad Bomber on April 29, 2007, 09:19:00 pm
Not unless you count that one where a dozen Herc IIs and Persei are all on your tail firing EMP missiles and Morning Stars all day. Took me a couple frustrated minutes to pick those jerks off me. :p

I will say, though, I was impressed with the new turret weaponry. Even in the first mission, I was forced to reevaluate the effectiveness of the lowly Aten. :D

Plot was excellent -- the recon mission in particular was one of the best and most mysterious missions I've played in a long time. The music was absolutely perfect for the situation.

I'm also glad to see the Hades MK2 was put to good use (even though it frustrated me several times by killing me with its super AAAs).

All in all, though, a very good play. No bugs that I could see, apart from the background of mission 2; the writing is top notch, and the combat is gripping and fast-paced. :D

Overall Rating: 9.5.

Would be even higher, but two missions (#13 and #15) were frustrating.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 30, 2007, 01:05:03 am
For 13, I'm going to either cut down on the number of enemy fighters on difficulty levels lower than medium, or reduce the distance where they start to see you. I never found it all that bad, but as the designer I suppose I'm approaching it differently than most users are. If people are having trouble then the difficulty levels would be the best way to deal with the issue. I appreciate the feedback on it though.

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like i said, haven't played it yet, but please, tell me theres none of those damn missions with mission long EMP. pisses me off more then anything else, ruins the story, and makes it more annoying to play

If you mean the nebula EMP missions like loop2-1, there aren't any. I find those annoying too. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on April 30, 2007, 02:16:14 am
****, I posted this in the Homesick thread thinking it was the PI thread. :wtf:

OK, I'm loving this campaign. Think I'm on mission 9. The combat in this game is crazy, just like it should be, and warships actually seem like WARSHIPS. :D

Anyway. I noticed some quirks. The Cyclops bombs seem to be labeled as "Cyclops-Weak" instead of "Cyclops," and in mission 10, after you destroy the Thebo-whateverit'scalled, the directive is marked as failed.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Koth on April 30, 2007, 02:28:09 am
Definately one of the best campaigns I ever played.  :yes:  :yes:  :yes:  :pimp:
Good story, superbly designed missions. There are a few questions left at the end though. Care to explain them ? Or will you make a sequel ? Cause I  want to now what Dasmar really was up to.  :drevil:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Alikchi on April 30, 2007, 07:05:14 am
Just finished, it's 7 in the morning, and I've been playing off and on since 9 PM yesterday now..

Absolutely bloody fantastic. Storyline and mission design were both top notch, with few minor exceptions.

Thank you, sir.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dysko on April 30, 2007, 08:05:21 am
I just noticed the easter egg in the final part of mission 14 :lol:
Title: Re: RELEASE - The Procyon Insurgency
Post by: perihelion on April 30, 2007, 08:58:57 am
Dadgumit!  My weekend's over and I only managed to scrape enough time together to get through the first 3 missions!  Oh, woe is me...

CP...  It may be a week before I get back around to this as I'm crazy busy right now, but I enjoyed the heck out of what I've played so far.  Well done, and thanks.  If the rest of the campaign is of similar quality, it definitely deserves to be voice-acted.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on April 30, 2007, 11:01:48 am
Actually, I'm thinking it would be weird to voice English over Vasudan speech.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on April 30, 2007, 01:22:18 pm
Glad to see that you guys generally like it. I will release another update in a few days addressing the bug reports and suggestions so far.

Quote
Anyway. I noticed some quirks. The Cyclops bombs seem to be labeled as "Cyclops-Weak" instead of "Cyclops," and in mission 9, after you destroy the Thebo-whateverit'scalled, the directive is marked as failed.

Stupid oversight on my part. I forgot that you can target those things. Both issues are fixed.

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No bugs that I could see, apart from the background of mission 2

You're right, that looks pretty messed up. I'm guessing you aren't using mv_effects.vp? I just tried out that mission without the media VPs and it appears that the stock version of that planet doesn't have its transparency border aligned very well, so the background only looks right if you have mv_effects.vp installed. I'll add in a smaller version of the media VP planet into the campaign itself, which should allow the background to look right for people who aren't using the effects VP.

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Good story, superbly designed missions. There are a few questions left at the end though. Care to explain them ? Or will you make a sequel ? Cause I  want to now what Dasmar really was up to.

I intentionally left a few ends open in PI as I have some ideas for a sequel, although I don't know if I'll ever get time to do any serious work on it. Is there anything in particular that you want clarified?

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I just noticed the easter egg in the final part of mission 14

I figured someone would run into one of those things sooner or later. I'll post the full list of easter eggs next weekend, once most people have had a chance to play through the campaign, since you aren't going to look upon it the same way after you see all the crap that's in there. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on April 30, 2007, 02:28:11 pm
When you say you've fixed the issues, will we have to redownload it?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Koth on April 30, 2007, 03:12:52 pm
I'm interested in Dasmar's plans. What was that Ancient Device for? What does he mean with return?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sparky on April 30, 2007, 11:55:46 pm
Stealth mission pissed me off... took me about 50 trys (not kidding either...) I even put it on very easy. Bah, that blew.
Title: Re: RELEASE - The Procyon Insurgency
Post by: bloated on May 01, 2007, 01:07:23 am
I plan on installing this new campaign tomorrow but I just want to make sure that all that's required is to download all of the links provided on the dl page?

also I haven't played FSopen in quite a while I think I had 3.6.9 installed but not entirely sure, anyway if I install these files will they replace the older files without issue as required?

thanks for any assistance in advance.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 01, 2007, 11:17:52 am
Stealth mission pissed me off... took me about 50 trys (not kidding either...) I even put it on very easy. Bah, that blew.

That mission was easy, it was just like Playing Judas. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 01, 2007, 12:00:35 pm
For those of you having trouble with 13, you want to spend a minute or two observing the fighters' paths before you head in. You will notice that heading straight in is not the optimal path to the target. Instead, you want to fly around the "sphere" of fighters and approach it from the top or bottom. This is described in the walkthrough.

In any case, the updated version of this mission will adapt to the difficulty setting. It should now become a walkover on very easy, well, unless you really suck. :p

Quote
When you say you've fixed the issues, will we have to redownload it?

It's a patch file containing only the modified data. You don't need to download the whole thing again, although I will update the main download as well for people who haven't downloaded the campaign yet.

Quote
I'm interested in Dasmar's plans. What was that Ancient Device for? What does he mean with return?

I'll post a detailed explanation in a day or two. I had written a bit of an essay in response to this last night, but didn't have time to finish it. :p

Quote
I plan on installing this new campaign tomorrow but I just want to make sure that all that's required is to download all of the links provided on the dl page?

Yeah, that's it. They don't replace any FS2 files. You might want to wait a bit though, as I'm planning to release the patch tonight, so you can just get the updated version.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 01, 2007, 12:08:16 pm
For those of you having trouble with 13, you want to spend a minute or two observing the fighters' paths before you head in. You will notice that heading straight in is not the optimal path to the target. Instead, you want to fly around the "sphere" of fighters and approach it from the top or bottom. This is described in the walkthrough.

That's basically what I did, only I went left and then went though the left of the "sphere" (turning right), making adjustments when I got too close to the fighters. Took me about a minute to get in doing that, and about the same time to get out. Mission was too friggin' long though. :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: Alan Bolte on May 01, 2007, 12:11:09 pm
I found it much easier to get out than to get in. Right now I'm stuck in the nebula mission. Somehow I get through all that scripted stuff and then the shivan fighters blow me to bits. It's a bit irritating to have to fly around doing nothing for so long each time. Like WC Saga, heh.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 01, 2007, 12:17:53 pm
Quote
Mission was too friggin' long though. :p

Yeah, I agree. The funny thing is that conversation originally used to be much longer, almost 20 minutes by itself. I removed a ton of stuff from it to cut down on the length as much as I could.

I was originally planning to have a big cutscene going on where all the stuff they talk about is actually happening. It would have made things much more interesting, but I had to drop that idea due to time constraints.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 01, 2007, 12:59:16 pm
You said cutscene and it made me think something Independence War-ish. Maybe someone could change that... :drevil:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Morphi on May 01, 2007, 02:18:21 pm
I skipped mission 17 (well, I tried to...).  the mission seems to be a 2  parter...  it loads...then I'm stuck ,the screen flickers.... and i can't restart the the first part of the mission (except in the simulator) ,so i can't complete the campaign.  :mad: Is there a skip-level cheat  or a way to jump back a mission? ( or better: a patch :P)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 01, 2007, 04:07:09 pm
Dude, holy crap! I recognize some of these music tracks you use!

Order of the New Dawn Theme - Ground Control
The Waiting (Or something like that) - Battlezone

There's another one you used too but I don't know where it comes from.

Also you make good use of the FS1 and Silent Threat tracks. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 01, 2007, 05:06:36 pm
Quote
I found it much easier to get out than to get in. Right now I'm stuck in the nebula mission. Somehow I get through all that scripted stuff and then the shivan fighters blow me to bits. It's a bit irritating to have to fly around doing nothing for so long each time. Like WC Saga, heh.

I'm generally not a fan of those either, but I figured that the rest of the campaign is hectic enough that a few "calm" missions wouldn't hurt too much at that point.

You want to close in on the Shivans (using the usual corkscrew maneuver) before attacking them. Their ships are pretty weak once you get past their weapons, and they don't fire much at close range.

Quote
Dude, holy crap! I recognize some of these music tracks you use!

Order of the New Dawn Theme - Ground Control
The Waiting (Or something like that) - Battlezone

There's another one you used too but I don't know where it comes from.

Also you make good use of the FS1 and Silent Threat tracks.

Exactly right. :) The other one you're referring to is probably is the "neutral" debriefing track, which is from Earthsiege. They had to be modified a bit to make them suitable for PI. The rest are from FS1 and the Freespace masters archive that Nix sent me, and the intro track is a simple remix I made from some unfinished stuff in that archive. We'll release all that stuff once we have everything from Dan Wentz, as the archive is currently somewhat incomplete.

Quote
I skipped mission 17 (well, I tried to...).  the mission seems to be a 2  parter...  it loads...then I'm stuck ,the screen flickers.... and i can't restart the the first part of the mission (except in the simulator) ,so i can't complete the campaign.   Is there a skip-level cheat  or a way to jump back a mission? ( or better: a patch)

That doesn't sound good. It seems that this is a problem with FS2 itself rather than PI. I don't know exactly how the game behaves if you try to skip a mission preceding a red alert one after dying, but from what you're saying it sounds like it does not work. I am afraid your campaign progress may be hosed, but you can still play all of those missions in the mission simulator by hitting ctrl-shift-s in the selection screen. The only thing you will lose out on is your work on taking down the turrets in 15 (which stay dead in 17), but the mission still uses a default selection of destroyed turrets if played through the simulator.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sparky on May 01, 2007, 05:10:06 pm
The problem for me on mission 13 wasn't flying TO the ship... but leaving. holy crap that was a pain. I knew how to get in no problem, just wait for Cancer 3 to fly in front of you and start to turn away. then just a straight shot. But leaving, why that was so hard I dunno. I think Cancer 2 kept spoiling it for me.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 01, 2007, 06:34:34 pm
Quote
Dude, holy crap! I recognize some of these music tracks you use!

Order of the New Dawn Theme - Ground Control
The Waiting (Or something like that) - Battlezone

There's another one you used too but I don't know where it comes from.

Also you make good use of the FS1 and Silent Threat tracks.

Exactly right. :) The other one you're referring to is probably is the "neutral" debriefing track, which is from Earthsiege. They had to be modified a bit to make them suitable for PI. The rest are from FS1 and the Freespace masters archive that Nix sent me, and the intro track is a simple remix I made from some unfinished stuff in that archive. We'll release all that stuff once we have everything from Dan Wentz, as the archive is currently somewhat incomplete.

Yeah, kudos on making it work. :):yes:

Actually, I was probably thinking about the FS(2) beta mainhall track. I didn't even notice the debriefing one.

[EDIT]Not to sound like a kiss-ass or anything, but also more kudos to making the speculation stuff seem plausible.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vretsu on May 01, 2007, 07:30:27 pm
Gah! Bloody mission 3.

The sentry guns fired beams at me.  :eek:

I was all like, "oh, look, a pansy Vasudan Edjo gun. DIE!"

It was all, "WTFPWN!!"

*zapzapzapzapzapzapzapzapzapzapzapzapzap*

"AAAAAAAAAAUGH!!!"

*zapzapzapzapzapzapzapzapzapzapzapzapzapzap*

*cheesy explosion sounds*

Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 01, 2007, 07:43:23 pm
:)

Why we don't voice act the campaign...?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 01, 2007, 07:43:54 pm
Spoiler that, dammit. We need that to be a surprise.

And unless CP5670 says so, no. :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vretsu on May 01, 2007, 10:35:18 pm
This campaign would probably be better off without voiceacting.

1.) The constant Vasudan-English translating would get annoying.

2.) As a Vasudan pilot, you should be able to understand Vasudan without a translation, anyways!  :lol:
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 02, 2007, 01:01:58 am
I think the biggest challenge in getting voice acting in, apart from gathering community support, is to find a way to generate the Vasudan voices. The stuff in the default vasudantalk.wav isn't going to cut it in many places (the Dasmar speech in mission 4, for example, would sound strange if it started with that). There are several Vasudan voice files in FS1 that would be perfect, but they're mixed in with the translator.

There is also the fact that I'm currently using a bit of a hack to specify the debriefing music, which wouldn't work if voices were also present there. Although I could probably get the SCP team to add in a proper way of doing this.

Quote
Yeah, kudos on making it work.

Actually, I was probably thinking about the FS(2) beta mainhall track. I didn't even notice the debriefing one.

[EDIT]Not to sound like a kiss-ass or anything, but also more kudos to making the speculation stuff seem plausible.

Thanks, but...what speculation are you referring to? :confused:

Quote
Gah! Bloody mission 3.

The sentry guns fired beams at me.

I was all like, "oh, look, a pansy Vasudan Edjo gun. DIE!"

It was all, "WTFPWN!!"

*zapzapzapzapzapzapzapzapzapzapzapzapzap*

"AAAAAAAAAAUGH!!!"

*zapzapzapzapzapzapzapzapzapzapzapzapzapzap*

*cheesy explosion sounds*

:D

The guy tells you about that in the briefing though. Those sentries are still fairly ineffective, but they can at least do something. The Edjo is pure cannon fodder.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 02, 2007, 01:04:31 am
Also, I'm uploading the 1.02 patch now. This should take care of all the bugs and stuff brought up earlier. If you find mission 13 too hard, you can now turn down the difficulty level to make it easier.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 02, 2007, 01:21:36 am
Quote
Yeah, kudos on making it work.

Actually, I was probably thinking about the FS(2) beta mainhall track. I didn't even notice the debriefing one.

[EDIT]Not to sound like a kiss-ass or anything, but also more kudos to making the speculation stuff seem plausible.

Thanks, but...what speculation are you referring to? :confused:

Well, not speculation per se, I mean speculation since it's not FS canon.

***SPOILER***
I meant that the talk of the ancients, Shivans, and GTI were all plausible. They could have happened. For a second I was thinking this was actually canon stuff too, that's how believable it was, in my opinion.
Title: Re: RELEASE - The Procyon Insurgency
Post by: TrashMan on May 02, 2007, 07:27:20 am
Nice campaign...Actually, great campaign!

But honestly, Im not much into all those conspiracy campaign, as they tend to suffer from the *eh???* syndrom as I liek to call it. Either the bad guy ends up looking like the total idiot, or the GTVA, for being so utterly blind.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 02, 2007, 02:43:54 pm
Nice campaign...Actually, great campaign!

But honestly, Im not much into all those conspiracy campaign, as they tend to suffer from the *eh???* syndrom as I liek to call it. Either the bad guy ends up looking like the total idiot, or the GTVA, for being so utterly blind.

I'm not sure what you're on about here. :confused: Care to explain?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 02, 2007, 03:14:00 pm
He's probably refering to the fact that:

1) Conspiracies are common in custom campaigns;
2) There always is something like "He has been planning this for decades" and we think that whoever is grouping a massive fleet should be noticed by the GTVA itself;
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 02, 2007, 03:14:22 pm
I'm on the very last mission, but there was only one contradictory-to-canon thing I found: GTVA units are never allowed to fire upon escape pods. Ever.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 02, 2007, 03:37:01 pm
Quote
He's probably refering to the fact that:

1) Conspiracies are common in custom campaigns;
2) There always is something like "He has been planning this for decades" and we think that whoever is grouping a massive fleet should be noticed by the GTVA itself;

Well, this is the one place where it's all done right. :D Although there is no "massive fleet" to speak of here, or much in the way of a conspiracy either, for that matter.

Quote
I'm on the very last mission, but there was only one contradictory-to-canon thing I found: GTVA units are never allowed to fire upon escape pods. Ever.

Not quite, they aren't allowed to fire on civilians. The escape pods in PI contain important military personnel. I can't recall anything in the main campaign addressing escape pods in general.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on May 02, 2007, 03:43:18 pm
Quote
I'm on the very last mission, but there was only one contradictory-to-canon thing I found: GTVA units are never allowed to fire upon escape pods. Ever.

Not quite, they aren't allowed to fire on civilians. The escape pods in PI contain important military personnel. I can't recall anything in the main campaign addressing escape pods in general.

BETAC, anyone?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 02, 2007, 03:48:57 pm
As far as I know, every reference to BETAC in the campaign concerns either civilians or POWs. Escape pods don't necessarily fall into either category. (actually, the Vasudan ones are in most cases not even manned)
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on May 02, 2007, 03:55:26 pm
Hmm, I could see trying to capture the escape pod, and if it tries to get away, then destroying it.  But what you have here is similar to the German U-boats blowing life boats of a sinking cruiser out of the water.  Yes, it has been done.  No, we don't really like it when it happens.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 02, 2007, 03:58:23 pm
Sure, but that's beside the point. There is certainly no conflict with canon material.

Quote
if it tries to get away, then destroying it

This is pretty much the situation we have here.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Alan Bolte on May 02, 2007, 04:44:53 pm
In your walkthrough for mission 15, you talk about killing a turret with a Trebuchet. Don't you mean 8 trebuchets? because that's how many it takes me to kill any of the turrets. At least. I've tried switching to a Herc II just to give me a chance to get a few turrets down at range, but damn if I don't end up dying the minute I get a Vasudan on my tail. The Terran fighters seem to go down easy. I can live a while in the Erynies, but I can only make so many strafing runs before most of my wingmen are gone and I have wings of fighters converging on me. That, or I get careless and a beam takes me down.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 02, 2007, 04:54:26 pm
Yes, that should read Trebuchets. Good catch.

You actually want to be using a quad Akheton as much as possible in that mission. It will allow you to sit out of range of all the turrets except for the long range blob ones, which are best dealt with using the trebuchets. If the fighters come after you, run away from the destroyer, wait for them to come up to you and then send the usual tempest barrage at them. However, your wingmen can generally keep them occupied for a few minutes at a time before they notice you.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 02, 2007, 06:34:19 pm
Should you set by default the best loadout, rather than forcing us to play the mission, lose, return back with a loadout we apparently consider good?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sparky on May 02, 2007, 07:30:45 pm
It's your choice though... you have a briefing, you get the idea of what you're gonna do, so you load accordingly. If it says "Destroy Turrets", I'm sure you wouldn't load up with just Tempests, and the Subach.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on May 02, 2007, 08:01:22 pm
There is also the fact that I'm currently using a bit of a hack to specify the debriefing music, which wouldn't work if voices were also present there. Although I could probably get the SCP team to add in a proper way of doing this.
There is an undocumented feature in FS2 retail (and probably FS1 too) that will do this. :)

Immediately after $Briefing Music:, put$Debriefing Success Music:

or

$Debriefing Fail Music: and it will play the specified track in debriefing. You'll have to maintain the mission in Notepad though, as FRED won't save this to the mission file. Title: Re: RELEASE - The Procyon Insurgency Post by: Cobra on May 02, 2007, 11:45:07 pm Awesome, completed the campaign and got a 45% score. :D Title: Re: RELEASE - The Procyon Insurgency Post by: TrashMan on May 03, 2007, 07:34:50 am I got tired with some missions that were unnecesarily tedious, if not hard, so I edited the vulcan (double the range, 90 damage, and 10.0 subsystem modifier). Made disarming teh Saturn and killing EVERYTHING that much easier...MWAHAHAHAHAHA Title: Re: RELEASE - The Procyon Insurgency Post by: Cobra on May 03, 2007, 10:26:47 am Sure, take all the fun out of it. :rolleyes: Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on May 03, 2007, 11:19:36 am What? Score? No, it can't be! FreeSpace can't be ruined! Title: Re: RELEASE - The Procyon Insurgency Post by: Cobra on May 03, 2007, 11:45:06 am You ****ing moron, do you read? The score is how many bonus objectives you complete, and I completed 45% of them. Honestly, people think I'm the only one who doesn't think before posting, which I do now. :P Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on May 03, 2007, 06:09:13 pm Quote Should you set by default the best loadout, rather than forcing us to play the mission, lose, return back with a loadout we apparently consider good? I was thinking about doing that at one point, but eventually decided to make the loadouts uniform among wings. Tempests are something that are useful to have around in most missions, but the AIs are terrible with them, so it was looking a bit funny when the player always had a different default loadout than everyone else in the wing. That being said, the stock loadouts aren't off the wall by any means; they are generally things that the wingmen are good at using and are tailored to the mission requirements. Also, there is generally no one loadout that is clearly perfect for the situation. The things I describe in the walkthrough are what work for me, but they are by no means clear cut. They have different advantages and shortcomings, and may depend on the player's particular style. Quote There is an undocumented feature in FS2 retail (and probably FS1 too) that will do this. Immediately after$Briefing Music:, put

$Debriefing Success Music: or$Debriefing Fail Music:

and it will play the specified track in debriefing.  You'll have to maintain the mission in Notepad though, as FRED won't save this to the mission file.

This sounds useful, but I would need something that plays a track specific to a certain debriefing stage, in the same way voice files are used. I have some cases where the completion status of the objectives doesn't quite match up with the music I would like played.

Quote
Awesome, completed the campaign and got a 45% score

Nice job. :) Since this indicates how much extra stuff you got in addition to the main objectives, something around 50% is pretty good.

Quote
I got tired with some missions that were unnecesarily tedious, if not hard, so I edited the vulcan (double the range, 90 damage, and 10.0 subsystem modifier). Made disarming teh Saturn and killing EVERYTHING that much easier...MWAHAHAHAHAHA

Wimp. :p

Actually, if you're cheating anyway, check out the Shivan super laser. I bet you'll have more fun with that thing. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 03, 2007, 08:27:12 pm
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 03, 2007, 11:55:02 pm
Yes, you could say that. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: TrashMan on May 04, 2007, 02:47:03 am
I only cheated on the last two missions...I was in a hurry and wanted to see how the story ends :D

I did get half of the bonus objectives on previous missions tough.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 04, 2007, 10:05:59 am
Actually, if you're cheating anyway, check out the Shivan super laser. I bet you'll have more fun with that thing. :D

The mass on that thing is MESSED UP. The Akrotiri jug I hit with it went flying at 300 m/s or something. :eek:

Awesome, completed the campaign and got a 45% score. :D

I only got 30%. :(

What happens if you get 0%?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 04, 2007, 10:12:13 am
Quote
The mass on that thing is MESSED UP. The Akrotiri jug I hit with it went flying at 300 m/s or something.

Wait until I release the easter eggs list later today. You'll see things that are even crazier. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Smutmulch on May 04, 2007, 01:15:00 pm
I'm having problems with 14c, the one in the nebula.  After Alpha1 tells me to follow the Agni, the objectives seem impossible.  I get within range of the Agni (on those times that I don't get caught and insta-fragged by a beam), but once the battle starts my wingmates and the nav point instantly disappear from my escort list, and I can never relocate them.  I scan a bunch of things, and can still get the bonus point for scanning the ancients, but the "Follow Agni" directive never registers as complete, and I can't meet back up with Alpha 1 to complete the mission.  The cruiser continues along its way, and runs directly into the Rakshasa hanging around, gets hung up for a few minutes, then continues to the edge of the map.  I've tried multiple ways of getting through this mission, but nothing seems to work.  right now I'm playing on Very Easy, after getting continually beamed on all the other difficulties.  Any idea what's causing the problem?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 04, 2007, 01:22:19 pm
The Rakshasa is supposed to be destroyed in that mission. Were you caught by any chance? That's the only way you could have gotten beamed.

And basically what I did was when I had to follow the Agni, I turned my nose to where the cruiser was headed and kind of let myself slide in under it (about 5 meters in front of the device), directly behind the Agni's main beam cannon.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 04, 2007, 01:56:16 pm
It sounds like the beam firing event is not working as it should, which would cause what you describe. It seems to work fine for everyone else, so the only explanation I can think of is that your game is reading off a different ship model with an FOV that's too low.

Which media VPs are you using? Make sure you have installed the right combination of PI VPs, and that you don't have any extra mods in place apart from the media VPs.

You can stay a little distance in front of the cruiser and move along with it. Once you find it initially, the T473 receiver re-acquires the signal and you don't need to stay right beside it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 04, 2007, 01:57:37 pm
Staying beside it worked for me, though I did get worried I'd get caught in the Agni's beam blast. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 04, 2007, 02:12:36 pm
I would have liked to join the PCA to be honest. I think that Dasmar knew what he was doing, unlike the GTVA really. Dasmar FTW! :P

But how did the Ancients survive for so long?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 04, 2007, 02:28:21 pm
lets see these easter eggs then, might as well have some fun with this while tryin to get all the bonus
Title: Re: RELEASE - The Procyon Insurgency
I played only the first missions, and the campaign seems not bad at all.
But i have 2 problems:
1. in mission n.1 there are invisible asteroids (i can target them, everybody can shoot at them, but they can't be destroyed and they don't collide with ships).
2. i see only the turrets of the deimos (can this be dued to low graphics setting?)
Any suggestion?
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on May 04, 2007, 02:46:22 pm
-jpgtga enabled?
Title: Re: RELEASE - The Procyon Insurgency
no
now i have enabled them, tomorrow i'll try the missions again
thanks
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 04, 2007, 04:29:03 pm
weird, i never had this problem. corupted download? or maybe you have a vp you dont need
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 04, 2007, 04:55:30 pm
I think it's probable. Maybe I can help you, Edivad. We'll check it out via MSN tomorrow.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Smutmulch on May 04, 2007, 07:40:08 pm
Yeah, I realized why I was getting beamed, but it was a little bewildering at first, because there was no other notice given, just a main beam to the face.

I think the model problem might be it, because I noticed too that the commander ordered to attack the other cruiser, but no shot ever was fired.  I'm using 3.6.8 zetas, with the fixes, and my other mods are in their own directories.  Could it be a problem with the executable?  I compiled from cvs a few days ago.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 04, 2007, 08:53:03 pm
you should be using 3.6.9 zeta
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 05, 2007, 12:03:20 am
Quote
I think it's probable. Maybe I can help you, Edivad. We'll check it out via MSN tomorrow.

:confused: We probably found his problem already. Having -jpgtga off would cause just what he describes.

Quote
Yeah, I realized why I was getting beamed, but it was a little bewildering at first, because there was no other notice given, just a main beam to the face.

I think the model problem might be it, because I noticed too that the commander ordered to attack the other cruiser, but no shot ever was fired.  I'm using 3.6.8 zetas, with the fixes, and my other mods are in their own directories.  Could it be a problem with the executable?  I compiled from cvs a few days ago.

Yes, that might have something to do it. Did you compile your build from the head branch or the stable 3.6.9 one?

Try putting this file (http://procyon.freespacemods.net/cruisers.rar) into your PI directory and play the mission again. I have no idea if it will do anything, but it may just fix the issue. It looks like the FOV value in question is just barely enough, so I'm thinking that there may be some build-specific roundoff error occurring that is putting the target outside the turret's view for you.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sparky on May 05, 2007, 01:51:28 am
Wow that was awesome. Just finished (after having to change it to Very Easy for the last 2 missions :( ) That was good stuff... It NEEDS to be voice acted, that's a must! So what's next? :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 05, 2007, 02:00:20 am
What is it with this need for voice acting every campaign that comes out?

I'm pretty sure PI won't be voice acted. Vasudans speaking freaking English does not show a good campaign, too.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on May 05, 2007, 03:03:25 am
You could voice act it, you'd just need to use the same voice, except maybe have two: one for male, one for female.  Just has to be someone that can read like a computer, except being intelligible most of the time.  (vs MS Sam, which is hard to understand sometimes.)  You could even use a male or female voice for both, and just modify the pitch / whatever else to convert the sex.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 05, 2007, 03:48:45 am
Dasmar needs a distinguishable voice. Or else it would suck.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Viko on May 05, 2007, 09:50:19 am
Really great job here  :lol:

Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 05, 2007, 09:51:45 am
I've got another question. Who were the unknowns in the mission with the Nepits and the Mentu at the cargo depot? (Taurus wing IIRC)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 05, 2007, 03:58:25 pm
Dasmar needs a distinguishable voice. Or else it would suck.

I would say charismatic. It would be more appropriate.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 05, 2007, 04:15:36 pm
I've got another question. Who were the unknowns in the mission with the Nepits and the Mentu at the cargo depot? (Taurus wing IIRC)

My guess is SOC.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Tyrian on May 05, 2007, 04:44:45 pm
That...was...awesome...Words cannot describe the quality.  So I'll go with smiles:

:pimp: :snipe: :snipe: :mad: :nervous: :jaw:  :yes2: :yes:

And when will you post the list of Easter Eggs?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 05, 2007, 05:10:34 pm
I don't think there are easter eggs...except for some names taken from Inferno :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Tyrian on May 05, 2007, 06:07:12 pm
Quote
The mass on that thing is MESSED UP. The Akrotiri jug I hit with it went flying at 300 m/s or something.

Wait until I release the easter eggs list later today. You'll see things that are even crazier. :D

Straight from the horse's mouth...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Photoncody on May 05, 2007, 10:06:03 pm
Quote
Lol kept this quiet didn't you (until the release obviously) ? Last I recall it died when a hard-drive went down.

Yes, that happened in 2004 and I lost a lot of progress from it. I got some new ideas last summer and started working on it again. I had learned my lesson though and decided to refrain from building up any hype this time, until the thing was actually ready to go. :p

Quote
Ugh too bad you had to include one of those stupid covert missions. I've had enough bs for one day after trying and failing ten times over.

Meh at least I can enjoy the rest of the campaign now.

It's a matter of taste. Some people actually like those missions. :p I'm assuming you're referring to 13, which is actually fairly easy if you approach it the right way. See the walkthrough for some tips.

I suppose I should make it possible to skip that part as a cheat though. It's impossible to cheat in it and the later part of that mission is fairly critical to the story, so skipping it isn't a good idea either. I have already built a bypass into the mission for debugging but disabled it for the final release, so it should be easy to turn it back on in the next update.

In any case, at least I can say that the campaign has something for everyone. :D
lol I have a game that lets me activate cheats and still progress thoughout the campaign.
And I killed everything that was a fighter in mission 13,14 and all the other stealth missions :) and it was a complete success. :ick:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 05, 2007, 10:36:32 pm
lol I have a game that lets me activate cheats and still progress thoughout the campaign.
[And I killed everything that was a fighter in mission 13,14 and all the other stealth missions :) and it was a complete success. :ick:
let me guess, on very easy, with some sort of mod, or some other method of cheating?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 06, 2007, 01:00:18 am
Sorry for the delayed response; a bad cold and the coursework piling up at the end of the semester does not make for a good combination. :doubt:

I will post a story document in a few days that should clear up most of the story-related questions that people have, once I get some time to write it up. In the meantime, as promised, here is the full list of easter eggs (all 27 of them). I highly recommend that you complete the campaign before trying these out.

Don't drink stuff while activating these. I am not responsible for any broken keyboards. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dysko on May 06, 2007, 03:52:40 am
Uh... I can't trigger Easter Egg #2...
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 06, 2007, 09:42:05 am
You need to do it at the end. You can just cheat, make the Arcadia and yourself invulnerable, and crank up the time compression to get there quickly.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 06, 2007, 10:52:24 am
#6 was hilarious!

So was #3!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 06, 2007, 11:20:46 am
Pretty good mod. i must congratulate you on some very good work :-).

i have a few nigiling little points i want to air.
1. the balance of weapons.
2. rapid fire.
3. new weapons.
4. impossible objectives.

1. the balance of weapons. It seems to of shifted it towards the enemy quite a bit, as far as i am concerned i found a good weapon balance and made the modifications accordingly to your mod. it's now either me or the enemy.

2. rapid fire. rapid firing ships is a lovely piece of work, but i have noticed that when the weapon fires, it fires so many projectiles that it eventually covers the screen.

3. New weapons. IMHO there crap. i wish i had some good points but i don't. sorry.

4. Impossible objectives. i like next to impossible objectives, but on several missions i can not even complete the objectives without being pushed away or destroyed half way even with my flight skills, which are quite high.

but their are good points.
1. Flak fire.
2. bonus points.
3. Procyon.
4. destruction.
5. new tactics.

1. flak fire. Whoever made this campaign is a guninus. flying through flak is very hard work but is very fun.

2. Bonus Points. always rewards to get bonus points, increases morale and fighter spirit.

3. Procyon. Finally a system that never gets a shout inless it's called Procyon-A or some crap like that. this system is finally being used. i am very happy with that.

4. Destruction. alota alota destruction, all good for an imagination! :-P.

5. New Tactics. what it said in the readme is the dufficulty adapts. and it does, which is good. That means i never get my way as quickly as i like.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 06, 2007, 11:25:34 am
My campaign uses Procyon. But my campaign sucks. :(

BTW, I can't find the Cargo crate for #8.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 06, 2007, 01:57:47 pm
Quote
1. the balance of weapons. It seems to of shifted it towards the enemy quite a bit, as far as i am concerned i found a good weapon balance and made the modifications accordingly to your mod. it's now either me or the enemy.

They usually carry the same weapons as you (weaker versions in a few cases), but most of them fire slower due to their AI "accuracy" settings. Not sure what you're talking about.

Quote
4. Impossible objectives. i like next to impossible objectives, but on several missions i can not even complete the objectives without being pushed away or destroyed half way even with my flight skills, which are quite high.

If you're referring to the various extra objectives in the missions, they are optional and are intended to provide an additional challenge over the main goals. Turn down the difficulty if you're having trouble. I find that I can generally complete all of them on medium difficulty within two or three tries each.

Quote
BTW, I can't find the Cargo crate for #8.

The other two guys are sitting still at the beginning, so you can use them to align yourself and make sure your direction is correct before heading out.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 06, 2007, 06:07:31 pm
The quotes you have brung up.

1. I do not feel right wheather you think if there weaker - if there good choise for you maybe. But overall playing it over something like multiplayer is going to be a problem. Which i have already done mind you.

4. I am not talking about just bonus objectives, the objectives as a whole. That mission where you encounter a strange EM signature in Epsilon Pegasi for example. I am getting pushed back by the morningstars quite alot. In other ways i can not get near it because of the rapid firing cruiser. Again an example.

BTW extra point of interest, think about it. You created this campaign for maybe your style. But have not maybe though of people who have different compatibilites, as you are the one who created this campaign is your responsiblity to hear everyones opinion and *not argue it out*, its a good campaign and throughly enjoyed. But it could help if you think of every scenario. i am trying to help i hope it does :-).
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 06, 2007, 07:23:43 pm
Quote
1. I do not feel right wheather you think if there weaker - if there good choise for you maybe. But overall playing it over something like multiplayer is going to be a problem. Which i have already done mind you.

4. I am not talking about just bonus objectives, the objectives as a whole. That mission where you encounter a strange EM signature in Epsilon Pegasi for example. I am getting pushed back by the morningstars quite alot. In other ways i can not get near it because of the rapid firing cruiser. Again an example.

BTW extra point of interest, think about it. You created this campaign for maybe your style. But have not maybe though of people who have different compatibilites, as you are the one who created this campaign is your responsiblity to hear everyones opinion and *not argue it out*, its a good campaign and throughly enjoyed. But it could help if you think of every scenario. i am trying to help i hope it does :-).

Well, PI was never designed with multiplayer usage in mind and wouldn't work well there. Most missions would need to be made a lot harder for multiplayer to be interesting (to counterbalance respawns and multiple players), and a few would be essentially impossible to carry over without major changes to how they operate.

As for that mission you mentioned, you don't actually need to (and aren't supposed to be able to) get near the object. The bonus objective is simply to target it, and you can ignore it altogether for the primary objectives. The morning star guys can get a bit annoying but are countered pretty effectively with heat seeking missiles. Rockeyes work well and are included in the default loadout for that mission. The enemies will also fire their morning stars at a much slower rate on lower difficulty levels.

I welcome all suggestions of course, but I think the overall difficulty is generally right about where I wanted to have it. The ingame difficulty levels should still allow the campaign to adapt to a fairly wide range of players. There was an issue with mission 13 in that respect, but that has now been corrected. Nice to know that you liked the campaign overall though. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: FlyingBadger on May 08, 2007, 08:53:41 pm
Well I like the story and background for the campaign, but I can honestly say I've never been so frustrated playing a FS2 campaign, even Aeos Affair was nowhere near the difficulty level of this campaign.  The "4 minutes to destroy the corvette and Aeolus" is possible to do if you play it absolutely perfectly to the letter, sort of like taking out all 5 beams on Bearbaiting, except in this case its mission fail if you end up one bomb short.  Then the next mission you get treated to trucking around in a Bakha getting blasted by 2 or 3 Erinyes armed with morning stars.

This is a venting post, I'll likely be more positive on the campaign when I get to a mission I dont have to play 10 times to get past.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 08, 2007, 09:10:50 pm
if the morning stars piss you off, cheat one of your weapons to the shivan super laser and push back
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 09, 2007, 12:49:43 am
Quote
Well I like the story and background for the campaign, but I can honestly say I've never been so frustrated playing a FS2 campaign, even Aeos Affair was nowhere near the difficulty level of this campaign.  The "4 minutes to destroy the corvette and Aeolus" is possible to do if you play it absolutely perfectly to the letter, sort of like taking out all 5 beams on Bearbaiting, except in this case its mission fail if you end up one bomb short.  Then the next mission you get treated to trucking around in a Bakha getting blasted by 2 or 3 Erinyes armed with morning stars.

This is a venting post, I'll likely be more positive on the campaign when I get to a mission I dont have to play 10 times to get past.

I had the time limit for that mission higher at one point, but there is a simple trick to it that I thought everyone else would be also able to figure out. If you order the other bombers to attack the Aeolus some time before the Deimos is destroyed, when it's at 15-30% strength, you can get them both with quite some time to spare. However, I'm glad you brought it up and will increase the time limit with the difficulty levels on the next revision, with more time available on lower difficulties.

The next mission is among the easiest in the campaign. :confused: The Erinyes generally ignore you except for one near the beginning. What difficulty are you playing on? I think you may have set it too high.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Stomp357 on May 09, 2007, 12:51:45 am
How do you enable cheats in this campaign? I've been trying to pass mission 15 where you must destroy 20 turrents on the Saturn, and I can't. Been trying for days, and I'm about to can this campaign. I don'tcare if I ruin the "fun", but I have a hard enough time trying to play games these days as my MD has gotten worse, and I don't have the ability to use my controller like I once could.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 09, 2007, 12:58:44 am
Just the usual way, type "www.freespace2.com" and then hit the various cheat commands (~I, ~W, and so on). An infinite supply of Stilettos works well. :D

You only need to get 15 turrets in that mission to complete it, by the way. The other things are secondary objectives and aren't mandatory.
Title: Re: RELEASE - The Procyon Insurgency
Post by: FlyingBadger on May 09, 2007, 01:07:24 am
I'm on medium difficulty, and I guess I'm stubborn but I don't want to go to Easy because it feels like cheating.  I must have played that mission after chasing down the corvette and cruiser a dozen times.  I finally switched to a Sekhmet bomber and then it took me another four to get through it, although the last few times I was an idiot and forgot how to properly bomb a cruiser without either getting eaten alive by flak or hearing "avoid the beam and you won't get hit, pilot!" in my head as I restarted.  My biggest problem was getting swarmed while trying to take out the cargo depot.  That became less of a problem once I loaded Kaysers and could breeze through the cargo and close range fighters really quickly.  But if one or two of them got behind me with their morning stars, I was toast.

As for that chase mission, the only way I could do it was to immediately take out the major rear turrets of the corvette with stilletos, then spam stilletos into the cruisers engines to disable it for later.  Even then the corvette got away a couple times if I got set upon by some fighters that I couldnt kill quickly.  You're right though, once you figure out the procedure to do it, its not that hard, but I guess I just don't like playing a mission repeatedly to figure out the optimal strategy, I'd like to be able to beat it the first or second time.  Dying all the time does take out some of the "immersion" factor.

I don't know, maybe I really dropped off in skill level, but Main Campaign or Derelict on hard was rarely much trouble for me.  Another issue might be my shield equalization button is crapping out on me.  I should quit whining and get myself a new joystick so I can enjoy the campaign :)

Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on May 09, 2007, 01:16:31 am
Alt+D, use your left hand, pilot!  ;)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 09, 2007, 02:00:39 am
Quote
I'm on medium difficulty, and I guess I'm stubborn but I don't want to go to Easy because it feels like cheating.  I must have played that mission after chasing down the corvette and cruiser a dozen times.  I finally switched to a Sekhmet bomber and then it took me another four to get through it, although the last few times I was an idiot and forgot how to properly bomb a cruiser without either getting eaten alive by flak or hearing "avoid the beam and you won't get hit, pilot!" in my head as I restarted.  My biggest problem was getting swarmed while trying to take out the cargo depot.  That became less of a problem once I loaded Kaysers and could breeze through the cargo and close range fighters really quickly.  But if one or two of them got behind me with their morning stars, I was toast.

As for that chase mission, the only way I could do it was to immediately take out the major rear turrets of the corvette with stilletos, then spam stilletos into the cruisers engines to disable it for later.  Even then the corvette got away a couple times if I got set upon by some fighters that I couldnt kill quickly.  You're right though, once you figure out the procedure to do it, its not that hard, but I guess I just don't like playing a mission repeatedly to figure out the optimal strategy, I'd like to be able to beat it the first or second time.  Dying all the time does take out some of the "immersion" factor.

I don't know, maybe I really dropped off in skill level, but Main Campaign or Derelict on hard was rarely much trouble for me.  Another issue might be my shield equalization button is crapping out on me.  I should quit whining and get myself a new joystick so I can enjoy the campaign

I just tried that mission again on medium to make sure nothing was amiss and didn't have much trouble with it. You can check the walkthrough on the website (referred to in the debriefings) if you're getting stuck, which describes the required sequence of actions. It's interesting that you mention destroying the Aeolus's engines with the Stilettos though, since I never thought of that myself. I need to give that a try and see how well it works.

I intended the campaign to be a bit of a challenge, enough that it would be worthwhile to try thinking of specific strategies to complete the missions, but it's not supposed to be that hard. Most of the stuff described in the walkthrough wasn't actually intended while I was designing the missions and I essentially only discovered those things as a player on the first couple of test runs, so I assumed others would do the same. The only mission that I find somewhat hard is the 6th one and I expected that a few people may complain about that one, but interestingly enough, nobody seems to have had much trouble with it so far.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on May 09, 2007, 02:07:40 am
I agree with those who say the difficulty level is too hard.  I'll post a full rant when I've finished the campaign, but I've been playing it ever since the 1.02 patch was released and only just completed mission 14d tonight.  I have refused to activate cheats or play at a difficulty level below Medium.

For the time being, I'll say this.  There are some bugs still in the campaign, most notably dead-end traps at certain points and the frequent failure of the "nearest ship" sexp trick to actually put the nearest ship on your escort list.  But the most frustrating aspect is the consistent requirement to "thread the needle" -- to perform exactly the right actions in exactly the right sequence, and not only to do this once but to do it at a sustained level of skill over the course of fifteen minutes or more.

EDIT: This was posted while CP was still typing.  Actually, I found mission 6 to be one of the easiest missions in the campaign, probably because I could approach it as a traditional tactical challenge as opposed to a "find the right sequence of actions" trial-and-error game.  I finished that mission on the first try with the Deshret departing at 11% strength.
Title: Re: RELEASE - The Procyon Insurgency
Post by: The Spac on May 09, 2007, 09:43:33 am
Finished it, found it challenging and a bit hard. Some missions took alot of trial and error to find the right way, thank heavens for Time Compression.

Final Mission when most of your fighters are down and you have 4 heavy fighters fire at you, you barely survive their blasts. :(
Title: Re: RELEASE - The Procyon Insurgency
Post by: NGTM-1R on May 09, 2007, 09:50:23 am
The covert missions were surprisingly easy; I failed one due to my own dumbness (hit the burners) and one because I walked away from the computer with it paused and situational awareness doesn't retain well over gaps of time.

The Saturn mission is driving me ****ing nuts though. My wingmen are absolutely useless. All jokes aside, this is not something I normally find myself saying. Even when I send them all after a specific turret via the destroy subsystem command, they've never taken one down. I've never managed to live to the 10 minute mark, but I doubt it would matter if I did, I can't take the turrets down fast enough all on my lonesome from range (the Maxim is proving surprisingly ineffective against the turrets at range) and getting up in the Saturn's face invariably kills me.
Title: Re: RELEASE - The Procyon Insurgency
Post by: perihelion on May 09, 2007, 10:29:28 am
I was having the same problem.  So I finally got annoyed and switched to a Herc2 with 2 fully loaded banks of trebuchets.  Still took a couple tries, but I eventually was able to get 18 turrets down within 10 minutes.  I just felt kind of like, "Is this really how I'm supposed to be playing this?"

My wingmen were useless as well.  Unless I'd taken a turret down to 10% or less, they could do nothing.  I'm not positive, but I don't think I ever saw one use missiles against the Saturn, just against fighters.  'twas frustrating, but I'm still enjoying the campaign.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 09, 2007, 11:08:43 am
It appears that people are having more trouble with the campaign now than when it was first released. I'll try to clear up a few specific issues:

In 15, use the Akheton on the turrets, not the Maxim. The Maxim is too inaccurate to destroy them at a distance. The Akheton is in your default loadout and is after all, designed for this purpose. It should allow you to destroy enough turrets (by sitting just outside their range) by around the six minute mark, and you can then decide whether you want to go for the extra objectives or not. The main challenge in that mission comes from the enemy fighters, and even then, only in the first three minutes or so.

I'll admit that the wingmen are pretty useless in that mission. I couldn't get them to do anything for the subsystems either, despite various AI hacks I tried to implement. They mainly serve to keep the enemy fighters occupied, although that is important in itself.

I'll replay this mission myself later today and see if I find anything wrong. The campaign's development has been so prolonged that it wouldn't be entirely unexpected if some table changes I made for something else screwed up this particular mission.

Quote
I agree with those who say the difficulty level is too hard.  I'll post a full rant when I've finished the campaign, but I've been playing it ever since the 1.02 patch was released and only just completed mission 14d tonight.  I have refused to activate cheats or play at a difficulty level below Medium.

For the time being, I'll say this.  There are some bugs still in the campaign, most notably dead-end traps at certain points and the frequent failure of the "nearest ship" sexp trick to actually put the nearest ship on your escort list.  But the most frustrating aspect is the consistent requirement to "thread the needle" -- to perform exactly the right actions in exactly the right sequence, and not only to do this once but to do it at a sustained level of skill over the course of fifteen minutes or more.

Are there any missions in particular that you found required this sort of trial and error? The only one I can think of that can be described in this way is number 4, and perhaps 12 to a lesser extent. The others are all fairly straightforward. The tricks required in a few of the other missions like 10 seemed fairly intuitive and obvious to me, and indeed, most people earlier didn't seem to have much trouble. Now there may be something going on with 15, as more than one person has complained about it now, and I'll take a closer look at it.

That being said, if you're finding it as frustrating as you say, you should turn the difficulty level down. The whole point is to have fun with it, after all. :p

Could you elaborate on the bugs you found? If you're talking about the events in missions 13 and 14, I don't think I have ever had those particular ones fail to work, but I have seen strange behavior with the every-time sexps in other situations. I believe the frequency of every-time is dependent on the framerate, so the only thing I can think of is that it is something system-specific. I can imagine that those missions would ridiculously annoying if those sexps were not firing properly though.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on May 09, 2007, 01:10:43 pm
I have a hunch that the reason people are only starting to have trouble now is because everyone who zipped through in the first few days used cheats and/or Very Easy. :p The people who don't take shortcuts have to plow through the campaign the regular way.  I don't intend to turn the difficulty down because I want to prove that it can be done on Medium.  At this point, it's a matter of personal pride. :p

I think you might approach difficulty in a different way than most people.  I don't know, maybe you play while on speed or something; or maybe (hopefully more likely) your familiarity with your missions is hampering your objective perspective.  I can complete the FS1 and FS2 campaigns on Insane, and I find Aeos Affair a challenge but still beatable.  I thought Shrouding the Light was tough when I first played it, but after I figured out Blaise Russel's methods, it's not that bad.

PI, though, is simply frustrating.  It's the kind of frustrating that causes me to give up on lesser campaigns and cheat my way through, just because I've had enough and want to see how the story ends.  Fortunately for you, the story in PI is not only good, it's top-notch.  So I have a love/hate relationship with the campaign -- the story is as fascinating as the difficulty is frustrating. :)

This is turning into the review I wanted to write when I finished the campaign, so I guess I'll just review what I've seen up until now:

1) A bit harder than I thought, but beatable once I adjusted my initial assessment of the difficulty.  I thought it was about twice as long as it needed to be, though; I got really annoyed when I reached the halfway mark and heard there was still another half to go.  Dogfighting for more than 5 minutes at a stretch gets boring.

2) Not that bad, but still kind of long.  I appreciated getting the message about support ships repairing hull to 60%.

3) A cool mission, but the difficulty kept me from having fun with it.  I died a couple times when the main action was over but the incoming PCA wings were trying to sanitize the area.

4) This one took me several tries until I ordered everybody to protect the Unut and just protected the Diomedes myself.  I got really annoyed at how incompetent my wingmen were here.

5) This one was fun.  I had a pretty easy time destroying all 18 ships, but the incoming fighters made it challenging.  The main bug I noticed here was that someone destroyed the meson bomb almost immediately after it arrived, causing two conversations to overlap.

6) As I said before, challenging, but very doable.  Finished it on the first try with the Deshret at 11%.  It might have helped that I took Tornadoes instead of Tempests.

7) No major problems here, although it would have been nice if Command had responded immediately to Alpha 1's protest at chasing the Agni.  I had to restart the mission because I zoomed over to try to scan it.

8) Very, very frustrating.  I tried making my way toward the Amenemhet, dogfighting fighters and destroying turrets as the walkthrough said, but the Amenemhet always jumped out before the first engine reached 50%.  The Phalanx wasn't a great help here, as the first shot takes a Thoth down to about 5% and then I have to wait before I can fire a second shot to finish it off.  My wingmen were positively useless.  I had to play this mission about a dozen times before I just decided to hang back and snipe at the Amenemhet using Trebs, ordering everybody to engage the enemy.  I also thought the requirement to take out the nav and reactor in addition to the engines was rather arbitrary.

9) This mission was positively impossible, even though I was playing the patched version.  I must have played it fifty times, getting the same result each time, plus or minus several seconds: the Minotaur went down shortly after the Thyrae arrived.  I tried it in a pure bomber role, destroying all beams and ships; I tried it in a pure fighter role, intercepting all the bombers.  (I thought it completely ridiculous, and utterly unnecessary, to have all those waves of bombers going after the Minotaur -- the bombs always got through even when I ordered every single ship to protect it.)

I finally realized that the bombers targeted the Minotaur only after the Khepri was destroyed, so I ordered everybody to protect the Khepri while I did my bomber thing.  That, paradoxically, worked superbly.  The Minotaur was still over 50% (and the Khepri over 30%) by the time the Saturn arrived; which led to an amusing awkward pause while the Saturn wore the Minotaur down with its beams.

I also thought it was wrong to have the protection of the Minotaur as a secondary objective.  If its destruction triggers a mission abort, it should be a primary objective.

10) Same troubles as others have reported.  In order to destroy both ships at the beginning, the execution had to be done perfectly (even though I followed the walkthrough).  It was fairly easy to destroy either ship alone, but destroying both required a bit of luck.  Destroying the Enceladus was slightly easier, even though I had to do all the work myself -- my wingmen were good for nothing other than being targets for its turrets.

One potential bug here (I didn't check, but you should probably test this) is that the navigation subsystem only governs warpout capability if it's set that way in ai_profiles.tbl.  Since you didn't include an ai_profiles.tbl, your walkthrough wouldn't have worked.  I didn't want to risk having to replay the mission just to test that out, so I always went for the engine.

11) This was not hard or frustrating so much as very annoying.  I was clever enough to use Stilettos to knock out all the AAA beams in the mission, including the Nepits' and the Leviathan's, so my wingmen had an easy time.  Unfortunately, I got swarmed by about 100 Herc IIs and Persei armed with EMP missiles on the way to the cargo depot, so I had to spent about 20 minutes (not kidding) fighting them all off.  Then during the first time I got to see the Hybris jump in I started getting EMP'd again, causing me to miss the order to warp out and get vaporized by the Saturn.

12) Not as hard as the others, but I hit another mission bug here.  When the Serket was disabled, I stayed halfway between it and the convoy so I could come to the assistance of either if needed.  That caused a dead end.  I looked at the mission in Notepad and found that the mission would only proceed after you closed to within 1200m of the convoy.

13) The most frustrating mission since 9.  I tried going in through the bottom like the walkthrough said; it didn't work.  I tried going in from the top, sides, front, etc.  I finally opened it in FRED and looked at the waypoint paths.  I ended up deciding that a sideways-downwards path on the right was the best approach, but I still couldn't make it work.  I played it dozens of times, occasionally getting to the center but not out again.  Finally I managed to do it by fluke as much as anything else.  Then after the conversation was over, I was petrified that I'd get killed by the fighters, so I just ran away as far as I could.

It was here that I discovered that the escort list sexp trick didn't work reliably -- in fact, most of the time I got caught, it was by a ship that was not on the list.  I also found the failure debriefing very insulting here, considering the difficulty of navigating the sphere.

14a) No complaints.

14b) Not that hard, but the escort list trick still didn't work.  And from a canonical standpoint, AWACS is supposed to reveal any stealth ship in non-nebula space, not just those within 2500m.  Unless the AWACS only has a range of 2500m, which doesn't seem likely.

14c) The most frustrating mission since 13.  My wingmen were absolutely no help at all in destroying any enemy fighters -- I always got every kill, or occasionally every kill save one.  I even tried hanging back one time to see if they could do it themselves... even after 10 minutes, they hadn't gotten a single one.  Then when I got to the Agni, I thought I had found another bug... no matter what I did, as soon as I got close enough to the Agni to hear the communications, I always got beamed.  If I hung back out of communications range, the mission wouldn't continue.  I finally figured out, after several frustrating restarts, that occasionally I could afterburn in and afterburn away without getting killed, but this wasn't obvious, nor was it explained why the Agni would randomly beam me.  Then I discovered that, contrary to the walkthrough, I had to scan an Ancient fighter first, since they would invariably be destroyed by the time I scanned a bomber or a corvette.

I was rather annoyed that I had to scan everything personally, since the set-scanned and set-unscanned sexps have been in FSO since forever.  And it was extremely frustrating to sit through 15 minutes of fighting and dialogue before I got to the point where I could try something different.  And once, when I did everything perfectly, I got killed by the two Shivan wings at the nav point, which seriously, royally, pissed me off.  Giving the player a serious risk of failure at the 20 minute mark, after considerable fighting, scanning, and dialogue, is an evil, evil, evil, evil move.

14d) It took me about five tries to escape this one successfully, which is completely unreasonable.  All the more so because I had finally managed to get through the previous mission with 74% hull.  If a player got to this point with a seriously damaged fighter, say at 10%, he would quite likely not be able to survive, and he wouldn't be able to replay the previous mission to try again (not that he should have to) because there's no briefing.  Very, very poor design here.

EDIT: Now I've spent almost an entire day trying to beat 15.  I tried doing it the walkthrough way; and I tried playing sniper with dual banks of Trebs.  I have not been able to live beyond 7 minutes, let alone get more than 10 turrets.  It takes the prize from 9 as the single most frustrating mission in the campaign so far.  If you can complete all the objectives on Medium within two or three tries, you need to post a video.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on May 09, 2007, 01:44:28 pm
Hi CP5670, I'm actually testing DaBrain's new mediavps set and I've seen that PI is going to be incompatible with it.

You are using modular tables with "official" mediavps names (example mv_models-shp.tbm in PIassets). So you are overriding mediavps ones. You have tested that behaviour with actual media vps set but you can miss or brake future additions.

As an example, there's not going to be any bomberxxhp.pof models. So PI is not going to work with next version (GTB Medusa is going to use an non-existent pof).

Also, as you are overriding the WHOLE mediavps tbm, you can miss new effects or other important settings.

If you want a particular change, you can always force it through your own tbm with your own name. As it is in a higher priority folder, its changes will work despite the original tbms, (and their settings), in mediavps folder.

And I also feel that most of these mv_ tables are redundant. You are setting mediavps as a secondary mod in mod.ini so you are always going to load them. I mean, you don't need to say that Levy's model is cruiser01x.pof because that is already said in media vps.

(Another conflict example, maybe in future versions, cruiser01x.pof is going to disappear replaced by texture replacement over cruiser01.pof, read from this thread (http://www.hard-light.net/forums/index.php/topic,37158.msg937996.html#msg937996) about a feature Taylor is coding).

In simpler words, let mediavps improve FS2 effects/models for existing ships and weapons. It will NEVER change their game balance features (strength, range, ...) So you just have to worry about these game balance features or about the few effects/models you DO want to change (but in the latter, you'll have to include all needed textures or pofs; mediavps ones can change at any time). But you don't need to include overriding tables just to prevent that someone change some critical ship or weapon feature sometime somehow somewhere.

Please, update, simplify and rename your tables to make PI compatible with any version (future or past) of mediavps.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 09, 2007, 02:29:59 pm
i have played the campaign again this is my list of tweaks and fixes.

1. A few heavy tweaks the the ai, they now fight properly. i have re-enabled your weapons table and the playing field is alot more stable.

2. Impossible objectives are still impossible but tuned down slightly, instead of 0% survivability chance, it's now 2% at least. (But even if there is a 1% chance i can now cause choas even with that) see point 1.

3. Escort bug, resolved. 2 missions were your completly and uttly screwed is alot less then before.

4. i added a replay the last mission on your last mission.

5. my survivability has jumped from 22.6% to 60.7%.

6. My accuracy has also jumped up slightly.

7. i can now play insane skill level, and i mean this is proper insane skill, So far i have died 21 times :).

8. i have fixed several bugs within several ships that allow destruction of their cannons and a drop off of accuracy.

these are just a few loose nuts, blots and screws. if i look down what i did there are more then 30 revisions.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 10, 2007, 02:59:57 am
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I think you might approach difficulty in a different way than most people.  I don't know, maybe you play while on speed or something; or maybe (hopefully more likely) your familiarity with your missions is hampering your objective perspective.  I can complete the FS1 and FS2 campaigns on Insane, and I find Aeos Affair a challenge but still beatable.  I thought Shrouding the Light was tough when I first played it, but after I figured out Blaise Russel's methods, it's not that bad.

I think it would be the latter. :D However, I have a feeling that something is not working correctly on your end (and possibly for others as well), since some of your assessments of the missions do not correlate at all with what I have experienced. I may know what's going on in the mission, but my style of gameplay cannot be that much different from everyone else's. There is also the fact that you're saying the escort list thing does not work, which I have never had any problems with myself. You are using RC7.9X, right?

I'm a bit tied up right now, but let me address some of your points and see if I can figure out what's going on here.

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PI, though, is simply frustrating.  It's the kind of frustrating that causes me to give up on lesser campaigns and cheat my way through, just because I've had enough and want to see how the story ends.  Fortunately for you, the story in PI is not only good, it's top-notch.  So I have a love/hate relationship with the campaign -- the story is as fascinating as the difficulty is frustrating.

I will say this: you certainly have more patience than I do. I would have given up long ago if I ran into all the crap you describe. :p

At any rate, it looks like the next revision of this will have to include some major changes. It all seemed to work perfectly on my final test run; I don't know what could be happening.

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4) This one took me several tries until I ordered everybody to protect the Unut and just protected the Diomedes myself.  I got really annoyed at how incompetent my wingmen were here.

Interesting observation, since this is the one mission where the wingmen always seemed to be almost too effective, more than I would have liked. They typically end up getting at least 75% of the total kills for me.

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5) This one was fun.  I had a pretty easy time destroying all 18 ships, but the incoming fighters made it challenging.  The main bug I noticed here was that someone destroyed the meson bomb almost immediately after it arrived, causing two conversations to overlap.

Strange, I have never had that happen. You might have run into a fluke where the bomb hit a piece of debris from something else as it was coming in. I believe I have actually protected it at the beginning, so the wingmen won't attack it.

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8) Very, very frustrating.  I tried making my way toward the Amenemhet, dogfighting fighters and destroying turrets as the walkthrough said, but the Amenemhet always jumped out before the first engine reached 50%.  The Phalanx wasn't a great help here, as the first shot takes a Thoth down to about 5% and then I have to wait before I can fire a second shot to finish it off.  My wingmen were positively useless.  I had to play this mission about a dozen times before I just decided to hang back and snipe at the Amenemhet using Trebs, ordering everybody to engage the enemy.  I also thought the requirement to take out the nav and reactor in addition to the engines was rather arbitrary.

After reading this, I'm beginning to wonder if you are in fact playing on medium difficulty, as this almost sounds like an entirely different mission than what I'm used to. :confused: I have played that mission at least 30 times over the years and always found it a little too easy. I can eliminate the five turrets with the Akheton (the ones mentioned in the walkthrough) without taking any return fire and destroy the engines with plenty of time to spare, enough that I don't need to rush with it at all. I generally use two banks of Stilettos, although a single bank is more than enough, and I never bother giving the wingmen any additional orders. I would actually rate this as the third easiest mission in the campaign, next to only 1 and 7 (and those two are so easy that you can sometimes get away with just sitting still and doing nothing for the entire mission).

It might be helpful if you could post a short FRAPS clip of what exactly you're doing here, since this has left me completely puzzled.

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9) This mission was positively impossible, even though I was playing the patched version.  I must have played it fifty times, getting the same result each time, plus or minus several seconds: the Minotaur went down shortly after the Thyrae arrived.  I tried it in a pure bomber role, destroying all beams and ships; I tried it in a pure fighter role, intercepting all the bombers.  (I thought it completely ridiculous, and utterly unnecessary, to have all those waves of bombers going after the Minotaur -- the bombs always got through even when I ordered every single ship to protect it.)

I finally realized that the bombers targeted the Minotaur only after the Khepri was destroyed, so I ordered everybody to protect the Khepri while I did my bomber thing.  That, paradoxically, worked superbly.  The Minotaur was still over 50% (and the Khepri over 30%) by the time the Saturn arrived; which led to an amusing awkward pause while the Saturn wore the Minotaur down with its beams.

I also thought it was wrong to have the protection of the Minotaur as a secondary objective.  If its destruction triggers a mission abort, it should be a primary objective.

Clever idea, I didn't think of that. :yes: But once again, I'm wondering why the Minotaur is going down so easily for you. It typically ends up at 10-15% for me, and I don't even pay attention to it or the bombers at all and only look for warship kills. The bombers are essentially only there to have it look like a battle in the background, and you shouldn't need to worry about them at all unless they happen to attack you.

Your point about the objective is well taken, and I will change it in the next version.

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10) Same troubles as others have reported.  In order to destroy both ships at the beginning, the execution had to be done perfectly (even though I followed the walkthrough).  It was fairly easy to destroy either ship alone, but destroying both required a bit of luck.  Destroying the Enceladus was slightly easier, even though I had to do all the work myself -- my wingmen were good for nothing other than being targets for its turrets.

One potential bug here (I didn't check, but you should probably test this) is that the navigation subsystem only governs warpout capability if it's set that way in ai_profiles.tbl.  Since you didn't include an ai_profiles.tbl, your walkthrough wouldn't have worked.  I didn't want to risk having to replay the mission just to test that out, so I always went for the engine.

The navigation thing is coded into the mission itself, so it should work fine. You don't actually have to destroy the Enceladus though.

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11) This was not hard or frustrating so much as very annoying.  I was clever enough to use Stilettos to knock out all the AAA beams in the mission, including the Nepits' and the Leviathan's, so my wingmen had an easy time.  Unfortunately, I got swarmed by about 100 Herc IIs and Persei armed with EMP missiles on the way to the cargo depot, so I had to spent about 20 minutes (not kidding) fighting them all off.  Then during the first time I got to see the Hybris jump in I started getting EMP'd again, causing me to miss the order to warp out and get vaporized by the Saturn.

Those additional fighter waves are essentially a type of time limit. Basically, I was finding that I could destroy almost everything in that mission without much effort, and expected that other players would do the same. On the other hand, if you just go straight to the cargo depot (as Command tells you to) after taking out the AWACS and attack the containers, the enemy fighters never come. The two minutes still leaves you with enough time to take out the cruiser and get the bonus objective. They shouldn't be attacking you at the end though; in fact, they are supposed to leave at that point.

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12) Not as hard as the others, but I hit another mission bug here.  When the Serket was disabled, I stayed halfway between it and the convoy so I could come to the assistance of either if needed.  That caused a dead end.  I looked at the mission in Notepad and found that the mission would only proceed after you closed to within 1200m of the convoy.

I didn't consider that possibility. I basically did not want the player to end up in a situation where he is stranded somewhere far away from the convoy while the dialogue is proceeding. This should be easy to fix, however.

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13) The most frustrating mission since 9.  I tried going in through the bottom like the walkthrough said; it didn't work.  I tried going in from the top, sides, front, etc.  I finally opened it in FRED and looked at the waypoint paths.  I ended up deciding that a sideways-downwards path on the right was the best approach, but I still couldn't make it work.  I played it dozens of times, occasionally getting to the center but not out again.  Finally I managed to do it by fluke as much as anything else.  Then after the conversation was over, I was petrified that I'd get killed by the fighters, so I just ran away as far as I could.

It was here that I discovered that the escort list sexp trick didn't work reliably -- in fact, most of the time I got caught, it was by a ship that was not on the list.  I also found the failure debriefing very insulting here, considering the difficulty of navigating the sphere.

I've said a lot about this mission by this point, but the escort list thing sounds like a serious problem. If you couldn't check what was near you, it's no wonder it took so many tries. Was it ever working at all?

Your ship is made a guardian at the end and cannot die, in the rare event that the enemy fighters even shoot at you at all.

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14c) The most frustrating mission since 13.  My wingmen were absolutely no help at all in destroying any enemy fighters -- I always got every kill, or occasionally every kill save one.  I even tried hanging back one time to see if they could do it themselves... even after 10 minutes, they hadn't gotten a single one.  Then when I got to the Agni, I thought I had found another bug... no matter what I did, as soon as I got close enough to the Agni to hear the communications, I always got beamed.  If I hung back out of communications range, the mission wouldn't continue.  I finally figured out, after several frustrating restarts, that occasionally I could afterburn in and afterburn away without getting killed, but this wasn't obvious, nor was it explained why the Agni would randomly beam me.  Then I discovered that, contrary to the walkthrough, I had to scan an Ancient fighter first, since they would invariably be destroyed by the time I scanned a bomber or a corvette.

I was rather annoyed that I had to scan everything personally, since the set-scanned and set-unscanned sexps have been in FSO since forever.  And it was extremely frustrating to sit through 15 minutes of fighting and dialogue before I got to the point where I could try something different.  And once, when I did everything perfectly, I got killed by the two Shivan wings at the nav point, which seriously, royally, pissed me off.  Giving the player a serious risk of failure at the 20 minute mark, after considerable fighting, scanning, and dialogue, is an evil, evil, evil, evil move.

This is another comment that makes me wonder if we're actually playing the same mission. :p I found it rather hard to get detected around the Agni even if I tried to get near its fighters, who were frequently not as close to the cruiser as I would have liked. I could often see them almost right in front of me, but they were still well outside the 120m range.

You're right about the wingmen, but...there are hardly any enemy fighters to kill in that mission. :p As for the scanning, you only have to scan one ship and Alpha 1 then tells you to leave the area. The rest are just for the bonus objective. In fact, one of the bombers stays invulnerable to make sure you always have something to scan.

Now your ship is supposed to be a guardian at the end, just as in 13. I thought I had made that change a while ago, but looking at the mission it appears that I somehow forgot about it. I must have overlooked this in my testing since I don't think I ever died at that point myself. The change has been made and will be included in the next revision. The Shivan fighters need to be there for a minor story detail to work out, but certainly shouldn't be causing any threat.

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14d) It took me about five tries to escape this one successfully, which is completely unreasonable.  All the more so because I had finally managed to get through the previous mission with 74% hull.  If a player got to this point with a seriously damaged fighter, say at 10%, he would quite likely not be able to survive, and he wouldn't be able to replay the previous mission to try again (not that he should have to) because there's no briefing.  Very, very poor design here.

I had actually done all my testing in this mission with exactly that much hull strength (10%), and found that I could almost always complete it with only some shield damage (which you are maxed out on) and without losing any strength. Now I'm really starting to think that there is some discrepancy here. Surely I am not that much better at dodging enemy fire than everyone else. :wtf:
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 10, 2007, 03:30:31 am
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Hi CP5670, I'm actually testing DaBrain's new mediavps set and I've seen that PI is going to be incompatible with it.

You are using modular tables with "official" mediavps names (example mv_models-shp.tbm in PIassets). So you are overriding mediavps ones. You have tested that behaviour with actual media vps set but you can miss or brake future additions.

As an example, there's not going to be any bomberxxhp.pof models. So PI is not going to work with next version (GTB Medusa is going to use an non-existent pof).

Also, as you are overriding the WHOLE mediavps tbm, you can miss new effects or other important settings.

If you want a particular change, you can always force it through your own tbm with your own name. As it is in a higher priority folder, its changes will work despite the original tbms, (and their settings), in mediavps folder.

And I also feel that most of these mv_ tables are redundant. You are setting mediavps as a secondary mod in mod.ini so you are always going to load them. I mean, you don't need to say that Levy's model is cruiser01x.pof because that is already said in media vps.

Yes, I know. I was planning to release an update to PI once the new VP set is out, which should make it work fine.

However, it looks like something was changed with the game's behavior at some point, since it used to be different when I tested it out about two years ago. I remember that I was unable to override anything in the media VPs unless I did it this way, which included the stats in the weapon selection screen and some other things. If this has changed at some point, it makes things rather more convenient.

The modified tbms each have some minor change in them to incorporate something in PI.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ElectricEel on May 10, 2007, 05:03:32 am
Just finished playing through this campaign. Most of the missions were entertaining, and the story was excellent, though some missions were frustrating. (I only looked at the walkthroughs for the last mission.) I'm not a particularly good player, but good enough to finish the original campaign on Medium without any major difficulties.

The difficulty level I'm playing at is Medium, unless otherwise indicated. I didn't go out of my way to get the bonus objectives.

Missions 1 & 2: No particular difficulties.

Mission 3: I needed a fair amount of tries to get this right. This one may have frustrated me a bit, but was not all *that* bad. I'm not sure if I finished it on Easy or Medium.

Mission 4: This was not terribly difficult, I think I finished it in three or four tries.

Mission 5: Wow, Command has high requirements. I'd consider a mission that interdicts 70% of a supply convoy a success, but okay. Still, this wasn't spectacularly difficult - I'm pretty sure I managed it on Medium after a couple of tries.

Mission 6: I needed a couple of tries to complete this one (with the 10% hull objective), but don't recall it being all that hard. I'm positive I played it on Medium.

Mission 7: Honestly, I have only a very vague recollection of this one. I probably finished it on the first try, but didn't get the escape pods.

Mission 8: I don't have much of a recollection of this one, so it can't have been too difficult.

Mission 9: First really frustrating mission. I could defend the Minotaur until the final wave, at which point its hull integrity was low enough that the corvette could finish it in a couple of salvos. I finally managed to finish this on Very Easy. Frustration was increased by the point of decision being at the very end of the mission.

Mission 10: This can't have taken more than a couple of tries. I'm not entirely sure if the difficulty was Easy or Medium.

Mission 11: It took several tries where I got gangbanged by enemy fighters before I figured out I had to destroy the cargo depot for the reinforcements to show up. Once you realize you have to head straight for the depot after destroying the AWACS ships, this mission isn't too difficult. Not very logical.

Mission 12: This was difficult, but doable.

Mission 13: I'm not a fan of covert missions, and I didn't feel like replaying the mission several times so I started straight at Very Easy. I got it right after a couple of tries due to having read the tip about cimcurventing the sphere posted on this thread. The fight after the conversation was trivially easy.

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I've said a lot about this mission by this point, but the escort list thing sounds like a serious problem. If you couldn't check what was near you, it's no wonder it took so many tries. Was it ever working at all?
I think my failures in this mission were caused by the escort list not working. It does work more often than not, but just one failure has high chances of causing the mission to fail.

Mission 14:
I finished parts 3 & 4 on Very Easy, not sure about 1 & 2.
-Part 1: Trivially easy.
-Part 2: I got detected on two tries, the third time was the charm.
-Part 3: Got beamed by the Agni several times, then started paying more attention to the fighters. Then I got beamed by one of the Shivan cruisers several times, and started paying more attention to staying out of its line of fire. The rest was easy. Waiting to get the premilinaries out of the way got old fast; other than that, this was a good mission, with an excellent atmosphere. Good use of music.

Like Goober, I noted that the wingmen had serious trouble killing anything in this mission.

-Part 4: Got out on the first try, I don't think I even got any serious damage.

Mission 15: I think I completed this on Very Easy. The wingmen were utterly useless here, I don't think they ever took down a single turret. After many tries, I switched to a trebuchet-loaded Herc, and took down enough turrets to succeed the mission on the second try with that configuration.

Mission 16: Rather boring. I wasn't impressed with the Amun MkII here (though I learned to like it in the next mission), so I took the heavier of the other bombers. I think I finished this on the second try. I think I was playing on Very Easy, though.

Mission 17: Played this on Very Easy. Highly frustrating. I don't think I could have finished this if I hadn't looked at the walkthrough. The escort fighters were failing their task dismally, as there were two enemy craft pounding me for most of the mission, and it is impossible to both bomb and dogfight at the same time. I think the other bombers inflicted decent damage on the Saturn, though. I finally managed to finish the first part after trying the tip in the walkthrough several times, after at least a dozen attemps to finish the mission using conventional tactics. Part 2 was not difficult, I only had one close call.
Title: Re: RELEASE - The Procyon Insurgency
(http://img204.imageshack.us/img204/3232/welcome2hlpbbny2.gif) (http://imageshack.us)

Welcome to the HLP Station. Exits ..... 4th-dimensionally....Please keep all appendages within the installation ... Do not feed the resident Shivan Carl ... Flamethrowers can be found under your seat ... holy water.... Please remember that any attempt to use the ASCII characters 0046h, 0053h, and 0033h in sequential order will result in you being trampled by the whole FreeSpace community.... Vasudan section ....“Headz”....Thank you and enjoy your stay at Hard Light station as long as you will!

this page seems to me already very long, so i cut a bit the welcome speech. see my old posts if you want the full version!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 11, 2007, 06:07:57 pm
i have picked up a few bugs on one certain mission, following the agni.

(http://img412.imageshack.us/img412/2373/untitledpx1.png)

1. a missing trigger, as you see i have been sitting around waiting for the final piece of this mission to be complete. the thing is i have been waiting for more than 10 minutes for the trigger to activate. i do not think it will activate again until i restart that mission.

2. warping out squadmate. i do not think the squadmate is ever supposed to warp out in this mission unless the mission is complete and all 3 are in one place. this trigger kind of spoiled the good plot of playing the game.

3. according to what one of my squadmates said, i must be just 125 meters outside the boundries, but the thing is following a ship and i cannot activate my thrusters. and as you see 87% health on this mission is not good, considering i am playing insane skill! but i got hit by fighters and i was nowhere near them...
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 12, 2007, 01:27:16 am
I am going to tweak some of the missions that people are having trouble with, although I won't have time to get around to it until next weekend.

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I think my failures in this mission were caused by the escort list not working. It does work more often than not, but just one failure has high chances of causing the mission to fail.

Yes, that would be quite annoying. It shouldn't be failing at all though, and it never did on my end. I think there is some bug with the every-time operator here, as I can't think of any other reason why it should be so inconsistent. I'm going to put it on Mantis and hopefully something will come up.

Quote
1. a missing trigger, as you see i have been sitting around waiting for the final piece of this mission to be complete. the thing is i have been waiting for more than 10 minutes for the trigger to activate. i do not think it will activate again until i restart that mission.

2. warping out squadmate. i do not think the squadmate is ever supposed to warp out in this mission unless the mission is complete and all 3 are in one place. this trigger kind of spoiled the good plot of playing the game.

3. according to what one of my squadmates said, i must be just 125 meters outside the boundries, but the thing is following a ship and i cannot activate my thrusters. and as you see 87% health on this mission is not good, considering i am playing insane skill! but i got hit by fighters and i was nowhere near them...

1: It looks like you're running into the same problem with the beam firing event that someone reported a few pages ago. I don't know what to make of it, since it does not occur on my end. Try putting this file (http://procyon.freespacemods.net/cruisers.rar) into your PI directory and see if it has any effect for you.

2: That was a bit of a hack I used to get that ship out of the way, since it's not used anymore in the mission. It should be easy to fix, however.

3: Not sure what the problem is here. :confused: You can get near the front of the cruiser without worrying about the fighters, who typically follow it near the sides or back.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 12, 2007, 05:53:25 am
just picked up another bug.

i was in the middle of a dog fight at the depot on that same mission. i accidently hit a pagasus stealth fighter and got knocked off course about 50 clicks from my position in less then a split second. do you know anything about this?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 12, 2007, 11:06:22 am
what weapon?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 13, 2007, 03:47:09 pm
Quote
i was in the middle of a dog fight at the depot on that same mission. i accidently hit a pagasus stealth fighter and got knocked off course about 50 clicks from my position in less then a split second. do you know anything about this?

:wtf: I've never seen anything like that. Did you change around a mass value somewhere?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 13, 2007, 03:51:20 pm
Probably a one-off.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Nuclear1 on May 13, 2007, 04:43:34 pm
Wow, I haven't seen that blue-white PI avatar in forever.  I can honestly remember this being one of the first campaigns I had waited for when I first got here five years or so ago.

Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 13, 2007, 07:15:55 pm
if i had messed with the mass values i would not posted here. it might of been a one off, but to be sure this could be an overall bug in the game itself... but what do i know.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Roanoke on May 14, 2007, 05:03:28 am
Wow, I haven't seen that blue-white PI avatar in forever.  I can honestly remember this being one of the first campaigns I had waited for when I first got here five years or so ago.

Be interesting to see the old PI forums again :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Nuclear1 on May 14, 2007, 06:17:38 am
Oh my God.  I finished this last night and just... wow.

First ten missions or so were sort of "eh, nothing special here", but when I had started to lose all hope, those last few missions made this possibly the best campaign I've played in a good long time.  No, best campaign ever.

Loved the use of (what I think is, at least) Star Control music in some of the missions.  Seemed fitting. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 15, 2007, 01:14:52 pm
Thanks. :) Did the difficulty seem okay to you?

Interestingly, that is just about at the point where development slowed down a lot due to a lack of time and a hard drive crash later on. You can see a pretty big disparity between the creation dates of missions 11 and 12, although I still managed to do a fair amount of testing and polishing during that period.

The music is actually taken from Earthsiege, Ground Control, Battlezone and Dan Wentz's FS masters archive, with some additional modifications I made.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 15, 2007, 02:40:08 pm
still trying to finish this, but its pretty damn good
Title: Re: RELEASE - The Procyon Insurgency
Post by: Nuclear1 on May 15, 2007, 02:48:09 pm
Thanks. :) Did the difficulty seem okay to you?

Interestingly, that is just about at the point where development slowed down a lot due to a lack of time and a hard drive crash later on. You can see a pretty big disparity between the creation dates of missions 11 and 12, although I still managed to do a fair amount of testing and polishing during that period.

The music is actually taken from Earthsiege, Ground Control, Battlezone and Dan Wentz's FS masters archive, with some additional modifications I made.

Difficulty was fine.  Honestly, I always cheat to get through missions the first time for the story anyway, then I actually play it for the challenge.  Wasn't all too difficult. :)

Well, regardless of where the music came from, I think it still fit the atmosphere (especially the nebula mission) very well.  I just could've sworn one of those tracks (especially the nebula mission) was from Star Control II or something.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 15, 2007, 02:49:51 pm
i have now removed the stuff i put on your mod, re-ran it and i have now adapted to the style that is required, it is really easy even on medium. looks like i mis-judged your mod cp5670, sorry!.

so far i am on mission 11 and burning records...  :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 17, 2007, 11:48:55 am
Good to hear. I don't think it's really as difficult as people were finding earlier, and it may simply be a matter of changing your playing style a bit, as you say. There may be something up with mission 15 (I have a guess at what it might be but don't have time to look into it right now), but in general I didn't have much trouble during the final playthrough I did just before releasing it.

By the way, for those of you who are having trouble with the escort list in mission 13, try putting this file (http://cp.nukelol.com/m13fix.rar) into your PI directory and let me know if it changes anything. It's a somewhat messy solution, but it may just work. If it does indeed fix the problem for you, I'll incorporate it into the next version of PI.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 18, 2007, 10:22:01 am
PI is definitely one of the best campaigns I've played. You should feel very pleased.

But I still want to know who those unknown guys were in M3, dammit!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 18, 2007, 02:14:30 pm
They were ****ing SOC, dammit! It's so obvious!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 18, 2007, 02:24:22 pm
Could've been, but why didn't they reply?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 18, 2007, 02:48:30 pm
if they have replied, they would of been killed, and SOC would of denied any knowledge of their joining SOC.
play FS2 camapaign, NTF SOC missions.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 18, 2007, 03:02:08 pm
I suppose.

But what was the point in that? Nothing.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 18, 2007, 03:46:44 pm
snail, it was to answer a question, that was the point :).
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 18, 2007, 03:52:27 pm
I mean, what's the point in having a few SOC guys in there? It doesn't add to the story except make another question that doesn't get answer.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 18, 2007, 04:11:42 pm
cooincidence maybe. but then again i think the SOC were not expecting you there, maybe a communication breakdown?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 19, 2007, 01:13:54 am
Looks like that issue sparked off a bit of debate. Cobra is correct; they're SOC. If it isn't immediately clear, Dasmar gives you a hint about it later on. As for why they are there, I'll need to give some further story background for it to make sense, although you can mostly figure it out from various clues later in the campaign. I will release a document soon that explains this and a lot of other things in the story (would have done it earlier but have had no time during the last week). For now, let's just say that their presence is related to the object emitting "anomalous EM signatures" in that mission. ;)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 19, 2007, 04:34:05 am
then its a complete cooincidence. funny that!.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 19, 2007, 04:35:09 am
So the GTI are still alive and want the Unknown object back? ;7
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 21, 2007, 12:19:28 pm
Right idea, but wrong faction. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 21, 2007, 04:21:23 pm
On a side note, the mission 15 issue should be fixed in the next version. As I was suspecting, it appears that the high-poly PCA Serapis model has many "holes" that your weapons pass through, making it much harder to destroy. The original one in the media VPs seems to be fine, so I think Modelview may have nerfed the BSP data with this modified version. This would explain why some people are finding that mission much harder than others. I will just remove the model and use the low-poly one only. It lacks the insignia data anyway and wouldn't be any serious loss.

Also, in case anyone missed my post earlier, I would appreciate your feedback on a potential fix (http://cp.nukelol.com/m13fix.rar) I have for the escort list system in mission 13. I can't tell whether or not this changes anything since the problem does not occur on my computers at all, but it may just fix the issue for good.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 22, 2007, 03:01:06 am
ok i had to reinstall your mod, the game kept crashing on me when i saw a problem within one of your high poly space ships.

reason was because, i fly suicide tactics and i always run into the fighters when ever i can, but when i hit any of these ships, i get the collision noise but no collision, i just went right through it!. its a consisant pattern been happening for a few weeks now. i just reinstalled it and no difference.

i noticed this bug along time ago, but i was not sure it was a one off.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on May 22, 2007, 03:11:10 am
its a consisant pattern been happening for a few weeks now. i just reinstalled it and no difference.

i noticed this bug along time ago, but i was not sure it was a one off.
Oh really?  Care to explain your previous post, then?

i have now removed the stuff i put on your mod, re-ran it and i have now adapted to the style that is required, it is really easy even on medium. looks like i mis-judged your mod cp5670, sorry!.

so far i am on mission 11 and burning records...  :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 22, 2007, 10:51:57 am
goober5000, what part would that be? i mean exact part.

i have changed my style.

the mod itself is good whats wrong with that? and i added another bug. are you ok today? :nervous:
Title: Re: RELEASE - The Procyon Insurgency
Post by: -Joshua- on May 22, 2007, 11:18:14 am
apperently not.

I think that you made the weapon sound of the avenger upgrade cannon a bit to loud, when you are firing, you can't hear anything else, but the cannon wich blows a hole through your ear-drums.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 22, 2007, 01:02:35 pm
then its a complete cooincidence. funny that!.

...you know, for saying that, someone might think you were takashi. It wasn't a coincidence that the SOC was there.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 22, 2007, 01:31:13 pm
speculation until proven, you should of known that  :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 22, 2007, 01:41:49 pm
:sigh:

The SOC being there is NOT a coincidence. The SOC is essentially the military arm of the GTVI. The GTVI and the SOC knew about the device, and sent out a team to the staging area to retrieve it, but they didn't count on GTVA fighters from arriving.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cpt. Ramius on May 22, 2007, 02:10:16 pm
404 error

looking forward to play it
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 22, 2007, 02:41:24 pm
Sorry, I had moved a few things around and forgot to update the links. They have been fixed. You may want to wait a day or two in any case, until I get the new version up. There are a few fairly significant problems in 1.02 that I only became aware of yesterday.

Quote
ok i had to reinstall your mod, the game kept crashing on me when i saw a problem within one of your high poly space ships.

reason was because, i fly suicide tactics and i always run into the fighters when ever i can, but when i hit any of these ships, i get the collision noise but no collision, i just went right through it!. its a consisant pattern been happening for a few weeks now. i just reinstalled it and no difference.

The only high-poly fighter in PI is that retextured Serapis I referred to earlier. It will be removed altogether in the next version.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 22, 2007, 03:50:21 pm
I've had very few problems with the Serapis. :wtf:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on May 22, 2007, 07:21:17 pm
except actually hitting it, but that usually happens to me any way, small targets and bad aim dont work well together
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on May 22, 2007, 09:07:22 pm
Uh, I actually was able to hit them with no problems, too. :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 23, 2007, 03:30:04 am
Are you using mv_models.vp (and PIassets.vp)? The low-poly one in the main PI file is okay; it's only the one in PIassets.vp that has the problem. Also, this is only a problem with the "special forces" Serapis that you encounter in the last few missions, not the normal one.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 23, 2007, 03:34:05 am
whats this PIAssests.vp file?
Title: Re: RELEASE - The Procyon Insurgency
Post by: perihelion on May 23, 2007, 09:26:18 am
Open it and look.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 23, 2007, 11:23:58 am
thats the problem i never found a PI Assets file  :confused:
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 23, 2007, 04:50:53 pm
The 1.03 update is now up.

The patch files are becoming unwieldy at this point, so I won't be making a patch next time if I need to release another version.

Quote
thats the problem i never found a PI Assets file :confused:

:wtf: It's right inside the PI rar file.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on May 23, 2007, 05:30:23 pm
Title: Re: RELEASE - The Procyon Insurgency
Post by: ShivanSpS on May 27, 2007, 01:22:49 pm
For disarming turrets. well this could be a SCP bug, because i already detected that AI does not do anything in "disarm" mode... not matter if given by the player or in fred... this is a AI bug... but "destroy subsystem" works well. I also thinking the same about "disable my target" im not sure if this works....

About M9, well i pass it on medium in the first time after download the 1.03 patch(i was tried about a docen of times before that), because before that i was not posible to give to AI the protect my target order, if the sobek goes down, so the Minotaur, after that the Medusas jumps in too damn close to the minotaur, instead 4km range from the sobek.... i didt look in fred, but i suspect that you are using the spawn "near target" and placed the medusas too close to the Minotaur, then after the sobek is destroyed the Medusas just spawn in the placed point, who is too close to the Minotaur....

P.D. You have touched anything in the tornados accuracy? is on the video and all of yours will soon see, but hell a couple of tornados just do a strange maunover and taken down a Perseus, i was not even think is was posible for a missile to do...
Title: Re: RELEASE - The Procyon Insurgency
Post by: MP-Ryan on May 27, 2007, 04:03:29 pm
I'm just trying this out now... is voice crippled in this 7.9 SCP build?  I'm not getting any TTS playback, but I get it in 3.6.9 final.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ShivanSpS on May 27, 2007, 04:17:13 pm
Well here is the video...

P109- The Ace is drawn

Part 1:

Part 2:

The tornado strange manouver and hit is on part 2 :P my only perseus kill... and it save my life xD...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 27, 2007, 07:09:02 pm
I'm just trying this out now... is voice crippled in this 7.9 SCP build?  I'm not getting any TTS playback, but I get it in 3.6.9 final.

The campaign doesn't use voices, it was specified before ;)
Title: Re: RELEASE - The Procyon Insurgency
Post by: MP-Ryan on May 27, 2007, 09:02:25 pm
I'm just trying this out now... is voice crippled in this 7.9 SCP build?  I'm not getting any TTS playback, but I get it in 3.6.9 final.

The campaign doesn't use voices, it was specified before ;)

He said he patched it so we could use TTS.

I don't read so well when I've got 3 Herc II's following me around.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 27, 2007, 11:17:28 pm
Quote
For disarming turrets. well this could be a SCP bug, because i already detected that AI does not do anything in "disarm" mode... not matter if given by the player or in fred... this is a AI bug... but "destroy subsystem" works well. I also thinking the same about "disable my target" im not sure if this works....

About M9, well i pass it on medium in the first time after download the 1.03 patch(i was tried about a docen of times before that), because before that i was not posible to give to AI the protect my target order, if the sobek goes down, so the Minotaur, after that the Medusas jumps in too damn close to the minotaur, instead 4km range from the sobek.... i didt look in fred, but i suspect that you are using the spawn "near target" and placed the medusas too close to the Minotaur, then after the sobek is destroyed the Medusas just spawn in the placed point, who is too close to the Minotaur....

P.D. You have touched anything in the tornados accuracy? is on the video and all of yours will soon see, but hell a couple of tornados just do a strange maunover and taken down a Perseus, i was not even think is was posible for a missile to do...

Well, it's a bit of a long story at this point. :p The mission was originally designed so that the player would not have to worry about the bombers or the Minotaur at all (at least up to Medium difficulty), but I noticed something stupid just before the initial version was released. The Medusas' arrival target is the Khepri, but after it got destroyed they just kept coming in a silly looking clump at their default location near the Minotaur. I moved them around different areas of the destroyer, at about the same distance from it, but that completely changed their effectiveness. I made various adjustments to the mission to get it back to how it used to be, without moving the bombers back (as I couldn't remember their exact old locations anymore). It should be pretty good now, however.

I don't know about the whole disarm issue. I have not actually given a disarm order in a long time, so you may well be right. The missions never use it automatically.

The tornado is unchanged from the original game. I think you just got lucky there.

Also, Microsoft Sam sounds hilarious in those clips, especially when voicing Vasudans. :lol:

Quote
I'm just trying this out now... is voice crippled in this 7.9 SCP build?  I'm not getting any TTS playback, but I get it in 3.6.9 final.

It may be. I haven't tried it. The missions themselves should now work with voices (at least to the extent that they get played), but these intermediate builds between major releases often do not have voice support.

The campaign will generally work okay in 3.6.9 final, although you may get some odd behavior with the music and a few fade effects near the end will not look right.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 29, 2007, 11:50:41 pm
As I mentioned earlier, opinions on the difficulty issue have been quite varied and many people have had no problems, so it wouldn't make sense to make wholesale changes to the missions. I can only assume that it's somehow the result of a difference in people's playing styles. However, you can turn down the difficulty slider and many of the missions will now adapt to it in some way, generally giving you higher time limits or some other advantages.

In 15, the beams won't cause a problem if you sit at a distance because the Akheton's range is 500m longer than any of them. Your main objective is only to get 15 turrets, which can be easily done with Trebuchets as you said, although you need to close in on it if you want to try for the additional goals. As for 17, you basically want to get somewhere inside the crevice in the ship's midsection, where the turrets can't see you. There is enough time to destroy any necessary turrets on your way there (in my testing sessions, I played with all the turrets still active to ensure that this is the case), although Stilettos work better than Trebuchets for this purpose. Finally, make sure you're calling in the support ship well in advance, since it can sometimes take quite a while to reach you. I generally call it in when I have four or five total bombs left.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on June 01, 2007, 08:04:36 pm
i to would like to see more, hardest campaign i've ever played
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 01, 2007, 11:42:27 pm
I should probably rewrite some parts of the walkthrough on the website with more details. I wasn't expecting it to be used quite as much as it appears to be and some things described there could use further elaboration.

In that mission, the fighters do sometimes come after you in the crevice, but your ship should be strong enough to absorb a lot of hits from them without taking much hull damage. You can turn around and kill them in one or two shots if you keep the Phalanx in the second gun bank. Actually, speaking of the Phalanx, take a look at the remark in the mission 8 section of the walkthrough. I think this is actually a bug in the game, but I use that trick every now and then and it works especially well with the Amun given its large energy reserves. I might tweak the mission to make the fighters ignore you on lower difficulty levels though.

I do have some plans for a sequel (as hinted at in the ending), although I doubt I'll have time to get started on it anytime soon.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on June 02, 2007, 05:14:52 am
Ha hem....

Voice Acting, Dude! Voice Acting![/i]
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 02, 2007, 10:53:23 am
I do have some plans for a sequel (as hinted at in the ending), although I doubt I'll have time to get started on it anytime soon.

Hope it's not another 3 years. :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 02, 2007, 11:01:37 am
Actually make that 6.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on June 02, 2007, 12:13:11 pm
i'll still be here. probably.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 02, 2007, 04:40:10 pm
I hope I will be. Our older veterans are leaving. It makes me sad. :(

What happened to Alikichi, anyway? He returned a while back but I haven't seen him again. :(
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 02, 2007, 04:46:19 pm
Meh.  They'll come back in 5-10 years, going :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: ZOMGFTW, what have you newbies done; melikes!!! :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw: :jaw:
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 03, 2007, 04:56:50 am
Quote
Ha hem....

Voice Acting, Dude! Voice Acting![/i]

Well, it seems that there is enough interest in it to justify going ahead with such an effort, although I would still need to find a way to generate custom Vasudan speech and work around that debriefing issue.

Just out of curiosity, how many of you would be willing to do any voices? The campaign has quite a large amount of text in it for the number of missions it has. Around 10 or so actors would probably suffice (it's easy to make slight adjustments to voices when used with the Vasudan translators) but each person would need to do a lot of lines.

Quote
Hope it's not another 3 years. :p

At this point, don't hold your breath. :p Nothing has really been fleshed out yet, and in any case I doubt I'm going to have nearly as much free time over the next few years as I did in the past, with graduate school and all.

Quote
I hope you can give us details about how the story will continue, what year in the storyline it will continue in, and what the Alliance's goal will be when confronting the Shivans and Ancients.

I'm not sure myself, to be honest. :p There are a couple of general possibilities I'm looking at, but it's far too early to give any details now. Although I should hopefully have that story document up later today (just wrapping a few details and making sure it's consistent with things in the campaign).
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mehrpack on June 03, 2007, 12:14:57 pm
hi,
nice little campaine, im impressed  :yes:.

but yes sometimes really hard and to fast over  :sigh:

Mehrpack
Title: Re: RELEASE - The Procyon Insurgency
Post by: Centrixo on June 06, 2007, 06:24:15 am
alright i have adapted my style a few different times to mission 15 and 17. so far the only thing that seems to work for me is afterburn just before it fires off its beam salvo, then when it fires it's next one stop after burn just before. then after burn again and then no afterburn etc.. i have managed to destroy every turret that was an immediate risk including several others. the fighters in the meanwhile are pretty easy, let then follow you then stop your ship go 45 degress and floor it around them, then turn that flying death ship into flying scrap. overall pretty easy.

Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on June 06, 2007, 11:27:55 am
Just wanted to say that I've started in on this (on Easy difficulty), and aside from a few deaths early on (which I can probably attribute to not having played FS2 for months more than anything else), I'm enjoying the heck out of it.  However, I've hit the same wall that Goober did on mission 9.  It isn't the capships that's the problem, it's the bombers.  My wingmen seem utterly and completely useless at preventing them from getting through; the last time or two I attempted the mission, the Minotaur was already under 10% by the time the Thyrae arrived, and that was with me taking out all of the previous capital ships in (what I felt was) a rather quick fashion.  I've tried telling my wingmen to all protect the Minotaur, to engage the enemy, to help me take out the capships...nothing seems to work.  And the one time I managed to run through the mission nearly perfectly, with the Minotaur at around 25% or so, and I was lining up for my run on the Thyrae's forward beams...I managed to intersect with one of said beams. :p I'm going to go back and try the Khepri trick, to see if I have any more luck doing it that way.

(As a clarifier, this is on the full version of version 1.03.)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 06, 2007, 11:17:22 pm
With the updated mission 9 in 1.03, I'm finding that the Minotaur's strength is around 20-25% for me by the end of the mission, and that is without my worrying about the bombers at all. Not sure why some people are having so much trouble with it. In any case, I will be posting some short movie clips of sample playthroughs of a few missions (mainly 9 and 15), once I find something free that doesn't generate uncompressed files.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 07, 2007, 01:46:21 am
You generate uncompressed, then use a compressor.  IDK if you'll find something that directly captures & compresses, at least until you get better processors.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 07, 2007, 02:13:27 am
Well, I found something called Windows Media Encoder that does it on the fly. Still need to play around with the settings a bit and find a good balance between size and quality.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 07, 2007, 03:16:44 am
In-game on the fly, eh?  I'll have to re-d'l it and see.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 07, 2007, 03:28:27 pm
I've started playing the mod and it looks great (I've reached 5th mission).  :yes: :yes:

Just a fast post to point a little design issue in 3rd mission:

Spoiler:
There's a trick to easily target Unknown.

You haven't set its Hotkey as Hidden so it can be assigned to a multitarget group in F3 window. Because of this bug (http://scp.indiegames.us/mantis/view.php?id=1371), (where I've just posted this info), you can multitarget it. Then you just have to wait till it can be targeted an then  through the assigned Fxx key, target it. The Bonus objective is too easy with this trick.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 08, 2007, 12:09:32 am
Nice catch. It will be trivial to fix on the mission end, although that bonus objective is supposed to be very easy to get anyway, once you realize what's going on with it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 08, 2007, 08:40:01 am
OMG Spoiler tags!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 08, 2007, 09:40:27 am
Unable to start the campaign. I get an "Invalid Intel name"-prompt with many types of weapons which the prog can´t load correctly. I tried with several builds (even RC 7.9 of course) but I get the same error all the times.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 08, 2007, 11:22:04 am
Try creating a new pilot if you haven't already, and make sure that all of the subdirectories in your main data folder are empty (apart from freddocs).
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 08, 2007, 01:04:18 pm
I already tried to solve the problem with creating a new pilot but it didn´t work. The data-folder in the FS2-main folder is empty (except the missions-folder, but that shouldn´t be a problem).
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 08, 2007, 06:17:19 pm
Try using the "Post your FS2 dir" link in my siggy.  Then we can take a look & see what may be wrong.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Nuclear1 on June 08, 2007, 09:03:48 pm
Try using the "Post your FS2 dir" link in my siggy.  Then we can take a look & see what may be wrong.
Assuming you can navigate through that beast of a signature you have there. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 09, 2007, 06:54:13 am
Try using the "Post your FS2 dir" link in my siggy.  Then we can take a look & see what may be wrong.
I think it´s no problem with my FS2-DIR, cause I have many other mods installed and they work with no problems (except Casualties of War 1)...
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 09, 2007, 07:11:05 am
Not FS2... Procyon.  If you use the command I posted, FS2 and all subdirs will be listed.  So, if the problem is with a file in the Procyon dir, it will most likely show up in the listing.  :nod:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 09, 2007, 07:13:33 am
Try using the "Post your FS2 dir" link in my siggy.  Then we can take a look & see what may be wrong.
I tried it, but "dos" says that the command "s>" ist unknown...
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 09, 2007, 07:20:08 am
Eh, did you copy it right?  Type exactly the following: (include everything, quotes and all)

dir "c:\games\freespace2" /s>"%homepath%\my documents\fs2dir.txt"

It sounds like you forgot a quotation mark.  EDIT:  Or forgot the / before s... make sure it's /, not \... "c:\games\freespace2" /s
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 09, 2007, 07:39:54 am
So here it is...sorry but I didn´t work with "DOS" for several years...

Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 09, 2007, 08:11:56 am
So here it is...sorry but I didn´t work with "DOS" for several years...

What... you don't use WinDOwS?  ;)

Um, the only thing I can see from a quick look is that you have a mod.ini file in your FS2 main directory.  I'm not sure if that would cause a problem, though.  (I don't believe it should.)  Also of note, you have Fs1_port_3 .  You should rename this directory to fsport , otherwise all the campaigns that use fsport in their mod.ini will not work.  hip63 will have this issue resolved for v 2.0 of his DVD.  :D

Does anyone else see anything with his install that could be causing a problem? :nervous:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 09, 2007, 09:15:26 am
You´re right, in multimods that use the fsport I had to change the mod.ini...
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 09, 2007, 05:15:03 pm
Well, in v 2.0, the folder name will be changed to fsport, so prolly better stick to changing the folder name rather than the mod.ini... also, if you use Turey's Installer to update hip63's DVD, it will re-d'l fsport... :ick:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 10, 2007, 05:31:58 am
O.K. and now I could use some help for my problem...come on guys, please!!
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 10, 2007, 08:58:57 am
I thought you got it working. Can you list all the VPs that are in your main FS2 directory? It sounds like you have a rogue VP somewhere that is taking precedence over the PI data files. Also, the campaign's directory (containing all the PI VPs) should be called pi and the media VP folder should be called mediavps.

When exactly do you get the error messages? Do they come up immediately upon loading the game or only when you start the first mission?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 10, 2007, 12:44:42 pm
Well if it is a rogue VP, you could change the PI VP files to 1_PI_Assets...

See if that works.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 10, 2007, 01:30:23 pm
I thought you got it working. Can you list all the VPs that are in your main FS2 directory? It sounds like you have a rogue VP somewhere that is taking precedence over the PI data files. Also, the campaign's directory (containing all the PI VPs) should be called pi and the media VP folder should be called mediavps.

When exactly do you get the error messages? Do they come up immediately upon loading the game or only when you start the first mission?
Well, I´ve uploaded a fs2dir.txt-file in one of my last posts. It includes all directories and subdirectories of my FS2 main folder. The error message shows up when I try to load the first mission, so the main hall is loaded correctly and I can choose/activate the "Procyon Insurgancy"-campaign there. Then the main hall of a vasudan mothership shows up. When I then try to start the campaign there, the game crashes with this curious message. :confused:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 10, 2007, 01:34:12 pm
Well if it is a rogue VP, you could change the PI VP files to 1_PI_Assets...

See if that works.
I don´t understand that. There is a file called PIassets...
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 10, 2007, 01:35:18 pm
Rename the folder "Procyon_Insurgancy" to "pi". That should probably fix it. I think the way I set up the default mod.ini, it may require the directory to be named that. In hindsight, it would have probably been better to not have a "primarylist" in there at all (you can alternatively try removing that line from the mod.ini).

Also, you certainly have a lot of builds in there. :p You probably don't need all the 3.6.7 variants at this point.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 10, 2007, 01:52:07 pm
Well if it is a rogue VP, you could change the PI VP files to 1_PI_Assets...

See if that works.
I don´t understand that. There is a file called PIassets...

Well IIRC FS2 loads VP files alphabetically, so renaming PIassets to 1_PiAssets, would make it load before any .vp file with a letter for its first character in its name.

I don't know if it would work, but it seems logical enough...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on June 10, 2007, 07:16:12 pm
you sure it's alphabetically? i don't know how it's all coded, but don't computers usually load things on a "first come first served" basis?
Title: Re: RELEASE - The Procyon Insurgency
Post by: NGTM-1R on June 10, 2007, 07:42:03 pm
It does, this has been tested many times.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on June 10, 2007, 08:42:19 pm
well, i'll be damned. didn't expect that
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 11, 2007, 03:08:55 am
Computers load things the way they are told to.  :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on June 11, 2007, 03:10:37 pm
good point.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 12, 2007, 11:14:29 am
Well if it is a rogue VP, you could change the PI VP files to 1_PI_Assets...

See if that works.
I don´t understand that. There is a file called PIassets...

Well IIRC FS2 loads VP files alphabetically, so renaming PIassets to 1_PiAssets, would make it load before any .vp file with a letter for its first character in its name.

I don't know if it would work, but it seems logical enough...
Sorry, but it did not work! Nor did the renaming of of the mod-folder to "pi". Maybe I´m the only one who can´t play this campaign  :(
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 12, 2007, 12:26:24 pm
I don't know if this will do anything, but I see that you have a mod.ini in your main FS2 directory. Try removing that.

Your FS2 install looks good otherwise and I can't see any obvious reason why it's not working for you. The only other thing I can think of is to double check that you aren't accidentally loading one of those older builds you have in the launcher.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 12, 2007, 12:38:52 pm
Um, the only thing I can see from a quick look is that you have a mod.ini file in your FS2 main directory.

Ya.
Title: Re: RELEASE - The Procyon Insurgency
Post by: karajorma on June 12, 2007, 03:30:42 pm
Many people do. Until Launcher 5.5 removed the feature it was actually quite sensible to have a mod.ini in the main folder as you could set it up to give people information on the mod tab.

Very useful if someone clicked the No Mods button and then didn't know how to get the SCP graphics back.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 13, 2007, 11:20:13 am
No, removing the mod.ini in the fs2 main folder had no effect. Teh error prompt tells me something about "src\cvs\fs2_open.final\code\mission\missionparse.cpp  Line: 5792.
Does this help someone there?
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 14, 2007, 03:53:35 am
Try running a debug build.  Then, post the \FreeSpace2\data\fs2_open.log (or somesuch, you'll know it when you see it) as an attachment here.  (Additional Options > attach file, hit the Preview button if you don't see the "Additional Options" link.)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 14, 2007, 10:36:05 am
Try running a debug build.  Then, post the \FreeSpace2\data\fs2_open.log (or somesuch, you'll know it when you see it) as an attachment here.  (Additional Options > attach file, hit the Preview button if you don't see the "Additional Options" link.)
Here it is...

Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 14, 2007, 10:41:45 am
No, it didn´t work because I´m not allowed to upload .log files.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 14, 2007, 11:05:45 am
Try running a debug build.  Then, post the \FreeSpace2\data\fs2_open.log (or somesuch, you'll know it when you see it) as an attachment here.  (Additional Options > attach file, hit the Preview button if you don't see the "Additional Options" link.)
Second try...

Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 14, 2007, 11:30:49 am
Uh... Just copy/paste it. :wtf:
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 14, 2007, 01:07:46 pm
Open; File-Save As .txt file
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 14, 2007, 02:25:13 pm
Well, in any case I don't think the debug log will reveal much. Let me make sure I have the sequence of events correct. You load up the 3.6.9 RC7.9 build, point the launcher's mod command to the PI folder, create a new pilot and start the first mission. During the loading process, it exits out and keeps saying that the tech-add-weapons sexp is pointing towards nonexistent weapon names. Is that right?

I would like to get this working for you, but I don't really have any clue what the problem could be. This type of error message would indicate that it isn't loading the weapons.tbl properly, and therefore that another weapons.tbl somewhere in your FS2 folder is taking higher priority, but I can't see any problems with that in your FS2 install.

See if removing the line "primarylist=pi;" in the PI mod.ini does anything. I can't see why it would if you have renamed the folder as you said, but that's about the only thing I can think of that could be related to the problem.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knarfe1000 on June 14, 2007, 03:13:31 pm
I think this file maybe helps...maybe

Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 14, 2007, 04:07:27 pm
-mod beams,mediavps,pi,mediavps

Under "Custom flags", try taking out "mediavps", I think... look at your commandline (In the Features tab).. what is after -mod?  it should be -mod beams,pi,mediavps after you configure everything right, I believe.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 15, 2007, 01:35:34 am
It's a worth a try. I think pi should come first, followed by the other two.

By the way, I finally got around to finishing that story essay I had alluded to several times earlier. Since any sequel to this campaign would be a long ways off, this should in the meantime answer most of the story-related questions that people brought up over the last several pages:

SPOILER WARNING (http://pi.hard-light.net/extras/extstory.txt)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 15, 2007, 11:38:22 am
Exciting stuff.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 15, 2007, 12:40:12 pm
Sweet
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 15, 2007, 08:21:54 pm
I think I've discovered a FSOpen bug but I would like some expert to confirm. The bug is stealth doesn't work at least in Taylor's XT0615.

Spoiler:
In mission 13 I've tagged the transport (Primary objective achieved) and then I've been discovered by  the ship escort fighters. And they have started firing TONS of missiles at me.
Is it supposed to happen? Is it a mission design flaw? or is it a fsopen bug?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 15, 2007, 09:09:32 pm
Neither, you screwed up on something.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on June 15, 2007, 09:10:41 pm
it's supposed to happen. after you tag it you have to avoide detection again and get back to your wingmate. you, my friend, screwed up. dont feel to bad, it's a hard mission. took me 15 tries or so.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 16, 2007, 04:21:16 am
You haven't understood me... I'm not complaining about failing the mission or being chased.

I'm pointing being in a stealth ship and being attacked with missiles. Is it normal?

I'm no expert, but I've taken a look in FRED and it seems my ship isn't un-stealthied at any time. When you are detected, enemy fighters just get ai-chase order on me ("SCT/MSG: Detected" event). :confused: :confused:

Neither, you screwed up on something.
I'm pretty sure I've got a fine installation. Please re-play the mission and let you being discovered.

EDITED:------------------

I've also tested with official 3.6.9. build and it also happens. I've also checked in F3 Lab that Pegasus has the stealth flag enabled.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 16, 2007, 10:12:20 am
I meant you screwed up in the mission. I finished it fine the first time I played it, thank you very much.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 16, 2007, 10:40:52 am
I mqnt you screwed up in the mission. I finished it fine the first time I played it, thank you very much.
Cobra, I'm not speaking about the mission difficulty ...

I'm just trying to see if there's a fsopen bug here. Please, replay the mission, let you being discovered and confirm or deny if you are attacked with missiles.

OTOH I don't even know if been attacked with missiles while flying a Pegasus is normal or not. I just suppose that you can't get targeted in a stealth fighter so nobody should be able to fire missiles at you, but dumbfire, and then this behaviour seems a fsopen bug. But maybe, this is the way FS2 is supposed to work even if it is weird.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 16, 2007, 10:56:20 am
Let me try it again. I don't recall them shooting missiles at me, but it's been a while since I last failed that mission. I believe I gave them Rockeyes. I can't remember the retail behavior either, which may also have been different in single and multi.

In any case, it shouldn't really affect the mission.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 16, 2007, 11:25:19 am
IMO, they should be able to get away with firing Rockeyes... they are heat seeking, and the Pegasus does still have engines.  :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on June 16, 2007, 04:13:40 pm
trust me, you got discovered and they attacked you. sometimes they're missile whores, and sometimes there not, it depends if you give them the chance
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 18, 2007, 12:45:19 pm
I tried it out and they do fire the rockeyes at the player. I don't remember whether it is supposed to work that way or not. Someone will need to check the retail behavior with this type of situation to determine whether or not it's an SCP bug. It doesn't matter one way or another in this particular mission.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 18, 2007, 01:16:57 pm
I tried it out and they do fire the rockeyes at the player. I don't remember whether it is supposed to work that way or not. Someone will need to check the retail behavior with this type of situation to determine whether or not it's an SCP bug. It doesn't matter one way or another in this particular mission.

See Mantis 1422 (http://scp.indiegames.us/mantis/view.php?id=1422) I've just posted. I've made a test mission with original FRED2, so it can be run with any build you have and I can confirm that Tempest and Rockeyes are used against stealth fighters.

So there's nothing wrong in the observed behaviour. No SCP bug here.

(For anyone that reads this post, the mantised bug is other related issue ...)
Title: Re: RELEASE - The Procyon Insurgency
Post by: ShivanSpS on June 18, 2007, 10:25:03 pm
I tried it out and they do fire the rockeyes at the player. I don't remember whether it is supposed to work that way or not. Someone will need to check the retail behavior with this type of situation to determine whether or not it's an SCP bug. It doesn't matter one way or another in this particular mission.

The Sthealths are not working, since LONG ago... if you fly a sthealths they will fire you Harpoons, hornets, rockeyes and everything....
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 20, 2007, 11:58:24 am
The Sthealths are not working, since LONG ago... if you fly a sthealths they will fire you Harpoons, hornets, rockeyes and everything....

Nope, it seems you're wrong, and stealth fighters do work.  :yes:

I attach a modified version of StealthTest.fs2 from Mantis 1422 (http://scp.indiegames.us/mantis/view.php?id=1422). I've just added a "Harpoon against Player" GTF Hercules (F10) that attacks you. It doesn't fire its Harpoons at you at any time.

(This last fighter isn't invulnerable, so when you are tired, just blow it up and watch the others fighters' behaviour).

Stealth fighters are only attacked with Tempests and Rockeyes. No aspect-seeking missile is used against them.

Title: Re: RELEASE - The Procyon Insurgency
Post by: ShivanSpS on June 20, 2007, 05:48:23 pm
What CVS?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 20, 2007, 05:58:24 pm
You realize that CVS builds have bugs, right? Why didn't you use the one CP5670 recommended?
Title: Re: RELEASE - The Procyon Insurgency
Post by: ShivanSpS on June 20, 2007, 10:46:55 pm
what i mena, is that 3.6.9 oficial es buged and sthealths are not working.... along whit the disarm order....
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on June 20, 2007, 10:48:06 pm
it's probably the one made specifically for the PI campaign
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 21, 2007, 12:57:35 am
It's actually just a slightly older version of 3.6.9. But 3.6.9 introduced two new problems that weren't in this build, so I figured I would tell people to fall back on the older one for now. One of Taylor's newer XT builds (5/10) seems to have fixed everything again, so I'll probably replace the RC7.9X build on the website with it once I am sure of its stability.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 21, 2007, 11:53:26 am
what i mena, is that 3.6.9 oficial es buged and sthealths are not working.... along whit the disarm order....
Please, mantis ALL the bugs you find. Don't let them missed through forums. Goober, Taylor & Co are not going to find them here.

But I swear you that stealth fighters work absolutely fine with 3.6.9. (at least in my former sample mission). Please post (AND MANTIS) any example you find of a bugged mission or situation, rather than just saying in any thread "I've heard somewhere, from someone, sometime, that fsopen has a very evil bug...". This kind of behaviour is pretty useless... (no offence intended).

It's actually just a slightly older version of 3.6.9. But 3.6.9 introduced two new problems that weren't in this build, so I figured I would tell people to fall back on the older one for now. One of Taylor's newer XT builds (5/10) seems to have fixed everything again, so I'll probably replace the RC7.9X build on the website with it once I am sure of its stability.
You must ask Taylor before posting a general link to those builds. Taylor hasn't announced them because they aren't intended for public use but just for testing. He could get angry (and with reason).
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 21, 2007, 02:18:49 pm
Ooooops another little hygienic fix you can do in PI14d.fs2.

Spoiler:
I've opened this file because I thought I was suffering a stealth bug (being fired tornados aspect-seeking missiles) as ShivanSPS says. Nevertheless I've seen it isn't the case because the usage of an awacs-set-radius SEXP.

But, I've seen that you have set Alpha 1 hull strength twice: in SCT: Start event and in CPN: Alpha hull event.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 23, 2007, 02:15:49 pm
Quote
You must ask Taylor before posting a general link to those builds. Taylor hasn't announced them because they aren't intended for public use but just for testing. He could get angry (and with reason).

Well, I doubt he would get angry (it only contain bugfixes, after all), but yes, I will certainly ask him first. The more important issue is to make sure is that it's stable enough and doesn't contain other bugs. I have encountered a few unexpected crashes and other odd behavior in it, but I've gotten some of that in RC7.9X too.

Quote
Ooooops another little hygienic fix you can do in PI14d.fs2.

Spoiler:
I've opened this file because I thought I was suffering a stealth bug (being fired tornados aspect-seeking missiles) as ShivanSPS says. Nevertheless I've seen it isn't the case because the usage of an awacs-set-radius SEXP.

But, I've seen that you have set Alpha 1 hull strength twice: in SCT: Start event and in CPN: Alpha hull event.

Looks like something left over from when I was messing around in that mission, trying to make the whole red alert system work. I'll remove it, although it won't make any difference to the mission behavior. At one point, the wingmen kept disappearing in those mission 14 parts and it took me over a week to fix it. The exact problem seemed to be different with each mission and I'm still not sure exactly how I got it working. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 23, 2007, 07:38:55 pm
It's probably the 3.6.9 executable, but in the two stealth missions (infiltrating secret base and then entering the portal, then the mission after that), the game experiences a fatal error and has to close. That's really annoying, to tell you the truth, I absolutely despise those messages.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 23, 2007, 11:06:13 pm
Is the crash repeatable? When exactly does it occur?

If it's during the mission loading sequence, I am aware of that problem and it's an FS2 bug that has been difficult to track down. It can occur randomly in any of the missions. Taylor may have recently fixed it, but it's definitely an issue in RC7.9X and 3.6.9 final. However, if you open the game and try loading it again, it should work fine. (it doesn't cause you to lose any campaign progress)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 24, 2007, 01:21:13 am
It happens during the loading screen, yes. But it never happened with the RC7.9X build.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 26, 2007, 01:08:21 am
You might have just gotten lucky. I have encountered that crash many times with both builds, and occasionally with other campaigns too.

On a side note, I updated some parts of the walkthrough, especially the mission 15 section. It should hopefully be more clear now. I also put up some other crap on the site.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 26, 2007, 01:29:03 am
Probably. Though your campaign seems to make 3.6.9 builds cry the most. :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on June 26, 2007, 12:28:43 pm
Hey take a look at the screenshot. (Mission 16)

Please check the model as the firing point is a bit out of place...  ;)

Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 26, 2007, 03:47:50 pm
Quote
Probably. Though your campaign seems to make 3.6.9 builds cry the most. :p

It does push the limits of the game, after all. :D

Quote
Hey take a look at the screenshot. (Mission 16)

Please check the model as the firing point is a bit out of place...  ;)

Yes, that does look a little funny. :p I know about it but not how to fix it. The subsystems are positioned correctly though, so you can still hit it without any problems by just targeting something on it.

There are actually a few other model-related issues in the campaign, one of which is more serious. Unfortunately, I'm not much of a modeler at all and have no idea how to fix them.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 28, 2007, 04:44:47 pm
On a side note, I updated some parts of the walkthrough, especially the mission 15 section. It should hopefully be more clear now. I also put up some other crap on the site.

What crap?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 29, 2007, 01:55:01 am
From the news page on the site:

Quote
Several parts of the walkthrough have been updated with more detail, particularly the mission 15 section. A few people also asked me to make the mission 4 easter egg more stable, so I made a simple standalone version that shouldn't ever crash. It's in the extras section along with a crazy test mission I used during development.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 29, 2007, 08:12:08 am
Oh. Okay.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mustang19 on June 29, 2007, 12:09:08 pm

Didn't have any crashes, although the campaign was extremely slow and graphics intensive. Mostly my computer's fault, not yours. The only way I could get a good framerate was to play 640X480 with those FPS-killing nebulas turned off.

It's hard to say what the best campaign of them all is. But I get the feeling that PI is the best one I've ever played. Extremely difficult, but I liked it even though I had to cheat on practically every mission. Great music selection. The biggest weakpoint is probably the last mission, where I found myself in the proverbial "killing an aircraft carrier with and ML-16" situation.

Also, my computer is crap, but somehow I played the campaignt through without any memorable CTD.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 29, 2007, 12:12:49 pm
Yes, i think PI is my favorite campaign yet. Hard with very good mission design, but with new things to make it a bit easier (modular hull whatever it was).
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 29, 2007, 03:17:03 pm
There prolly won't be one. :(
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 30, 2007, 03:32:51 am
Don't really think CP5670 is that keen on doing a sequel.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 30, 2007, 01:09:42 pm
I certainly will not rule out the possibility, but realistically speaking, I don't think I will have time to finish another project of this magnitude. I intentionally kept two or three loose ends in the story and have a few generic plans for a sequel, but at this point it doesn't make sense to get started on something that I know may never get close to completion. That story document I posted earlier should suffice for clearing up most of the details in PI's plot.

I think a more practical goal is to add voice acting to the existing campaign, which many people have expressed their interest in. I would want it to be of the same quality as the rest of PI and I'll need to take a closer look at generating the Vasudan speech before doing anything further. Goober seems to have made some progress on that front, although I don't fully understand the instructions he received from Volition.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on June 30, 2007, 01:54:39 pm
I certainly will not rule out the possibility, but realistically speaking, I don't think I will have time to finish another project of this magnitude. I intentionally kept two or three loose ends in the story and have a few generic plans for a sequel, but at this point it doesn't make sense to get started on something that I know may never get close to completion. That story document I posted earlier should suffice for clearing up most of the details in PI's plot.

Well another project of the same magnitude *would* be appreciated. :nervous:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on June 30, 2007, 03:27:04 pm
Well another project of the same magnitude *would* be appreciated. :nervous:

*smack* :P

I think a more practical goal is to add voice acting to the existing campaign, which many people have expressed their interest in. I would want it to be of the same quality as the rest of PI and I'll need to take a closer look at generating the Vasudan speech before doing anything further. Goober seems to have made some progress on that front, although I don't fully understand the instructions he received from Volition.

This might sound weird, but maybe we can voice the Vasudans in English, but "mutate" the sound into something that sounds Vasudan while keeping it  clear enough to be intelligible.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mustang19 on June 30, 2007, 04:53:45 pm

Oh, god... 20 missions is just perfect, don't pull a Derelict.

Quote
This might sound weird, but maybe we can voice the Vasudans in English, but "mutate" the sound into something that sounds Vasudan while keeping it  clear enough to be intelligible.

The Cobra Strikes! :wtf:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on July 01, 2007, 05:04:57 am
Oh, god... 20 missions is just perfect, don't pull a Derelict.

I think the correct term would be a 'Revenge: Final Conflict.'
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on July 01, 2007, 12:37:38 pm
and speaking of revenge, has anyone tried it on 3.6.9?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on July 01, 2007, 03:23:09 pm
I dare not try. :shaking:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Game_Master64 on July 01, 2007, 04:12:41 pm
i tried it, it crashed on one of the early missions. something about a bad table entry for "sentry"
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 02, 2007, 12:08:05 am
As far as the campaign length is concerned, the number of missions is 17 or 21 (depending on how you look at it), which is indeed on the shorter side compared to some other campaigns. However, the lengthy briefings and a fairly long average mission time of about 12 minutes make up for that to some degree. I also wanted to try to have every mission present its own unique gameplay situation and be memorable in some way, which becomes much harder to do if you have a large number of missions. Quality over quantity, in other words. :D

Quote
This might sound weird, but maybe we can voice the Vasudans in English, but "mutate" the sound into something that sounds Vasudan while keeping it  clear enough to be intelligible.

It might be interesting to try, but there are a few instances where words can be understood in Volition's Vasudan speech (the "thank you" and "you're a thief" things) and it sounds rather strange in those cases. The standard translator method would probably be the way to go, despite the fact that your guy is a Vasudan.

It would be similar to the compromise I had to make with the dates and times. At one point, I was thinking of putting them in some sort of Vasudan Galactic Time, maybe on a 40 or 48 hour scale, but they wouldn't have made sense to anyone that way.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on July 02, 2007, 12:10:26 am
Oh, ****. I can't play the nebula mission at all, if I try to play it it invariably crashes when I click "commit."
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 02, 2007, 10:16:08 am
That would seem to indicate that your pilot file has somehow been corrupted. See if it works if you create a new pilot and use ctrl-shift-s to skip to that mission.

Unfortunately, that type of problem is going to crop up occasionally (in any campaign) until 3.6.10 comes out with the new pilot code.
Title: Re: RELEASE - The Procyon Insurgency
Post by: lefkos on July 02, 2007, 11:33:04 am
i  have a problem with the mission when i pilot a pegasus..
i get caugt in serveral seconds without moving etc just listing what the pilot 3 says..
its this normal?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mustang19 on July 02, 2007, 02:54:47 pm
As far as the campaign length is concerned, the number of missions is 17 or 21 (depending on how you look at it), which is indeed on the shorter side compared to some other campaigns. However, the lengthy briefings and a fairly long average mission time of about 12 minutes make up for that to some degree. I also wanted to try to have every mission present its own unique gameplay situation and be memorable in some way, which becomes much harder to do if you have a large number of missions. Quality over quantity, in other words. :D

Sometimes it's okay to have a lot of repetitive missions. Most people seem to disagree, but I liked Sync/Transcend where you get that "journey through hell" feeling after fighting through 40+ repetitive missions. However, about half the missions in Derelict, for example, where totally unnecessary, apparently thrown in so "our campaign is longer than yours". PI, WCP, and BRShivans are good examples of the quality against quantity approach.

Makes me worried about TVWP and other "monster" projects.

i  have a problem with the mission when i pilot a pegasus..
i get caugt in serveral seconds without moving etc just listing what the pilot 3 says..
its this normal?

Don't remember it happening to me. If you're really stuck you should be able to cheat, though.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on July 02, 2007, 06:28:06 pm
"you're a thief"
Which one is that?

Makes me worried about TVWP and other "monster" projects.
TVWP isn't repetitive.
Title: Re: RELEASE - The Procyon Insurgency
Post by: BlueFlames on July 02, 2007, 07:06:21 pm
Quote
I liked Sync/Transcend where you get that "journey through hell" feeling after fighting through 40+ repetitive missions.

The only fighting I recall experiencing in Sync was to stay awake.  Chatter, jump, chatter, jump, chatter, jump.  By the time I quit, the only mystery I was interested in was whether I'd get to hit the jump button, or if the mission's scripting would do it for me.

Ten to twenty mission campaigns have a lot of appeal to me for two basic reasons.  First, you know you'll be doing something meaningful and exciting in each mission.  If somebody puts out a ten mission campaign, they're probably not wasting missions with scenarios like, "Oh, look!  Yet another Knossos!  Let us jump, for there is obviously nothing to do on this side."  You might have part of a mission set aside for chatter, but the rest will involve an actual fight.  The other big reason I like shorter campaigns is because they're less apt to be canceled or abandoned.  At this point, I get a lot more excited when somebody says they're going to pump out a four-mission minicampaign because that's something I can expect to see released in a couple months or less.  When I hear an announcement for 30-40 missions with a new faction, a far-advanced GTVA fleet, uber-Ancients vessels (for a dead race, they're awfully prolific), etc., etc., etc., I laugh, and I laugh, and I laugh, and I say a few things that would probably get my account suspended, if I were to repeat them on the boards.

Anyway, to the point of the thread, thank you for the release, CP.  I look forward to playing Procyon Insurgency, though I've had some other obligations preventing me from playing it just to date.  (I might end up having my first romp through it in 3.6.10, at this rate....)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 03, 2007, 12:06:33 am
Quote
i  have a problem with the mission when i pilot a pegasus..
i get caugt in serveral seconds without moving etc just listing what the pilot 3 says..
its this normal?

Which mission is this? 13 or 14?

Make sure you aren't using afterburners or weapons, since those alert the enemy as described in the briefings.

Quote
Which one is that?

It's in the debrief_mdmm1_9.wav file in the Silent Threat vp. Don't you know about it already? I distinctly remember you laughing when I told you about it a while ago. :p

Quote
Sometimes it's okay to have a lot of repetitive missions. Most people seem to disagree, but I liked Sync/Transcend where you get that "journey through hell" feeling after fighting through 40+ repetitive missions. However, about half the missions in Derelict, for example, where totally unnecessary, apparently thrown in so "our campaign is longer than yours". PI, WCP, and BRShivans are good examples of the quality against quantity approach.

Yes, as a player I definitely prefer short or medium-sized campaigns with more variety and attention to detail in each mission. STL for example is one of my favorite campaigns even though it's not very long, while I found myself getting somewhat bored with the longer ones like Derelict and Transcend.

In PI, I ended up ditching two additional missions I had planned at one point. Apart from delaying the campaign's release even further, I felt they would be too similar to some existing missions and wouldn't have added a lot to the story to make up for that either.

Quote
Quality is good, but when combined with quantity like the big projects that have both quality and quantity, you have the ultimate campaign.

Well, the problem with those campaigns is that they usually become too ambitious and don't get released at all. I don't think any of the old high profile ones hosted here, for example, are complete yet. People tend to lose interest over time when that happens, especially if they were hyped up a lot in advance.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on July 03, 2007, 01:47:40 am
Oh, just to get this out here, it may take some work, but for god's sake, get rid of the ****in' Morning Stars! :mad:
Title: Re: RELEASE - The Procyon Insurgency
Post by: lefkos on July 03, 2007, 01:52:00 am
As far as the campaign length is concerned, the number of missions is 17 or 21 (depending on how you look at it), which is indeed on the shorter side compared to some other campaigns. However, the lengthy briefings and a fairly long average mission time of about 12 minutes make up for that to some degree. I also wanted to try to have every mission present its own unique gameplay situation and be memorable in some way, which becomes much harder to do if you have a large number of missions. Quality over quantity, in other words. :D

Sometimes it's okay to have a lot of repetitive missions. Most people seem to disagree, but I liked Sync/Transcend where you get that "journey through hell" feeling after fighting through 40+ repetitive missions. However, about half the missions in Derelict, for example, where totally unnecessary, apparently thrown in so "our campaign is longer than yours". PI, WCP, and BRShivans are good examples of the quality against quantity approach.

Makes me worried about TVWP and other "monster" projects.

i  have a problem with the mission when i pilot a pegasus..
i get caugt in serveral seconds without moving etc just listing what the pilot 3 says..
its this normal?

Don't remember it happening to me. If you're really stuck you should be able to cheat, though.
Lol wel i dont suck in freespace :P but the mission is just weird...  even from a distance of 5 km ive been caught...
and i already tried to cheat and cloacking is disabled so(thats invisible right?:P)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vasudan Commander on July 03, 2007, 06:14:03 am
Procyon's stealth missions are impossibly difficult. I had to skip them unfortunately and missed out on what im sure is a great deal of plot. Do you guys actually TEST these missions before playing them? I mean, its so damn difficult. I'm a heck of a pilot. I finished Freespace 2 on hard , which i consider no small feat, but damn!

I'm just not one for subtlety i guess. Give me a wing of boangerses and i'll take down a fleet for you. (though by the end of it, i'm like  :mad2: DIE !)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CKid on July 03, 2007, 07:04:20 am
Procyon's stealth missions are impossibly difficult. I had to skip them unfortunately and missed out on what im sure is a great deal of plot. Do you guys actually TEST these missions before playing them? I mean, its so damn difficult. I'm a heck of a pilot. I finished Freespace 2 on hard , which i consider no small feat, but damn!

I'm just not one for subtlety i guess. Give me a wing of boangerses and i'll take down a fleet for you. (though by the end of it, i'm like  :mad2: DIE !)

Dude, go back and complete those stealth missions. By missing them I think you missed about 60% of the plot. I liked the stealth missions the the most just because of what you learn about the plot.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on July 03, 2007, 07:45:27 am
Procyon's stealth missions are impossibly difficult. I had to skip them unfortunately and missed out on what im sure is a great deal of plot. Do you guys actually TEST these missions before playing them? I mean, its so damn difficult. I'm a heck of a pilot. I finished Freespace 2 on hard , which i consider no small feat, but damn!

I'm just not one for subtlety i guess. Give me a wing of boangerses and i'll take down a fleet for you. (though by the end of it, i'm like  :mad2: DIE !)

They're not that hard... After skipping it, I played it again later and got through it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 03, 2007, 09:18:27 am
Quote
Oh, just to get this out here, it may take some work, but for god's sake, get rid of the ****in' Morning Stars!

Those guys go down very easily against Thunders or even Rockeyes. Use the Thunders against them. They only appear in one or two missions anyway, which are otherwise pretty easy.

Quote
Procyon's stealth missions are impossibly difficult. I had to skip them unfortunately and missed out on what im sure is a great deal of plot. Do you guys actually TEST these missions before playing them? I mean, its so damn difficult. I'm a heck of a pilot. I finished Freespace 2 on hard , which i consider no small feat, but damn!

I'm just not one for subtlety i guess. Give me a wing of boangerses and i'll take down a fleet for you. (though by the end of it, i'm like  DIE !)

You can turn down the difficulty to make 13 easier. It's trivial to beat on very easy. The 14 parts don't get changed, but those are so easy already that reducing the difficulty further would have been superfluous (and I had run into the event limit in one of them anyway).

They're pretty simple once you get the hang of it though. I have played through 13 about 25 times on medium and 14b and 14c around 40-50 times each. The key is to flip through your escort list constantly and be aware of the distances at all times.

I am assuming that escort list issue is fixed now, as I haven't heard anyone complain about it since the 1.03 patch.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on July 03, 2007, 11:12:39 am
Quote
Oh, just to get this out here, it may take some work, but for god's sake, get rid of the ****in' Morning Stars!

Those guys go down very easily against Thunders or even Rockeyes. Use the Thunders against them. They only appear in one or two missions anyway, which are otherwise pretty easy.

Try about 6 or so, and their EMP missiles make it hard to get a target.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vasudan Commander on July 04, 2007, 12:06:30 am
Its not that, its trying to keep your distance from those damn patrols and AWAC's. I did the walkthrough, and i still cant get anywhere near the targets i need to get to.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on July 04, 2007, 12:27:24 am
It's in the debrief_mdmm1_9.wav file in the Silent Threat vp. Don't you know about it already? I distinctly remember you laughing when I told you about it a while ago. :p
Yes, I do remember you telling me. :p I just didn't remember which voice file it was.  I was somewhat reluctant to ask again actually. :)

Yeah, found it (http://www.hard-light.net/forums/index.php/topic,45412.msg929727.html#msg929727)...
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 05, 2007, 10:42:07 am
Quote
Try about 6 or so, and their EMP missiles make it hard to get a target.

Well, the EMP missiles are easy to dodge, but you don't need to target them. The Thunders will hit them anyway as long as they're near your reticle. I find them pretty manageable, at any rate. Actually, one of the main reasons I added the Thunders into the campaign was to have a way to deal with those guys easily.

Quote
Its not that, its trying to keep your distance from those damn patrols and AWAC's. I did the walkthrough, and i still cant get anywhere near the targets i need to get to.

If you're talking about 14b, the fighter screen basically only consists of a large rectangle on one side of the installation (the side facing you), so you can always just fly down and around the entire thing.

Although I can't imagine how anyone could find 14b hard if you leave aside the bonus objective. I sometimes end up reaching the target without anyone even coming into the "warning" range.

Quote
Yes, I do remember you telling me. :p I just didn't remember which voice file it was.  I was somewhat reluctant to ask again actually. :)

Yeah, found it (http://www.hard-light.net/forums/index.php/topic,45412.msg929727.html#msg929727)...

Check out the mdmm1_8 file while you're at it. I don't think I have ever heard a Vasudan get so angry. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on July 05, 2007, 03:48:50 pm
Check out the mdmm1_8 file while you're at it. I don't think I have ever heard a Vasudan get so angry. :D
That's not that angry.  Listen to 6_oops2. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 05, 2007, 03:58:32 pm
I think it sounds even more angry than that one. The pitch of the voice is higher.

That oops2 piece is actually used several times in the FS2 command briefings. You can hear it if you listen carefully. I guess the distances from the Emperor are different, as it means completely different things. :p
Title: PI campaign crash at mission 14/2
Post by: SATtva on July 11, 2007, 06:35:22 am
Hello guys! First of all thank you for the great campaign, it got me really excited. On the level of Derelict I would say.  ;)

However I've stumbled upon a problem that blocks my progress near the end. In multipart mission 14/2 (PCA Knossos base) I've got Freespace crash just after the premission briefing whenever I click the Continue button. It's not goes to SCP debugging messages as usual, just crashes with the Windows message "Error encountered. Application will be closed..." and a proposal to send a crash report to developers. :)

I'm running SCP 3.6.9 Final (with full MediaVP 3.6.8 Zeta package + mp-710s; PI v. 1.03 with patch), however, build 3.6.9 RC7.9X exhibits  the same problem. I've ran Freespace in debugging mode, and, to my surprise, mission started (with a few errors I will provide below), but crashed with the same symptoms a minute after the first PCA convoy (that you have to scan to got a bonus point) departed through the Knossos.

When starting that mission in debug mode SCP throws out five error messages. I couldn't say of their significance or which of them (if any) relates to the problem itself, but in case you find them helpful...

Code: [Select]
Warning: For 'Vepar_Impact', 3 of 4 LODs are missing!File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cppLine: 1218[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------    parse_weapon()    parse_weaponstbl()    parse_modular_table()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()------------------------------------------------------------------Warning: Couldn't fix up turret indices in spline pathModel: science01.pofPath: $path04Vertex: 0Turret model id:16This probably means that the turret was not specified in the ship table(s).File:J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cppLine: 8737[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ 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_events() game_main() WinMain()------------------------------------------------------------------Warning: Couldn't open texture 'still'referenced by model 'stilettoII.pof'File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cppLine: 3056[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ read_model_file() model_load() weapons_page_in() level_page_in() freespace_mission_load_stuff() game_post_level_init() 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 'crossbow_tech'referenced by model 'crossbow_tech.pof'File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cppLine: 3056[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ read_model_file() model_load() wl_load_icons() wl_load_all_icons() weapon_select_init_team() weapon_select_common_init() red_alert_init() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()------------------------------------------------------------------Warning: Couldn't open texture 'still_tech'referenced by model 'stilettoII_tech.pof'File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cppLine: 3056[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ read_model_file() model_load() wl_load_icons() wl_load_all_icons() weapon_select_init_team() weapon_select_common_init() red_alert_init() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()------------------------------------------------------------------ What can I do about this situation? Could it be some models/textures missing or such? If a similar situation has already been discussed, I would appreciate a link to the topic. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 11, 2007, 10:04:27 am Welcome to the forums. :) Most of those error messages indicate that the game cannot read certain data in the media VPs, but I can't see why you're having such problems with only this mission. I think someone else reported a similar issue a while ago, but it appears to be very rare. Run the debug build on another mission (through the mission simulator) and see if it throws up anything. That should at least indicate whether those particular errors have anything to do with the crash. Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 11, 2007, 10:50:27 am :welcomeblue: welcome beam, CP! welcome beam! Title: Re: RELEASE - The Procyon Insurgency Post by: SATtva on July 11, 2007, 10:56:38 am Hi CP5670! Thank you for a promptly reply. I'll check that and report shortly. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 11, 2007, 12:14:06 pm :welcomeblue: welcome beam, CP! welcome beam! I don't like the welcome beams. :p Title: Re: RELEASE - The Procyon Insurgency Post by: SATtva on July 11, 2007, 12:48:54 pm OK, here we go. That's what I got for mission 8: Code: [Select] Warning: For 'Vepar_Impact', 3 of 4 LODs are missing!File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cppLine: 1218[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ parse_weapon() parse_weaponstbl() parse_modular_table() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()------------------------------------------------------------------Warning: Couldn't open texture 'nameplate'referenced by model 'capital2t-01.pof'File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cppLine: 3056[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ read_model_file() model_load() ship_page_in() level_page_in() freespace_mission_load_stuff() game_post_level_init() 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 'soupturrets1'referenced by model 'capital2t-01.pof'File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cppLine: 3056[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ read_model_file() model_load() ship_page_in() level_page_in() freespace_mission_load_stuff() game_post_level_init() 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 'still'referenced by model 'stilettoII.pof'File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cppLine: 3056[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ read_model_file() model_load() weapons_page_in() level_page_in() freespace_mission_load_stuff() game_post_level_init() 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 'crossbow_tech'referenced by model 'crossbow_tech.pof'File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cppLine: 3056[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ read_model_file() model_load() wl_load_icons() wl_load_all_icons() weapon_select_init_team() weapon_select_common_init() common_select_init() brief_init() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup()------------------------------------------------------------------Warning: Couldn't open texture 'still_tech'referenced by model 'stilettoII_tech.pof'File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cppLine: 3056[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------ read_model_file() model_load() wl_load_icons() wl_load_all_icons() weapon_select_init_team() weapon_select_common_init() common_select_init() brief_init() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup()------------------------------------------------------------------ (Worth to add that in both cases the first error message regarding 'Vepar_Impact' always comes up at Freespace startup. Others appeared at mission load.) As you can see, despite of these minor errors mission 8 was completed successfully and without any problems: I was even not aware of these errors in standard not-debug mode at that time. What troubles me with mission 14/2 crash is it's severity -- it's a program crash. Could it be something with SCP engine itself in the context of this particular mission? If I need to provide additional diagnostic information, I'd like to do that, but I'm not aware what may be relevant. Title: Re: RELEASE - The Procyon Insurgency Post by: Game_Master64 on July 11, 2007, 01:19:25 pm don't you need to use that other build all the way back on page 1? Title: Re: RELEASE - The Procyon Insurgency Post by: Cobra on July 11, 2007, 01:20:09 pm No. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 11, 2007, 02:00:15 pm Quote (Worth to add that in both cases the first error message regarding 'Vepar_Impact' always comes up at Freespace startup. Others appeared at mission load.) As you can see, despite of these minor errors mission 8 was completed successfully and without any problems: I was even not aware of these errors in standard not-debug mode at that time. What troubles me with mission 14/2 crash is it's severity -- it's a program crash. Could it be something with SCP engine itself in the context of this particular mission? If I need to provide additional diagnostic information, I'd like to do that, but I'm not aware what may be relevant. Yes, I don't think those warnings have anything to do with it. They're just minor glitches in the media VPs. I have had people bring up this crash on commit issue once or twice earlier, but on different missions. It's most likely the result of buggy pilot code in the current 3.6.9 builds, which can affect any campaign. Does it occur every time you try it? Is the other crash with the freighters jumping out also repeatable? As a last resort, you can create a new pilot, hit ctrl-shift-s in the mission simulator window to skip to that mission and just play the rest of the campaign through there. Some of the campaign features won't fully work (mainly that the stats/scores will be discarded and the mission 15/17 connection won't work), but it will still be mostly fine. Alternatively, I could give you a pilot I have that starts at mission 14, although you will need to reconfigure your settings in it manually. Title: Re: RELEASE - The Procyon Insurgency Post by: SATtva on July 11, 2007, 03:11:39 pm Quote Does it occur every time you try it? You mean game crash in the mission? Yep, with great stability. Quote Is the other crash with the freighters jumping out also repeatable? I suppose this is not freighters that triggers the crash. After about half a minute after Tritons depart I hear another subspace vortex opens up somewhere and then suddenly game crashes. (Of course, this is in debug mode. In standard mode I even can't begin a mission.) By the way, is it something jumping in? What it's supposed to be? Maybe it is a key to my problem? Quote As a last resort, you can create a new pilot, hit ctrl-shift-s in the mission simulator window to skip to that mission and just play the rest of the campaign through there. Or wait for a new SCP release. :) Title: Re: RELEASE - The Procyon Insurgency Post by: MP-Ryan on July 12, 2007, 01:05:14 am I believe there's a crash-on-commit issue that's related to the much-hated red-alert bug. This comes up in Homesick from time to time. Title: Re: RELEASE - The Procyon Insurgency Post by: SATtva on July 12, 2007, 01:15:58 am I believe there's a crash-on-commit issue that's related to the much-hated red-alert bug. This comes up in Homesick from time to time. Any workarounds besides what CP5670 has suggested? EDIT: Now looking through the "Homesick on 3.6.9" thread. Title: Re: RELEASE - The Procyon Insurgency Post by: SATtva on July 12, 2007, 02:52:08 am I've just tried out SCP build Xt0227 (mentioned in the Homesick discussion) with PI to no avail: it crashes on the Red Alert screen on Continue button press as before. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 12, 2007, 03:28:23 am Quote I suppose this is not freighters that triggers the crash. After about half a minute after Tritons depart I hear another subspace vortex opens up somewhere and then suddenly game crashes. (Of course, this is in debug mode. In standard mode I even can't begin a mission.) By the way, is it something jumping in? What it's supposed to be? Maybe it is a key to my problem? Not sure what that could be. An AWACS ship comes in later on, but that's only after you reach the installation and go through some dialogue. Nothing else enters or leaves the mission until then. The Reform has typically jumped out well before that as well. Have you heard that subspace sound on more than one occasion? Some of these crashes are sporadic and often don't occur if you try the mission again. Quote I've just tried out SCP build Xt0227 (mentioned in the Homesick discussion) with PI to no avail: it crashes on the Red Alert screen on Continue button press as before. That 2/27 build was very unstable anyway. You could try something newer like the 5/10 one, which is supposed to have some of the fixes for this stuff (although I have experienced other oddities with it). However, I think the problem here is that the 3.6.9 builds are actually corrupting the pilots in some way. It's rare, occurring maybe 1-2% of the time, but if it happens I'm guessing the pilot won't really work right on any build. Title: Re: RELEASE - The Procyon Insurgency Post by: jr2 on July 12, 2007, 03:43:17 am ...That's what I was afraid of. Once it's corrupted, you'll never know which build will work, because they're all using the corrupted pilot file. Title: Re: RELEASE - The Procyon Insurgency Post by: SATtva on July 13, 2007, 12:49:58 pm Quote Some of these crashes are sporadic and often don't occur if you try the mission again. Right. I've replayed (em, sort of) the mission in debug mode several times, and it showed that crashes are not consistent in time, despite inevitable. One time it crashes a minute before the convoy departs, the other 30-60 seconds after. It has nothing to do with player position either: it crashes when trying to scan convoy (or before or after this) as well as when ignoring it and going directly to SC Agni. I've heard of 3.6.10 release coming soon. I think I'll wait for that and give the PI another try (from the current point or with a new pilot from scratch). Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 13, 2007, 11:06:49 pm Yeah, that sounds pretty random. I haven't heard of any crashes occurring during the missions themselves, but I'm guessing they may related to the debug build or the fact that the pilot is messed up. You can wait until 3.6.10 is out, but you will probably be forced to create a new pilot anyway. Sorry that you are having so much trouble with this. I guess you just got particularly unlucky with the 3.6.9 pilot corruption problem. Title: Re: RELEASE - The Procyon Insurgency Post by: SATtva on July 14, 2007, 02:30:21 am That's not you fault, CP5670. Thank you for the great campaign anyway. Nothing bad with replaying it once again. :-) Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 14, 2007, 05:56:26 am Hey, I noticed, I played the 'save the Deshret mission,' I kept the Deshret over 10% and saved the Arnu, but I didn't get an Order of Galatea medal. What did I do wrong? Do I have to kill the Apophis? Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 14, 2007, 10:55:52 am The difficulty has be at least medium and it needs to be played as part of the campaign. If you play any missions through the simulator, the medals unfortunately don't show up. Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 14, 2007, 11:02:42 am I was playing it in campaign, but I think it was on Easy. The mission's hard, you know! :p Title: Re: RELEASE - The Procyon Insurgency Post by: Hades on July 14, 2007, 11:10:24 am I was playing it in campaign, but I think it was on Easy. The mission's hard, you know! :p No ****. :P Im still on the mission were you go into the third Knossos.I just started 1 day ago.On Easy. :P Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 14, 2007, 11:38:11 am Do I have to kill the Apophis? Does anything happen if you do somehow kill the Apophis? I have a question about the Phoron model - was it made by Untouchable? Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 14, 2007, 02:03:34 pm Quote I was playing it in campaign, but I think it was on Easy. The mission's hard, you know! :p I actually think this mission has the hardest base objective of anything in the campaign, although nobody brought it up here until now so I guess others didn't find it quite as difficult. 15 is tougher if you're going for a perfect playthrough and try to complete all the extra goals, but the primary objective is relatively simple. Quote Does anything happen if you do somehow kill the Apophis? The ship is guardianed and can't be destroyed. It's mentioned in one or two places later on, so it had to stay around. :p Quote I have a question about the Phoron model - was it made by Untouchable? Maybe, I have no idea. I asked about it here a year ago, but nobody recognized it at all. It was in a large folder of FS junk I've collected over the years, some of it going back to the VBB days. Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 14, 2007, 02:11:33 pm Maybe, I have no idea. I asked about it here a year ago, but nobody recognized it at all. It was in a large folder of FS junk I've collected over the years, some of it going back to the VBB days. Mmm, because I saw it was in his mod called 'Dark Alliance,' while I was researching a few of his other mods (the Satyrs and Repten). BTW - PI4c3.ogg is the best music in FS ever. ;) Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 15, 2007, 11:29:59 pm Quote Mmm, because I saw it was in his mod called 'Dark Alliance,' while I was researching a few of his other mods (the Satyrs and Repten). That might have been how I got it. I think I had briefly signed up on that DA project. It contained ships made by several different people though. Some later made their way into Inferno (or it might have been the other way around). Quote BTW - PI4c3.ogg is the best music in FS ever. ;) Thanks. :) The base track was taken from Battlezone, although the version used in the campaign has significant changes and is mixed with other stuff. Title: Re: RELEASE - The Procyon Insurgency Post by: Kie99 on July 19, 2007, 07:33:11 pm Really enjoyable campaign, good work. Had to cheat on a few missions though, stealth missions are not my speciality. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 20, 2007, 11:18:45 pm Thanks. If you're having trouble with 13 (the hardest of the stealth missions), you can turn down the difficulty to reduce the distance within which the enemy guys see you. Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 21, 2007, 11:08:13 am Thanks. If you're having trouble with 13 (the hardest of the stealth missions), you can turn down the difficulty to reduce the distance within which the enemy guys see you. Or you can just blow 'em all up with cheats :P Title: Re: RELEASE - The Procyon Insurgency Post by: Hades on July 21, 2007, 11:18:09 am 13 was the easiest. :P I had to skip the others.I like the battle between the ancients and the Shivans.Nice campaign. Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 21, 2007, 11:22:54 am 13 was the easiest. :P I had to skip the others.I like the Spoiler: battle between the ancients and the Shivans. Nice campaign. Use spoiler tags damnit! I didn't know they were in PI! Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 21, 2007, 11:32:20 am I gave up on it cause of the stealth missions, tagging that transport and getting to the knossos. Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 21, 2007, 11:34:29 am as the mean admin once said... "At first you don't succeed, try try again. At fifth you don't succeed, skip the mission." Title: Re: RELEASE - The Procyon Insurgency Post by: Hades on July 21, 2007, 11:37:06 am "At first you don't succeed, try try again. At fifth you don't succeed, skip the mission." Siggifyed. :nod: Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 21, 2007, 11:40:01 am Yay! I'm popular! .....ish! Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 21, 2007, 12:12:52 pm Idiot. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 21, 2007, 12:19:37 pm Quote Or you can just blow 'em all up with cheats :p That always works. :D Although the enemies are so shortsighted on very easy that you can pretty much just fly straight to the target without thinking about them at all. Quote 13 was the easiest. :p I had to skip the others.I like the battle between the ancients and the Shivans.Nice campaign. Interesting, you must be playing some of these missions quite differently than I did. I don't think I have ever gotten caught in 14b or 14c except when going for optional bonus goals (the cargo bit in 14b) or deliberately trying to fail for testing purposes. I would have put the distance reduction thing from 13 into 14b and 14c, but I was running into the event limit and thought the missions were too easy to bother with that. I'll see if I can find a way to do it in a new version. One more version will be needed anyway to maintain compatibility with the Media VPs, once those finally get updated. Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 21, 2007, 05:56:05 pm Idiot. #5! :hammer: Title: Re: RELEASE - The Procyon Insurgency Post by: Game_Master64 on July 22, 2007, 07:11:20 pm wow, 20 pages. still love this campaign Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 23, 2007, 05:48:50 am What? Love can't last for a campaign once you've played it? And yeah, I love this campaign too. :cool: Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 24, 2007, 03:59:57 am PI was one of the best campaigns i've ever played. I have a question about it ; In the game, alot of the sounds were changed. Flak guns sounded cooler, explosions sounded better. How did you change it? Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 24, 2007, 09:57:13 am He changed it by either changing the Sounds.tbl to reference his new sounds, or he just named the new sounds after the files they replace. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 24, 2007, 10:32:12 am He changed it by either changing the Sounds.tbl to reference his new sounds, or he just named the new sounds after the files they replace. and where did he get these sounds? other games? Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 24, 2007, 10:36:27 am Other games, real recordings, movies, made them, stole from other mods, whatever. Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 24, 2007, 10:58:56 am i think some may or may not have been taken from descent, like inferno Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 24, 2007, 12:13:25 pm Quote PI was one of the best campaigns i've ever played. I have a question about it ; In the game, alot of the sounds were changed. Flak guns sounded cooler, explosions sounded better. How did you change it? Good to hear. :) Those sounds are mainly taken from the first C&C (they're in the data files but are never used in that game), with one or two others from Nuclear Strike. I always thought the default sounds for those things sounded a bit wussy and had been using these modified sounds myself for many years, so I decided to bundle them with the campaign. I actually adjusted the sounds.tbl distance values for many of the existing sounds too, which originally sounded quite muted. You might notice that you hear the beam charge up/down sounds much more often now. There are a few further improvements that can still be made in this respect, which I'll probably add into the next version. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 24, 2007, 05:29:32 pm Ingenius CP5670. I certainly wish / hope that all campaigns are up to your standards. I can see you put tons of work into it. I'm up to PI17, i managed to do the stealth missions . (Absolutely freaky at some parts, :nervous: ). But on PI17, the final fortress, when i goto ship selection room in the briefing, it crashes. :blah: any help? Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 24, 2007, 05:30:23 pm Is it a recurring error? Title: Re: RELEASE - The Procyon Insurgency Post by: jr2 on July 24, 2007, 05:30:52 pm Heh, heh, I always thought the Siege Tanks' Siege mode gun sounded cool from StarCraft. XD Quote PI was one of the best campaigns i've ever played. I have a question about it ; In the game, alot of the sounds were changed. Flak guns sounded cooler, explosions sounded better. How did you change it? Good to hear. :) Those sounds are mainly taken from the first C&C (they're in the data files but are never used in that game), with one or two others from Nuclear Strike. I always thought the default sounds for those things sounded a bit wussy and had been using these modified sounds myself for many years, so I decided to bundle them with the campaign. I actually adjusted the sounds.tbl distance values for many of the existing sounds too, which originally sounded quite muted. You might notice that you hear the beam charge up/down sounds much more often now. There are a few further improvements that can still be made in this respect, which I'll probably add into the next version. Heh, heh, I always thought the Siege Tanks' Siege mode gun sounded cool from StarCraft. XD Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 24, 2007, 05:31:53 pm Is it a recurring error? yer. Whenever i try start the mission, and goto the ship selection room, it crashes. I tried it twice, in case the first time it was just a one off thing. Did anyone else have the problem? Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 24, 2007, 05:33:07 pm Enable "use models for ship selection". Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 24, 2007, 05:35:24 pm Enable "use models for ship selection". Fixed. Thanks :D Just finished it. That was probably one of the most wild finales ive seen in a a campaign ever! Left a few plotholes though..... 1. What the hell was that thing strapped to the underside of the Agni, that seemed to home in on its twin and start making all kinds of noises? 2. What became of the outpost near the portal? It wasn't involved in any mission, was it destroyed by another battlegroup? seemed pretty potent-looking. 3. Did the PCA leader intend to establish contact with the Ancients and ally with them? I'm just guessing that the strange object that had a twin and interlocked was a device he used to control the knossos and summon the juggernaut. I think he intended to either ally with them, or control them using that device. Im also guessing that the portal led to the remnant of a supernova, not close to the one beyond Gamma Draconis, but most probably this implicates that the shivans use sathanas fleets to obliterate hostile star systems. the Ancients just tend to have a bit more firepower then the GTVA, and obviously they're still fighting the Shivans, and have been for over 5000 years. P.S , is it possible to import the extra models to FRED so i can look at them? How do i do that? Title: Re: RELEASE - The Procyon Insurgency Post by: Game_Master64 on July 24, 2007, 10:00:57 pm use the spoiler tags! Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 25, 2007, 01:08:43 am Yes, it would be good if you put that stuff in spoiler tags, now that those are working again. Enable "use models for ship selection". Fixed. Thanks :D Strange, you shouldn't need to do that. The required interface graphics are included with the campaign. If this worked though, great. Quote Spoiler: Just finished it. That was probably one of the most wild finales ive seen in a a campaign ever! Left a few plotholes though..... 1. What the hell was that thing strapped to the underside of the Agni, that seemed to home in on its twin and start making all kinds of noises? 2. What became of the outpost near the portal? It wasn't involved in any mission, was it destroyed by another battlegroup? seemed pretty potent-looking. 3. Did the PCA leader intend to establish contact with the Ancients and ally with them? I'm just guessing that the strange object that had a twin and interlocked was a device he used to control the knossos and summon the juggernaut. I think he intended to either ally with them, or control them using that device. Im also guessing that the portal led to the remnant of a supernova, not close to the one beyond Gamma Draconis, but most probably this implicates that the shivans use sathanas fleets to obliterate hostile star systems. the Ancients just tend to have a bit more firepower then the GTVA, and obviously they're still fighting the Shivans, and have been for over 5000 years. Spoiler: The Knossos base was destroyed after the GTVA reinforcement fleets arrived, some time between missions 15 and 16. The GTVA has a few ships guarding the Knossos at the beginning of mission 17 (the stuff that gets destroyed), which were part of the task force that eliminated it. For the other questions, I refer you to this: SPOILER WARNING (http://pi.hard-light.net/extras/extstory.txt) That is only half the story, but I don't want to give away much more at this point. ;)  seems that links still show up in spoiler tags, so I might as well put it outside. Quote P.S , is it possible to import the extra models to FRED so i can look at them? How do i do that? Run it with the command line -mod PI to make it use the campaign data files. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 25, 2007, 07:57:13 am Man those ancient fighters can move! And their guns pack a whollop! :eek2: Title: Re: RELEASE - The Procyon Insurgency Post by: Hades on July 25, 2007, 08:04:22 am Yes the Ancient fighters are hard to kill.And are annoying.Like the fly. Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 25, 2007, 11:04:46 am Man those ancient fighters can move! And their guns pack a whollop! :eek2: I never knew there were ancient fighters in PI.... Damnit! use spoiler tags! ....wait, why am i posting in this thread? Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 25, 2007, 03:37:31 pm You're probably better off finishing the campaign first, as the spoiler tags weren't working until recently anyway and there are many spoilers on the earlier pages. :p Quote Yes the Ancient fighters are hard to kill.And are annoying.Like the fly. They are strong but don't have shields, so they are still fairly vulnerable to the automatic Vulcan turrets. Title: Re: RELEASE - The Procyon Insurgency Post by: Game_Master64 on July 25, 2007, 06:51:07 pm or the good old kamikazi tactic. ram em with full burners and hope to survive. hey, it worked on VE Title: Re: RELEASE - The Procyon Insurgency Post by: Harbinger of DOOM on July 25, 2007, 06:55:50 pm OMFG I'M PULLIN' MAH HAIR OUT OVER MISSION 13!! Anyone got some file that lets you skip Mission 13: Eye of the Storm? Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 25, 2007, 06:58:41 pm Which is why i decided to fly one :pimp: So, question is now; Are the guys behind PI considering a sequel? Title: Re: RELEASE - The Procyon Insurgency Post by: Harbinger of DOOM on July 25, 2007, 07:33:36 pm Can someone please make a .fc2 file that lets me skip mission 13? It keeps crashing right at the end before I can jump out. Title: Re: RELEASE - The Procyon Insurgency Post by: haloboy100 on July 25, 2007, 07:35:19 pm One word: Cheats. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 25, 2007, 08:37:32 pm The one mission i couldnt complete was the turrets mission against the saturn. Even though i took out 15, still said i failed. :blah: Title: Re: RELEASE - The Procyon Insurgency Post by: Hades on July 25, 2007, 08:39:06 pm That probably is a bug.Like a Roach or a fly or a mosquito. :D Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 25, 2007, 10:35:07 pm Quote Can someone please make a .fc2 file that lets me skip mission 13? It keeps crashing right at the end before I can jump out. Where exactly is it crashing? If you're having trouble with the mission, reducing the difficulty level will make it much easier, but this certainly shouldn't be happening. Quote Which is why i decided to fly one :pimp: So, question is now; Are the guys behind PI considering a sequel? It's just me. You could say I'm considering it, but I don't really want to get started on anything unless I know I can commit enough time to see it to completion, which is looking unlikely at the moment. Quote The one mission i couldnt complete was the turrets mission against the saturn. Even though i took out 15, still said i failed. You probably missed one somewhere that you thought you destroyed. I know the mission works fine in this respect. You get a message every time you get 5, 10, 15, etc. I was originally planning to make an extra HUD gauge for that mission that would show exactly how many turret kills you racked up, but that required certain features of the scripting system that the 3.6.9 builds didn't support (and the HEAD builds that did support it had a lot of other bugs). I may be able to add that in an update when 3.6.10 comes out though. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 25, 2007, 11:19:31 pm Yer, the problem was the damn fighters kept coming after me. I loaded up a myrmidon with all the other ships with stillettos, but they kept hogging the support ship :ick: Title: Re: RELEASE - The Procyon Insurgency Post by: Harbinger of DOOM on July 26, 2007, 02:24:12 pm Quote Can someone please make a .fc2 file that lets me skip mission 13? It keeps crashing right at the end before I can jump out. Where exactly is it crashing? If you're having trouble with the mission, reducing the difficulty level will make it much easier, but this certainly shouldn't be happening. It crashes a little bit after when the Anaxar blows up, and Command tells you to jump out. Title: Re: RELEASE - The Procyon Insurgency Post by: Game_Master64 on July 26, 2007, 03:21:03 pm just fail/die/jump out early 5 times and it'll ask you if you want to skip Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 26, 2007, 04:25:26 pm Try playing it in a debug build. It may let you jump out properly there. It sounds like the same sort of random crash that someone else brought up a few pages ago. I don't really know why only a few people are encountering those, but they have something to do with the game rather than the campaign itself. Since you've already seen everything in the mission though, the method Game_Master64 suggested would also work well. Replacing the campaign or current mission files tends to cause pilot problems of its own and is usually not a good idea. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 27, 2007, 10:35:54 am hey man, question, How did you do the whole score/ranking system through the campaign, where you get a tally at the end? I got 30 ;) Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 27, 2007, 12:39:43 pm Not bad. The score basically tallies up how many optional goals (secondary and bonus) you completed throughout the campaign, aside from some of the really trivial ones. You might have noticed the HUD showing a +1 or +2 when certain objectives were met. It indicates that you scored a point for that objective. There are 20 of them in total. What's the record so far? Has anyone got close to 100? :p There are a few small things I will be changing with this though. One or two objectives are too easy/hard for what they give you, and there also needs to be some way to measure the difficulty setting at which you're getting the points. This should be easy to incorporate in an update. Title: Re: RELEASE - The Procyon Insurgency Post by: Goober5000 on July 27, 2007, 01:46:00 pm There's a bug in the scoring system, since I played through with the express purpose of getting every single point, on Medium. (That's mainly why I was so tenacious in my review.) I had to cheat on the mission where you destroy the turrets (but since I couldn't even get to 15, I figured that that mission deserved cheating on), but I managed to get every point. However, the last mission said I only got a 72% or something. :doubt: Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 27, 2007, 02:14:33 pm Weird. I got the exact same score on my last playthrough before the release, but I fixed something that I thought was causing it and didn't think much further about it. I will take a closer look. It is obviously working at lower numbers and must be running into a block at that point. How exactly does the game do division when the result is not an integer? I'm guessing it just truncates or rounds the result to an integer, but am not sure. Title: Re: RELEASE - The Procyon Insurgency Post by: Goober5000 on July 27, 2007, 03:20:23 pm It does standard C division, which I think uses truncation, not rounding. But 20/20 is 1, so that shouldn't matter. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 27, 2007, 03:48:12 pm Don't worry. There's no such thing as the perfect pilot. ;) Title: Re: RELEASE - The Procyon Insurgency Post by: Game_Master64 on July 27, 2007, 04:43:01 pm Don't worry. There's no such thing as the perfect pilot. ;) need i remind you? A1 Title: Re: RELEASE - The Procyon Insurgency Post by: BlueFlames on July 27, 2007, 05:14:31 pm He apparently hasn't seen Goob's "Bearbaiting" video.... Title: Re: RELEASE - The Procyon Insurgency Post by: jr2 on July 27, 2007, 05:58:46 pm Lemme see. Linky? Title: Re: RELEASE - The Procyon Insurgency Post by: Goober5000 on July 27, 2007, 07:54:46 pm Search is A-1 SUPAR... Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 27, 2007, 08:33:01 pm Meh. I accomplished all objectives in bearbaiting on hard difficulty. In the words ( and accent) of sean connery, "I'm yet to be impressed boy!" Title: Re: RELEASE - The Procyon Insurgency Post by: Cobra on July 27, 2007, 11:47:09 pm Meh. I accomplished all objectives in bearbaiting on hard difficulty. In the words ( and accent) of sean connery, "I'm yet to be impressed boy!" You moron. Goober did it on Insane. Do you want to be a big boy and search for the movie yourself or do you want me to do it for you? Title: Re: RELEASE - The Procyon Insurgency Post by: jr2 on July 28, 2007, 03:48:49 am Here (http://www.hard-light.net/forums/index.php/topic,26697.msg702303.html#msg702303). Search is a pain in the butt. No results found, because I searched "bearbaiting goober video", when, as we all should know, the correct search term was "bearbaiting video" (no, i didn't use quotes). Title: Re: RELEASE - The Procyon Insurgency Post by: TrashMan on July 28, 2007, 05:21:30 am Meh. I accomplished all objectives in bearbaiting on hard difficulty. In the words ( and accent) of sean connery, "I'm yet to be impressed boy!" You moron. Goober did it on Insane. Do you want to be a big boy and search for the movie yourself or do you want me to do it for you? Interesting...Not sayin that any cheating is/was involved, but when you just look at the video, you can't really tell if the tables were altered for extra damage or something. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 28, 2007, 07:18:02 am Meh. I accomplished all objectives in bearbaiting on hard difficulty. In the words ( and accent) of sean connery, "I'm yet to be impressed boy!" You moron. Goober did it on Insane. Do you want to be a big boy and search for the movie yourself or do you want me to do it for you? Dont call me a moron boy. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 28, 2007, 09:35:27 am I was going to make a video of a mission 15 playthrough but never got around to it. I can typically get all of the extra objectives within three or four tries on medium. I have done it once on hard, but that takes much more effort. I rewrote the walkthrough part for that mission though, so others should be able to reproduce what I'm doing. Quote It does standard C division, which I think uses truncation, not rounding. But 20/20 is 1, so that shouldn't matter. A value of 72% should never occur in any case. The 17b mission computes the score as (Px100)/20 where P is the number of points collected (a little clumsy; it's from a time when I wasn't sure how many total possible points there would be, but it should still work fine). The result is obviously always a multiple of 5 as long as P is an integer. AFAIK the game doesn't support noninteger variables at all, so it's either computing something wrong or the variable stored in the pilot file is getting messed up. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 29, 2007, 02:51:53 am The music for the nebula mission was awesome. Where did you get it, if i may ask? Title: Re: RELEASE - The Procyon Insurgency Post by: Cobra on July 29, 2007, 03:03:22 am :blah: Battlezone. Title: Re: RELEASE - The Procyon Insurgency Post by: Vasudan Commander on July 29, 2007, 05:52:42 am BZ and BZ II were wicked games. I loved those :nod: Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on July 29, 2007, 07:11:58 am The first part was the NRML part of the Silent Threat track 'Darkside'. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on July 29, 2007, 11:34:41 am I increased the pitch of that as I thought that allowed the piece to blend in better with the other two parts. It also had the side effect of improving the audio quality. By the way, I have been playing through PI again (first time in some sense, since my last playthrough was just before it was released and essentially a bugfixing run :p) and ran into the player file corruption bug myself during the mission 9 loading sequence. It looks like that problem is not necessarily limited to red alert missions. The pilot got screwed up so badly that even going into the mainhall with it resulted in an immediate crash. Until 3.6.10 is released, the best workaround for these issues is to simply make backups of your pilot files every few missions. For those who don't know, they are in the data\players\single directory; you want to backup the main pl2 file as well as the PI cs2 file for that pilot. Title: Re: RELEASE - The Procyon Insurgency Post by: Mehrpack on July 30, 2007, 07:47:22 pm BZ and BZ II were wicked games. I loved those :nod: hi, yeah, i had love BZ and BZ II. BZ II i had play a long time, so 2 years, online. with the bugs, connectionlost and lags :wakka: but first as i listed it exactly and CP say it, i heard. shame on me :( Mehrpack Title: Re: RELEASE - The Procyon Insurgency Post by: Frosty on August 15, 2007, 02:01:05 pm loading mission 3 i get this message :( Error: Argument count is illegal. In sexpression: ( when ( and ( is-event-true-delay "MSG: Unknown targeted" 0 ( true ) ) ( not ( is-event-true-delay "MSG: Freighters jump" 8 ( true ) ) ) ) ( do-nothing ) ) (Error appears to be: is-event-true-delay) File:C:\temp\fs2_open_3_6_9.t\code\Mission\MissionParse.cpp Line: 5754 [This filename points to the location of a file on the computer that built this executable] Call stack: ------------------------------------------------------------------ ------------------------------------------------------------------ Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on August 15, 2007, 02:18:59 pm Someone else reported this a while ago too. It indicates that the FS2 build you're using is too old. Make sure you have downloaded the 3.6.9 RC7.9X build on the website (which has a file timestamp of 11/25/06), and that it's selected correctly in the launcher. Title: Re: RELEASE - The Procyon Insurgency Post by: jr2 on August 15, 2007, 02:28:18 pm http://fs2source.warpcore.org/exes/ 7dot9 is near the bottom as a .rar file. Right-click > Save Target (or Link) As... Title: Re: RELEASE - The Procyon Insurgency Post by: Frosty on August 15, 2007, 05:36:15 pm Quote Someone else reported this a while ago too. It indicates that the FS2 build you're using is too old. Make sure you have downloaded the 3.6.9 RC7.9X build on the website (which has a file timestamp of 11/25/06), and that it's selected correctly in the launcher. thanks solved my problem Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on August 16, 2007, 03:02:09 am Good to hear. :) By the way, if anyone is using my music VP, you can put this file (http://cp.nukelol.com/PIaudio.zip) into the PI folder to have the campaign take advantage of the high quality music, for the most part anyway. This will be included in the next (and most likely final) version, but I'm going to hold off on that until the full 3.6.10 media VP set is out. Title: Re: RELEASE - The Procyon Insurgency Post by: Frosty on August 17, 2007, 04:22:49 pm by far hardest campaign ever Title: Re: RELEASE - The Procyon Insurgency Post by: Mustang19 on August 23, 2007, 05:05:05 pm Really? I could never beat the last mission of DEM without looking at it in FRED. :D I think CP has started a trend, seeing as other campaign projects are making their missions more difficult also. I much prefer PI-style mission balancing to the normal Derelict/Homesick medium to easy difficulty. It's not just a matter of fighting off tons of Shivans; some tactical thought is required. Orpheus is on the right track (although I still prefer PI, as much as I admire his design style.). Title: Re: RELEASE - The Procyon Insurgency Post by: Goober5000 on August 23, 2007, 06:01:58 pm I don't think it was CP who started it. :D Picklehead made Aeos Affair pretty hard. Derelict was also hard, if you weren't up-to-speed on your tactics. (For instance, when I first played through Derelict I had a terrible time in the Auriga capture mission because I didn't realize I could engage the Aeolus at long range.) And Blaise Russel's missions are usually harder than the norm as well, though not to the degree that CP's are. Title: Re: RELEASE - The Procyon Insurgency Post by: Mustang19 on August 23, 2007, 06:21:46 pm Heh, Homesick was a bad example. But I don't see what you mean about Derelict. Maybe 2-3 of the 40+ missions I found challenging, and that doesn't count the Auriga mission. After getting torn up by fighters a few times, I found that it was almost a self-playing mission if you just stick around the Typhon and have patience; wait for all the enemy fighters to die, then go in and disarm the destroyer. But that's my style, perhaps if I played Derelict in a more "realistic" way I would have had more of a challenge. The nice thing about PI is that it's challenging no matter what cheap tricks you use. Title: Re: RELEASE - The Procyon Insurgency Post by: Goober5000 on August 23, 2007, 07:39:37 pm Reread my post again and notice that I was talking about the Aeolus. :p At the beginning of the mission, you have to attack an Aeolus to entice the Auriga to jump in. Also, bear in mind that Derelict was the very second campaign I played after I finished the FS2 campaign. I hadn't learned all the tactics yet. Specifically, I wasn't terribly acquainted with the Kayser or the Maxim. I believe Top Ace has also expressed frustration at Derelict's difficulty level. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on August 23, 2007, 11:47:40 pm I actually didn't intend PI to be all that hard. I mainly just wanted the campaign to be difficult enough that it would be beneficial to have a specific plan of action in mind when playing, as I felt many other campaigns didn't really touch upon this aspect of the game. I didn't find any of the missions to be particularly tough during my testing (leaving aside some of the optional bonus goals), although I did assume that most players would be familiar with the FS2 game mechanics already and would know of the standard tactics for dealing with various situations. I originally came from the multiplayer side of the game before I got into making missions, so I might have a somewhat different perspective on these things. All the singleplayer campaigns I have played have been of moderate difficulty at the most, in comparison to some of the co-op missions and especially the old Squadwar league matches. You might want to join us in the online games we're having these days. I bet you'll find your skills steadily increasing over there. :D We should be having a fairly lengthy session on Saturday. Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on August 24, 2007, 11:29:10 am I was thinking this a while ago - Isn't the Saturn a complete mutt? I mean it's Terran, Shivan, Vasudan AND Ancient... Title: Re: RELEASE - The Procyon Insurgency Post by: Cobra on August 24, 2007, 12:50:31 pm No, it's Terran and Ancient. The Hades was a Terran/Shivan design. Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on August 24, 2007, 12:53:58 pm No Shivan influence? Not even a bit? Strange... Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on August 24, 2007, 01:06:16 pm No, it's Terran and Ancient. The Hades was a Terran/Shivan design. Well it has Vasudan texture tiles. It has to be at least a bit Vasudan. Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on August 24, 2007, 03:56:25 pm Yes, Dasmar WAS Vasudan. And there must be some Shivan technology, too...that's the second Hades afterall. Ehm...CP5670...what about a nice voice acting? It is a shame that PI isn't voice acted :blah: Title: Re: RELEASE - The Procyon Insurgency Post by: Hades on August 24, 2007, 04:09:24 pm I thought there was voice acting... Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on August 24, 2007, 04:10:50 pm You must be joking! PI isn't voice acted yet! Title: Re: RELEASE - The Procyon Insurgency Post by: Jeff Vader on August 24, 2007, 04:13:49 pm I thought there was voice acting... You high or somethin'? :wtf: Title: Re: RELEASE - The Procyon Insurgency Post by: Hades on August 24, 2007, 04:16:48 pm That must have been something else.Crap. Title: Re: RELEASE - The Procyon Insurgency Post by: Cobra on August 24, 2007, 05:38:28 pm You're thinking about Derelict, methinks. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on August 24, 2007, 10:07:24 pm Quote I was thinking this a while ago - Isn't the Saturn a complete mutt? I mean it's Terran, Shivan, Vasudan AND Ancient... Spoiler: It does have a bit of everything. The original design was more or less identical to the Hades, and was primarily Terran with some Shivan stuff. The 7th Vasudan Battle Group (under Dasmar) later modified it to retrofit various Ancient weapons systems that Dasmar had uncovered on the moon of Procyon VII, and in the process also brought it up to speed with modern (Vasudan) technology. Quote Ehm...CP5670...what about a nice voice acting? It is a shame that PI isn't voice acted I was planning to try organizing something earlier but it sort of fell by the wayside. I'll get around to it at some point. The main hold-up right now is the creation of custom Vasudan speech. I looked over the instructions that Goober received from Volition but don't have the programs they refer to. I can think of many pieces where the single Vasudan speech file we have will not be adequate and in general, it will sound incredibly repetitive if you hear it all the time. If I'm going to be doing this, I want it to be good. :p If anyone has been able to generate this stuff, please contact me. Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on August 26, 2007, 10:13:05 am A guy created an incredible Vasudan voice... go check the voice acting forum. EDIT: Here you are... ;) http://www.hard-light.net/forums/index.php/topic,40369.0.html I find that Vasudan voice impressive. Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on August 26, 2007, 10:42:17 am Hmm... Index? Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on August 26, 2007, 10:45:49 am What do you mean? Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on August 26, 2007, 10:47:23 am It says Index. Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on August 26, 2007, 10:56:14 am I don't understand. The link is correct! Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on August 26, 2007, 10:59:08 am Well I can't see it. Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on August 26, 2007, 11:00:34 am A guy created an incredible Vasudan voice... go check the voice acting forum. EDIT: Here you are... ;) http://www.hard-light.net/forums/index.php/topic,40369.0.html I find that Vasudan voice impressive. This would have been useful, but the guy himself didn't know exactly what he did. :p Still, we may be making some progress on this front. I'll know in a few weeks. Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on August 26, 2007, 11:02:03 am I know, it's a bit strange... but that voice is, in my opinion, one of the best. Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on August 26, 2007, 11:02:39 am I wonder what reversed Vasudan speech is like. :wtf: Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on August 26, 2007, 11:07:01 am Do you have that voice? It's much better than others. In PI, Vasudans have a primary role. That voice is a must have. Title: Re: RELEASE - The Procyon Insurgency Post by: Goober5000 on August 26, 2007, 02:33:00 pm If you have it, upload it. The link in that thread doesn't work. Title: Re: RELEASE - The Procyon Insurgency Post by: the_rh1no on September 02, 2007, 09:16:15 am Wow just had to say what a campaign. I don't normally say much on here, but for this i felt i really had to! Some phenomenal missions to play through, and still has that classic feel that of the FS1 and 2 where many questions are asked and few are answered, but still leaving a great storyline. Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on September 02, 2007, 09:27:30 am I'm sorry, I couldn't find the file. It has a strange name and I don't have an audio card(necessary, in this case, to find the correct file) :( Title: Re: RELEASE - The Procyon Insurgency Post by: Hades on September 02, 2007, 09:40:20 am Heh it would have been cool to hear a human Vasudan voice. :P Title: Re: RELEASE - The Procyon Insurgency Post by: CP5670 on September 02, 2007, 11:01:13 am Wow just had to say what a campaign. I don't normally say much on here, but for this i felt i really had to! Some phenomenal missions to play through, and still has that classic feel that of the FS1 and 2 where many questions are asked and few are answered, but still leaving a great storyline. Thanks. I don't have any immediate plans for a sequel, but you may be interested in this thing (http://pi.hard-light.net/extras/extstory.txt) I put up to answer some of those questions. (contains spoilers) Title: Re: RELEASE - The Procyon Insurgency Post by: jr2 on September 02, 2007, 11:54:20 am I'm sorry, I couldn't find the file. It has a strange name and I don't have an audio card(necessary, in this case, to find the correct file) :( Hmm. Are you looking for a really good sound card? Medium quality? Or just a good ole SB equivalent? If the latter, then you can get them for about$10 on Ebay.  :p  ;)
Title: Re: RELEASE - The Procyon Insurgency
Post by: the_rh1no on September 02, 2007, 12:07:12 pm

Thanks. I don't have any immediate plans for a sequel, but you may be interested in this thing (http://pi.hard-light.net/extras/extstory.txt) I put up to answer some of those questions. (contains spoilers)

Thanks, good reading. I definitely will be looking out for any more of your stuff you release!!!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on September 02, 2007, 02:35:19 pm
Someone deleted my post...

Well, anyway:

SEQUEL! SEQUEL! SEQUEL! SEQUEL!

I demand a sequel of equal if not greater proportions for PI! :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on September 02, 2007, 02:41:34 pm
Mah, a voice acted edition. That's what we need.

Hmm.  Are you looking for a really good sound card?  Medium quality?  Or just a good ole SB equivalent?  If the latter, then you can get them for about $10 on Ebay. :p ;) I have an audio card but I can't install it. I need the controller di bus di gestione sistema )("gestione" means "managing" and "di" means "of"...do you know what the hell is it?). I would UL that Vasudan voice, a voice acted PI will be full of Vasudan voices. Title: Re: RELEASE - The Procyon Insurgency Post by: Snail on September 02, 2007, 02:44:17 pm Mah, a voice acted edition. That's what we need. That doesn't add any plot, does it? Title: Re: RELEASE - The Procyon Insurgency Post by: Mobius on September 02, 2007, 02:54:13 pm Well...we could always add a final cutscene...with a voice acted text(yes, that text...the extra) ;7 Title: Re: RELEASE - The Procyon Insurgency Post by: jr2 on September 02, 2007, 02:55:37 pm Mah, a voice acted edition. That's what we need. Hmm. Are you looking for a really good sound card? Medium quality? Or just a good ole SB equivalent? If the latter, then you can get them for about$10 on Ebay.  :p  ;)

I have an audio card but I can't install it. I need the controller di bus di gestione sistema )("gestione" means "managing" and "di" means "of"...do you know what the hell is it?). I would UL that Vasudan voice, a voice acted PI will be full of Vasudan voices.

OK, get CPU-Z (in my sig), send me the report (last tab"About", HTML dump), and I will point you to the file(s) you need for your card, if I can.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on September 02, 2007, 03:03:41 pm
Well...we could always add a final cutscene...with a voice acted text(yes, that text...the extra) ;7

I still want a sequel.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Hades on September 02, 2007, 03:06:35 pm
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on September 02, 2007, 03:09:03 pm
OK, get CPU-Z (in my sig), send me the report (last tab"About", HTML dump), and I will point you to the file(s) you need for your card, if I can.

I used Everest Home, I DLed some drivers...without good results.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on September 02, 2007, 03:10:22 pm

The post got deleted.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on September 02, 2007, 03:19:46 pm
OK, get CPU-Z (in my sig), send me the report (last tab"About", HTML dump), and I will point you to the file(s) you need for your card, if I can.

I used Everest Home, I DLed some drivers...without good results.

Let me try.  :p  :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on September 02, 2007, 04:25:36 pm
Ok, but let's talk about it on MSN. We're OT here :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on September 03, 2007, 12:30:54 pm
Well...we could always add a final cutscene...with a voice acted text(yes, that text...the extra) ;7

One possibility is to add in some ideas I had that were were dropped in the final release due to time constraints. At one point, I was planning to have an extra mission between 15 and 16 (was actually going to be in a gas giant's upper atmosphere, if I could get the gravity feature to work), a short intro cutscene of the PCA's initial attack on December 17 and a longer cutscene during the entire mission 13 dialogue, depicting what they talk about. However, I think it's not a good idea to do this stuff now since most people aren't going to be willing to play through the campaign again for just one or two new things. That effort would be much better spent towards a sequel. In any case, I won't get started on anything until January at the earliest, after my qualifying exams are over.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on September 03, 2007, 01:57:42 pm
However, I think it's not a good idea to do this stuff now since most people aren't going to be willing to play through the campaign again for just one or two new things.

What what what what?!?

It's completely wrong! I want to play through PI again(I want an audio card)and I will do it again should a voice acted version be released!!!!

Come on!!!
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on September 03, 2007, 02:18:38 pm
Yes, but I have a feeling that you and others on this forum are in the minority. :p I replay stuff all the time too, but I know that for most commercial (singleplayer) games, the majority of people only play through them once. There is little reason to think that it would be any different here. It's worth noting that most of the 5000 or so people (rough estimate) who have played PI are only casual FS players and aren't registered on HLP. As I said, I might as well work on a sequel instead.

Now the voice acting is something that would affect every mission and would take far less work to do, so that's a much more realistic option. It's more of an upgrade to the existing stuff than adding entirely new content.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on September 03, 2007, 02:25:08 pm
I think you're underestimating your campaign. That's what I think, dude :P

The add ons you mentioned can't take so much time. Working on a valid sequel would need time. And do we really need a sequel?
Title: Re: RELEASE - The Procyon Insurgency
Post by: karajorma on September 04, 2007, 04:26:01 am
Just don't take another six years to make it. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mustang19 on September 13, 2007, 05:32:16 pm
Every capital ship I've ever seen has certain weakpoints. On the Saturn, it's the engines. Get the right angle behind one of the engine blocks and nothing will hurt you, although it's a pain to keep in that position as the Saturn keeps moving. Approaching from directly behind is also a good idea of you can get rid of that one annoying laser turret mounted on top of the big "mast".

As for the disarm-the-Saturn mission, that is insanely difficult and I've never beat it. However, you don't need to beat it to continue the campaign.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on September 13, 2007, 05:52:20 pm
Quote
Did you know that the Saturn missions are the hardest and without Trebechets, it is impossible to disable turrets and survive or even get close because if you get close, the Saturn will vaporize you with its many AAA beams and there isn't enough time to use Trebs to destroy all dangerous turrets from afar? I even disabled many of the AAA beams and it is still impossible to get close and disable more without dying. Also, the fighter compliment doesn't help. I think you should tone down the armaments of the Saturn. It is impossible to disarm 20 or more turrets, I believe, even on very easy. So my only option was to disable turrets from afar the whole time and I was able to destroy at least two supporting vessels by destroying one with Trebs and beta wing destroying the other. If you make a sequel and if it's a war against the Ancients, the weapons on Ancient capital ships will make it utter hell to play.

You may want to look at the updated walkthrough section I wrote for that mission. Some things in the original piece were unclear and should make more sense now. I basically go by the procedure outlined there and have gotten the full 25 turrets and two supply ships many times on medium and once on hard. The Akheton should be your main weapon in that mission. You don't need to use Trebuchets much. I fire them at the laser turret facing you at the beginning and hardly use them at all for the rest of the mission.

That being said, I'll probably tone down the fighter AI in that mission towards the end, as they currently become a bit too aggressive when you close in on the 25 mark. They are the main threat in that mission. The Saturn's weaponry doesn't really matter, as it almost never fires at you at all if you do things right.

Quote
As for the disarm-the-Saturn mission, that is insanely difficult and I've never beat it. However, you don't need to beat it to continue the campaign.

Well, you need to "beat" it in the sense of getting the primary objective of 15 turrets, which is fairly easy. The secondary and bonus objectives are optional (like in any other mission) and give additional score/bonus points. They're there for those who want to try for a perfect playthrough (like the ones in Bearbaiting) and are supposed to be hard. ;)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mustang19 on September 13, 2007, 05:56:28 pm
Well, I must have remembered wrong. On those types of missions I will usually just ~K and SSL my way out.

Probably one of my big problems with PI is my standard strategy; load myself with Trebuchet and use my wingmen as the heavy hitters, armed with Helios and Maxim for taking out capital ships. PI isn't like Aeos Affair, though; your wingmen die quickly and personal skill becomes very important. And I can't hit the broadside of an Orion with a Subach.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mustang19 on September 14, 2007, 08:10:13 am
2000m? According to the Wiki, Akheton has a range of 750. You're probably talking about the Maxim. CP, fix your walkthrough.

Quote
In general, you want to position yourself between 1500m and 2000m (closer to 2000m) of any turrets you're attacking. You can just sit there and pound them with the Akheton without taking any return fire.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on September 14, 2007, 08:56:16 am
It's correct. The range has been increased in PI (alongside several other small changes) and the stats displayed in the weapon selection screen reflect it. By the time that mission comes along, I expected the player to have used the Akheton a few times already, notably in mission 8, and to be familiar with the added range.

Aiming with it is pretty easy as long as you sit still. I can hit the turrets without much trouble with a keyboard-only configuration, so mouse or joystick users might find it even easier.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on September 14, 2007, 04:29:42 pm
I honestly didn't notice that. :nervous:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Arkangel on September 20, 2007, 11:18:20 pm
Hey Quick question

[multimod]
primarylist=pifinal;
secondarylist=mediavps;

im wondering, as many of the models cant be found in FRED such as the ancients ones, where the pifinal is? i cant find many of the new models in the vps released with PI yet there they are in the game.
Or am i completely blind and missing something? wouldnt be the first time  :rolleyes:

EDIT: Scratch that, figured out what the main was..... but still cant find the models....
Anyways got another problem: I have primary weapons in FRED but when i play it i only have secondary banks full of Hornets, any clue how to get em up?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on September 21, 2007, 01:46:53 am
The pifinal thing is actually a glitch, although it doesn't affect the campaign. I had my directory named that when I finally packaged everything up to keep it separate from the files under development.

The models and pretty much everything else is in PImain.vp. FRED2 doesn't use the same mod selection as the game, so you need to load it with the command line switch -mod pi.

As for the default weapons issue, hitting the reset button in the ship selection screen usually fixes it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Uchuujinsan on October 01, 2007, 09:50:57 am
I browsed the last 10 pages for this particular problem, but couldnt find a solution:
As soon as I start the first mission of the campaign (first loading just finished) the game crashes with following error:
Code: [Select]
Error: Invalid intel name.In sexpression: ( when    ( true )    ( tech-add-weapons       "Subach HL-7"       "Mekhu HL-7"       "Akheton SDG"       "Morning Star"       "Prometheus R"       "Prometheus S"       "Maxim"       "Circe"       "Lamprey"    )   ( tech-add-weapons       "Rockeye"       "Tempest"       "Hornet"       "Tornado"       "Harpoon"       "Trebuchet"       "TAG-B"       "Piranha"       "Stiletto II"       "Infyrno"       "EMP Adv."       "Cyclops"       "Helios"    )   ( tech-add-intel       "The Great War"       "Reconstruction"       "GTVA"       "Earth"       "Neo-Terran Front"       "Vasudans"       "Hammer of Light"       "Shivans"       "The Ancients"       "Subspace"       "Post-Capella"       "Procyon Confederal Autonomy"       "Admiral Hiruk Dasmar"    ))(Error appears to be: The Great War)File:J:\src\cvs\fs2_open_3_6_9.final\code\Mission\MissionParse.cppLine: 5798[This filename points to the location of a file on the computer that built this executable]Call stack:------------------------------------------------------------------------------------------------------------------------------------I think because of the size of this error that I might have done someting wrong with installing this campain, but most other campaigns I tried are running just fine... dont know whats wrong, can you help me or at least give me a hint were I should look? :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mustang19 on October 01, 2007, 09:58:01 am
It appears that you have a custom Species.tbl floating around somewhere, and it overwrote the default FS2 database entries (The Great War, Reconstruction, etc). Try clearing your data/tables folder of any Species.tbl.

Not likely to work, but it's the only solution I can think of, either that or somehow your copy of PI is inexplicably buggy.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on October 01, 2007, 10:22:23 am
Or, another option: where have you installed the campaign? Hopefully you have it in its own folder in the root Freespace directory and you are using that folder as your mod, selected from the launcher.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Uchuujinsan on October 01, 2007, 10:38:00 am
@Mustang19
Didnt have any species.tbl in any of my fs2 (sub-)folders. Got only 3 .tbl files in my BWODemoCore/tables folder... (ships.tbl;stars.tbl;weapons.tbl)
Maybe thats the Problem oO
@Lobo
Quote
Or, another option: where have you installed the campaign? Hopefully you have it in its own folder in the root Freespace directory and you are using that folder as your mod, selected from the launcher.
It has its own folder, I compared the files in the root FS2 directory to the screens in some guide here how it should look like, and its pretty much the same (except many html-files, but they shouldnt make any difference i hope :> )

Ok, I think what might be the reason why its not working... found an inferno-r1 installer in my FS2 directory.. because this copy of the game is many many years old and I just took it with me from one HDD to the next, I may have screwed with some important files years ago (just cleaned up to a proper directory structure recently)
I think the only reasonable way is a complete reinstall.. or sticking to the campaigns that work :/
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 01, 2007, 12:08:34 pm
What build are you using? The RC7.9X build on the website works fine, but some other builds from around that period had a bug with the tech-add-intel operator that might cause the error you're getting. If it still persists, try just clicking your way through it. Unless there are also other problems, chances are that it will work fine despite the error.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Uchuujinsan on October 01, 2007, 12:56:46 pm
Ok, clicking through all the errors (approx 15 in total) did work.
I just redownloaded the FSOpen build and the mod from the link in your sig, no chance in the behaviour. Aside from the massive amount of error messages and some invisible asteroids no more problems. Thanks for the help, though I think i should really do sth about my FS2 installation :>

Mission 1 done, second mission starts without any errors... seems like the worst is over :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Terashell on October 07, 2007, 12:37:03 am
Had a weird thing happen to me, in the mission where you have to disable a certain something...

Seems, if they get stuck together (shown in attached) you can't beat the mission, it just gets stuck at 1% forever.

Also, I disabled the engines JUST as it was jumping, that may have glitched it too...

[attachment deleted by ninja]
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 07, 2007, 11:40:30 am
:wtf: Very strange bug. The mission should have finished a long time ago by the time the Hecate gets that close to the node. I guess it was some sort of fluke, as nobody else has brought it up. Did the Hecate fire its beams at all?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Terashell on October 07, 2007, 10:27:42 pm
:wtf: Very strange bug. The mission should have finished a long time ago by the time the Hecate gets that close to the node. I guess it was some sort of fluke, as nobody else has brought it up. Did the Hecate fire its beams at all?

The Hecate never arrived O.o I just had the Delphi and the Parapet on my escort, along with the red one.  Beams were being fired, and I took out all the beams and weapon turrets on the hostile... I even switched my secondaries to the uberbombs and it didn't put a dent in that 1%...

I guess I'm going to have to go through and take out the engines first so it can't jump... when I got this screenshot I had disabled the engines JUST as the Ak was opening a jump point...  I've destroyed ships while they were doing that, but never managed to disable one...  I'm thinking that's what caused the glitch, but I'm going to replay the mission now... if it's a consistent bug, it's going to sour the gameplay.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Terashell on October 08, 2007, 12:37:47 am
CP, love the campaign...
Spoiler:
Except for the stealth missions...  I'm a fighter pilot, not a ninja.  I'm used to destroying my objectives, not sneaking over to sniff out com frequencies and then run like hell away from everything.

Example? It took me 37 tries to scan the Lucifer in FS1.  And the time I finally did, I was at 4% hull strength, minimal rear shielding, and barely jumped out with my hide...

Why does everyone condone these as "fun" and "exciting"?

Looking forward to my eventual defeat of this game!
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 08, 2007, 11:41:43 pm
Yes, most people seem to have liked those missions, although as you said, the gameplay style they call for is quite different from the standard combat missions. If you have trouble with them, you can turn down the difficulty to make them dramatically easier. There are only two of them in any case. I mainly just intended them to add a bit of variety to the campaign, and certain aspects of the story needed them to be presented effectively.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Terashell on October 09, 2007, 04:36:25 am
Heh, difficulty slider is already on Very Easy... I don't usually play any higher since I get the same story no matter what <.<
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on October 09, 2007, 02:12:14 pm
They're exciting, but only if you are reasonably good at them. They make my heart beat faster than in a combat mission. They're a lot more thrilling and I feel more like I have mad skillz when I complete one.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Cobra on October 09, 2007, 06:57:55 pm
I finished the first stealth mission on my first try, but couldn't do it afterwards, just like me trying to play FS2 on insane and being insanely crappy.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ShivanSpS on October 26, 2007, 06:10:18 pm
I just wanted to say something, i really like the way that turrets works and fire in this mod, none have think about adding this as a "improvement" to the retail? because it should be.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 29, 2007, 02:00:42 am
There have been some mods like that released in the past (I seem to remember one in Sandwich's signature), but they change the game balance significantly and I think they would really only work if the missions are designed from the ground up with the modified turrets taken into account.
Title: PI graphical issue
Post by: MP-Ryan on December 10, 2007, 04:44:36 pm
I didn't want to necro' the PI release thread.

I've (not)attached [due to the upload folder being full] a screenshot of an odd visual effect that I've seen in a couple PI missions (notably 14b).  TThere is a golden sphere that looks out of place, specifically resulting from the file planetn in the PImain.vp file.

When I preview planetn in VP view, I see the same effect.

I just want to make sure this is how this is supposed to look.  Otherwise, there's a olid gold planet in my PI install.
Title: Re: PI graphical issue
Post by: Hellstryker on December 10, 2007, 05:33:58 pm
Your probably thinking of that ugly yellow gas giant no? well, thats how its supposed to look  :ick:
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on December 10, 2007, 05:49:25 pm
I merged this with the other thread. Resurrecting the big campaign threads is generally considered okay since it's cleaner to have everything on a given campaign in one place, especially bug reports.

Unless something is not rendering correctly on your end, the planetn is supposed to be a gas giant with some funky wind/cloud patterns on it. It's referred to in the briefings several times as it plays a minor role in the story. It looks decent enough to me, although I made it several years ago and probably could have done a better job if I had redone the thing more recently. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: MP-Ryan on December 10, 2007, 07:40:20 pm
You tell me. (http://members.shaw.ca/jillianandryan/files/freespace/pi_yellow.jpg)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on December 10, 2007, 10:06:52 pm
Looks fine to me. It's smaller than it appears in mission 11 since it is supposed to have been in close alignment with that location earlier but has moved away in the meantime. The lack of SSAA is making it look a bit jagged in that screenshot but it should look fine in the game (i.e. with motion).
Title: Re: RELEASE - The Procyon Insurgency
Post by: Hellstryker on December 11, 2007, 10:30:36 am
Couldn't you just have used a pic of jupiter or saturn instead?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on December 11, 2007, 12:09:31 pm
It would have been too obvious and recognizable. Volition actually did that in a few places in FS2 (there is a Callisto, Europa and a purple shaded Jupiter among the default planets), which always looked a bit odd to me. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: ARSPR on January 03, 2008, 03:19:55 pm
Hi CP5670, I'm actually testing DaBrain's new mediavps set and I've seen that PI is going to be incompatible with it.

You are using modular tables with "official" mediavps names (example mv_models-shp.tbm in PIassets). So you are overriding mediavps ones. You have tested that behaviour with actual media vps set but you can miss or brake future additions.

As an example, there's not going to be any bomberxxhp.pof models. So PI is not going to work with next version (GTB Medusa is going to use an non-existent pof).

Also, as you are overriding the WHOLE mediavps tbm, you can miss new effects or other important settings.

If you want a particular change, you can always force it through your own tbm with your own name. As it is in a higher priority folder, its changes will work despite the original tbms, (and their settings), in mediavps folder.

And I also feel that most of these mv_ tables are redundant. You are setting mediavps as a secondary mod in mod.ini so you are always going to load them. I mean, you don't need to say that Levy's model is cruiser01x.pof because that is already said in media vps.

(Another conflict example, maybe in future versions, cruiser01x.pof is going to disappear replaced by texture replacement over cruiser01.pof, read from this thread (http://www.hard-light.net/forums/index.php/topic,37158.msg937996.html#msg937996) about a feature Taylor is coding).

In simpler words, let mediavps improve FS2 effects/models for existing ships and weapons. It will NEVER change their game balance features (strength, range, ...) So you just have to worry about these game balance features or about the few effects/models you DO want to change (but in the latter, you'll have to include all needed textures or pofs; mediavps ones can change at any time). But you don't need to include overriding tables just to prevent that someone change some critical ship or weapon feature sometime somehow somewhere.

Please, update, simplify and rename your tables to make PI compatible with any version (future or past) of mediavps.

Do you remember this post?

Don't forget to release the compatibily patch with mediavps 3.6.10.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on January 04, 2008, 01:34:47 am
Yes, I have that in mind and will get around to it after my exam next week. It shouldn't take much time to do. As I've mentioned earlier in the thread, there are also a couple of minor bugfixes needed in the campaign, but I wanted to wait until this media VP update was out before releasing the new version. Of course, that took about six months longer than I was expecting. :p

I explained earlier why it is impossible to make the campaign compatible with arbitrary media VP versions, but those come out maybe once in two years, so releasing updates each time is not much work.

The one remaining issue is the thing with the points getting cut off at 72% that Goober brought up earlier. I still have not discovered what is causing it, and the nature of the bug is such that testing it is very time consuming. It may be a bug with the game (specifically, how the persistent variables are stored in pilot files), since a 72% value should never be generated at all by the mission code.

The RC7.9X build should also become obsolete after the update is out. I think the fades work properly in recent builds (need to verify it though) and the music was fixed long ago.
Title: Re: RELEASE - The Procyon Insurgency
Post by: decembered on May 05, 2008, 12:34:30 pm
Now, that's the hell of a campaign! Long Live The Emperor its makers ;)

Volition, if they're ever going to finish the series, gotta look with attention at this one, since it looks really nice, despite its somewhat lacklustre ending (no more lacklustre than that of 'Silent Threat', anyway).

There are some minor setbacks, though, i.e. sending two or three wings of fighters/bombers against the ship which APPARENTLY carries many more - it is short-sighted, to say the least, at the GTVA command's side.

It's quite amusing to fly a bomber which can blow off a good handful of fighters supposed to have a great deal of advantage over these sluggish beasts (yet they don't have any).

There's a couple of tech-side doubts, though:

1. The dying Sekham commences a desperated strike against the Ancients Vessel main cannon and slashes it off in a single blow. It seems illogical then, that several GTVA vessels fail to chop Saturn's beams off, given that Ancients' ship is 'comparable' to Sathanas, while Saturn is 'not nearly as powerful' as Colossus have been (Sathanas and Colossus are almost evenly matched, if I'm not mistaken)?

2. The front cannons of Serkhet can be dispatched quietly while it is still green - without any retaliation from allies or from the vessel itself. Is it right?

Also, tech-side: I have seen repeatedly the 'disappearing' textures on certaing models (first of all, Terran destroyers and AWACS ships), which make them transparent. I'm not sure what is exactly buggy: models or my video adapter (mobile GeForce 7400).

Anyway, that's a great campaign, although teeth-crushing at some points ;) My profound respect to its creators.

Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 08, 2008, 12:51:59 am
Nice to see that people are still playing this. :) I'll address some of the things you brought up:

Quote
There are some minor setbacks, though, i.e. sending two or three wings of fighters/bombers against the ship which APPARENTLY carries many more - it is short-sighted, to say the least, at the GTVA command's side.

In general, this is a compromise that has to be made in most missions for gameplay reasons. The enemy always heavily outnumbers you to keep the combat fun and fast-paced, since they are obviously far inferior to human players.

Quote
1. The dying Sekham commences a desperated strike against the Ancients Vessel main cannon and slashes it off in a single blow. It seems illogical then, that several GTVA vessels fail to chop Saturn's beams off, given that Ancients' ship is 'comparable' to Sathanas, while Saturn is 'not nearly as powerful' as Colossus have been (Sathanas and Colossus are almost evenly matched, if I'm not mistaken)?

I figured this could be explained away by the very large size of that turret and the general inaccuracy of anti-capital beams. At least canonically, warships don't attempt to disarm each other with their beams (and can't hit small ships with them either), but a cruiser-sized turret would provide a larger target to aim at.

Quote
2. The front cannons of Serkhet can be dispatched quietly while it is still green - without any retaliation from allies or from the vessel itself. Is it right?

Yes, this was a loophole in the mission. The game's traitor code apparently doesn't kick in fast enough to catch a player with two shots. :D I discovered this several months ago and the fix will be included in the next update. (which will come whenever the final media VP pack is finished)

Quote
Also, tech-side: I have seen repeatedly the 'disappearing' textures on certaing models (first of all, Terran destroyers and AWACS ships), which make them transparent. I'm not sure what is exactly buggy: models or my video adapter (mobile GeForce 7400).

Are you getting this in other campaigns? It sounds like either the -jpgtga flag needs to be enabled or there is some sort of driver issue.
Title: Re: RELEASE - The Procyon Insurgency
Post by: haloboy100 on May 08, 2008, 09:26:10 am
damn -jpgtga flag...why not just enable it by default in the next build and get it done with?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on May 08, 2008, 09:28:33 am
Actually, it is enabled by default on the 3.6.10 builds. And I guess it will also end up on the official 3.6.10 as well.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Rodo on May 08, 2008, 07:06:58 pm
I've just finished the campaign and I feel like something is missing....yeah I know what it is!!!

the cut where you see the ancients emerging from the jump node and destroying the Sekham has no dialogues!!

I couldnt read any of the dialogues there grgrgrgrgr...

Is that normal or some kind of bug? (I didnt like the ending if thats how is supposed to be!)
I got some errors before starting the mission:

Error: Argument count is illegal.

In sexpression: ( when
( or
( and
( is-subsystem-destroyed-delay
"Saturn"
"reactor1"
0
)
( is-subsystem-destroyed-delay
"Saturn"
"reactor2"
0
)
( is-subsystem-destroyed-delay
"Saturn"
"reactor3"
0
)
)
( has-arrived-delay 0 "Phi" )
( is-event-true-delay
"CUT: Start"
0
( true )
)
)
( do-nothing )
)
(Error appears to be: is-event-true-delay)
File:C:\temp\fs2_open_3_6_9.t\code\Mission\MissionParse.cpp
Line: 5754
[This filename points to the location of a file on the computer that built this executable]

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

Hope its not the actual ending :S
Rodo.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Rodo on May 08, 2008, 09:52:57 pm
2 hours after the crash i´ve finally got some time to try the mission again.....

mmmmm something went wrong... freespace crashed and when I opened it again im suposed to destroy the unknown vessel... but flying in a myrmi! only with the maxim because i have no secondaries!!!! XDDDD
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 08, 2008, 11:13:08 pm
That error means that you're using an FS2 build that is too old and doesn't support some event commands. The 3.6.9 RC7.9X build on the website supports everything (it's outdated now, but it should still work) and most newer builds should work too.

The crash you got is a separate issue. Unfortunately, I think it messed up your pilot and didn't copy over the stuff properly through the red alert sequence. That was an infamous and well known glitch with most of the 3.6.9 builds that affected all campaigns. The fix required new pilot code and may be incorporated in the latest 3.6.10 builds, but I'm not sure about it.

Since you're on the last mission anyway, you would be better off cheating through it instead of replaying the entire campaign.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Rodo on May 09, 2008, 09:02:52 am
i've downloaded the C7... so i'll have to play the campaign all over again.....there is no other solution as I dont know how to cheat in this game jojojo... i dont have the cheat codes :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: decembered on May 10, 2008, 08:17:43 am
Nice to see that people are still playing this. :) I'll address some of the things you brought up:

Quote
1. The dying Sekham commences a desperated strike against the Ancients Vessel main cannon and slashes it off in a single blow. It seems illogical then, that several GTVA vessels fail to chop Saturn's beams off, given that Ancients' ship is 'comparable' to Sathanas, while Saturn is 'not nearly as powerful' as Colossus have been (Sathanas and Colossus are almost evenly matched, if I'm not mistaken)?

I figured this could be explained away by the very large size of that turret and the general inaccuracy of anti-capital beams. At least canonically, warships don't attempt to disarm each other with their beams (and can't hit small ships with them either), but a cruiser-sized turret would provide a larger target to aim at.

I see.

The next two sentences are just a couple of wild ideas

TAG missile marking a cannon makes it a perfect shooting-aim :) Anyway, it's making the game completely non-canonical :))
The crossbars at the Saturn's rear where his main calibers sit are just begging to be chopped off by a beam weapon, but then again, I cannot imagine in details how can it be done tech-side - the model is solid, I believe?

Quote
2. The front cannons of Serkhet can be dispatched quietly while it is still green - without any retaliation from allies or from the vessel itself. Is it right?

Yes, this was a loophole in the mission. The game's traitor code apparently doesn't kick in fast enough to catch a player with two shots. :D I discovered this several months ago and the fix will be included in the next update. (which will come whenever the final media VP pack is finished)

Well, actually not two shots, actually a handful of missile launches - Trebuchets did their work fast, but not fast enough to avoid a reasonable retaliation from the vessel. However, Serkhet did not react.

Quote
Also, tech-side: I have seen repeatedly the 'disappearing' textures on certaing models (first of all, Terran destroyers and AWACS ships), which make them transparent. I'm not sure what is exactly buggy: models or my video adapter (mobile GeForce 7400).

Are you getting this in other campaigns? It sounds like either the -jpgtga flag needs to be enabled or there is some sort of driver issue.

Probably that was the reason: I've switched it off along with other demanding features, else I have been getting the crashes too often.

Yet another question regarding Serkhet: isn't it supposed to be damaged during the riot on board? The interior explosions are quite impressive, but its damage status stays the same after it had been overtaken. Also, it's quite suprising that its engines those have their 'core' knocked out with an 'enemy bomb' and - what is more imported - have exploded themselves (which is seen during the mission) in a matter of minutes are back online, fresh and sound. Can a vessel be set 'Disabled' without an animated explosion of its engines?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 14, 2008, 10:23:11 am
Quote
TAG missile marking a cannon makes it a perfect shooting-aim Anyway, it's making the game completely non-canonical )
The crossbars at the Saturn's rear where his main calibers sit are just begging to be chopped off by a beam weapon, but then again, I cannot imagine in details how can it be done tech-side - the model is solid, I believe?

This is possible in theory but complicated, especially since I hardly know anything about modeling myself. :p The support structures would have to be made into separate submodels that can be destroyed independently of the main ship.

This could be done with the Sathanas as well, actually.

Quote
Probably that was the reason: I've switched it off along with other demanding features, else I have been getting the crashes too often.

Yet another question regarding Serkhet: isn't it supposed to be damaged during the riot on board? The interior explosions are quite impressive, but its damage status stays the same after it had been overtaken. Also, it's quite suprising that its engines those have their 'core' knocked out with an 'enemy bomb' and - what is more imported - have exploded themselves (which is seen during the mission) in a matter of minutes are back online, fresh and sound. Can a vessel be set 'Disabled' without an animated explosion of its engines?

It's easy to do that but the explosion was intentional. The "bomb" was supposed to be a Cyclops that came from one of the enemy bombers. The idea was that they had been instructed to hit some non-critical system on the exterior for which a redundant backup existed ("disabled" could mean any of a number of things), enough to take the ship offline only momentarily.

It might be a good idea to have its hull strength go down slightly, as you said. I didn't think of that. It would be easy to compensate for it by increasing the initial guardian setting on it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Stealthbreed on May 21, 2008, 12:22:26 am
In mission 14c, the one right after
Spoiler:
you follow the Shivan cruiser through the Knossos portal,
I'm getting a loading crash.  The first time I went through the mission, I finished it normally, and then it crashed.  The second time, I didn't want to go through the whole process again, so I deliberately failed the mission five times in order to get to the next one.  That time it worked.  But after that, the game crashes at the loading screen.  I am using the latest build of FSO 3.6.10, so I don't think it has anything to do with the red alert status.

btw, great campaign.  The story is fantastic, and it's one of the most difficult (good) campaigns I've played as well.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 22, 2008, 01:41:48 pm
Is there a specific point in the loading sequence where it crashes? Are you getting any error message or is it just a generic CTD?

This actually sounds like another pilot corruption problem. I'm not sure if this is fixed yet in 3.6.10. Taylor said a while ago that he had fixed something with the red alert system, but there were at least three distinct bugs related to that.

You could try a debug build and see if it throws up anything. If it still behaves the same way, there is a program called setmission floating around the forums that you may be able to use to switch the pilot to mission 15 manually. I don't know if it works with the 3.6.10 pilot files though, which I believe have a different format than the old ones.

If all else fails, you could just play the remaining missions in the mission simulator with the ctrl-shift-s command to unlock everything. There will be some minor differences in the last mission, but that's about it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 01, 2008, 03:15:29 pm
Hi. Sorry if this has been posted before, I glanced through the thread and didn't find any mention of it.

On mission 14 part II, my game crashes during the loading screen. There isn't any debug error or anything, just a generic error screen.

the details for it are

AppName: fs2_open_3_6_9.exe    AppVer: 1.0.0.1    ModName: fs2_open_3_6_9.exe
ModVer: 1.0.0.1    Offset: 00025582
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 01, 2008, 06:45:05 pm
Run a debug build, and the post the FSO_log.txt that you will find in \FreeSpace2\data.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 01, 2008, 08:23:13 pm
odd. I'm getting multiple requests to break into the debugger, but no log in the data folder.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 01, 2008, 08:28:47 pm
The one that crashes it says something about insufficient bitmapts to display the mission background, and the file extention pointing to a file on the computer that built the executable.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 02, 2008, 02:47:58 pm
Sounds like you're missing background files. Run Turey's Installer over your FS2 folder, download at least the retail files and the MediaVPs again.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 03:41:30 pm
Ran the installer twice. Didn't help.

Is there something I need to configure so the bug report shows up when I run the debug build?
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 02, 2008, 03:54:26 pm
What it means is that you've probably got a file in the wrong place. Run a debug build, and the post \FreeSpace2\data\FSO_log.txt.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 02, 2008, 03:57:44 pm
run this command in the command prompt
Code: [Select]
dir /s c:\games\freespace2>"%userprofile%\My Documents\FS2Dirlist.txt"Then post that textfile here as an attachment.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 04:27:46 pm
run this command in the command prompt
Code: [Select]
dir /s c:\games\freespace2>"%userprofile%\My Documents\FS2Dirlist.txt"Then post that textfile here as an attachment.

"system cannot find the path specified"
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on June 02, 2008, 04:32:02 pm
Of course, the point was that you replace the "c:\games\freespace2" part in the command with the file path of your freespace2 folder. That is, if you haven't isntalled FreeSpace 2 to C:\games\freespace2.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 05:10:06 pm
Of course, the point was that you replace the "c:\games\freespace2" part in the command with the file path of your freespace2 folder. That is, if you haven't isntalled FreeSpace 2 to C:\games\freespace2.

I know that. Even when I replaced the file path, It still couldn't find the file.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 02, 2008, 05:14:15 pm
What it means is that you've probably got a file in the wrong place. Run a debug build, and the post \FreeSpace2\data\FSO_log.txt.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 07:33:52 pm
Ok. I've managed to get the mission to run by using the 3.6.10 debug build. It still crashes in all the other builds though.

Thank you for the help
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 02, 2008, 07:36:54 pm
Post the log file, we could help you get it to work normally. Debug builds run a lot slower.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 07:50:59 pm
There Is no file log. I've looked everywhere and I can't seem to find it. The command line suggested above also didn't work. If a debug build is supposed to automatically make an error log then I don't know where the hell it's putting the damn thing.

Is it defaulted as hidden or something?

My FS open directory is as follows C:\FSopen.

I've checked the data folder, and their isn't anything there.

ok, I Just spotted a notepad file marked "errorlog", but it says the last build I ran was 3.6.9.

Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 02, 2008, 07:56:59 pm
Weird...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 07:59:04 pm
ok. I finally got the errorlog to copy to notepad.

The first two are upon starting with the 3.6.9 debug build.

The last one is trying to start the mission from the briefing in the 3.6.9 debug build

Warning: For 'Vepar_Impact', 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()    parse_modular_table()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Couldn't open paticle texture 'Yellow_glow'
referenced by weapon 'Standard Flak'

File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 3180
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
parse_weaponstbl()    parse_modular_table()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Couldn't open texture 'shockwave3d'
referenced by model 'shockwave.pof'

Line: 3056
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Warning: Couldn't open texture 'corvette2t-01b'
referenced by model 'corvette2t-01.pof'

Line: 3056
[This filename points to the location of a file on the computer that built this executable]

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

EDIT: THis is not the first time i've had errors like this
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 02, 2008, 08:01:04 pm
That file doesn't say much, can you take a screenshot of your FSO folder?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 08:22:12 pm
here's the dirlist text

Volume in drive C has no label.
Volume Serial Number is 0C3F-E3C0

Directory of C:\Documents and Settings\Matt

Directory of C:\

and i've attatched a screenie of my FSopen folder

Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 02, 2008, 08:32:49 pm
Delete all files with a red dot, all with a blue dot, list the full file name.

Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 08:37:08 pm
files deleted.

Blue dots are.....

Homecoming.fs2 and FS2_Open-3.6.9.dmg
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 02, 2008, 08:39:10 pm
Delete them.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 02, 2008, 08:50:16 pm
deleted the blue dot ones.

Game's still crashing.
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 03, 2008, 03:44:26 am
Of course, the point was that you replace the "c:\games\freespace2" part in the command with the file path of your freespace2 folder. That is, if you haven't isntalled FreeSpace 2 to C:\games\freespace2.

Mmk.... If your path has spaces in it, it needs quotes (which is why there are quotes around the second part, 'cause My Documents has a space in it, as does the path %userprofile% points to) (it's a hangover from win9x DOS prompt).  like this:

Code: [Select]
dir /s "c:\program files\freespace2">"%userprofile%\My Documents\FS2Dirlist.txt"EDIT: looks like in your case it's gonna be:
Code: [Select]
dir /s "c:\fs open">"%userprofile%\My Documents\FS2Dirlist.txt"
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 03, 2008, 01:16:40 pm
Yeah, delete the space in your FS2 folder name.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on June 03, 2008, 01:35:15 pm
Quote
The one that crashes it says something about insufficient bitmapts to display the mission background, and the file extention pointing to a file on the computer that built the executable.

I haven't heard of that error before, but it suggests that there is either a rogue stars.tbl somewhere in your FS2 folder or you're using a build that is too old. What build is this on? Does it let you continue despite the error message in the debug build? Also, did you get any such error or crash on mission 11? The background in that one is almost identical, so if that worked then this message may just be something irrelevant.

The remaining errors that you posted indicate table and data priority issues as others are saying, but I'm surprised you could get that far into the campaign in the first place if they're that severe.

As I mentioned in my last post here, it may be worth trying to load the mission as a standalone with the ctrl-shift-s command in the mission simulator and see if it still crashes from there.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 03, 2008, 02:13:20 pm
The mission does load fine in the mission simulator. No problems at all.

Something about my computer just doesn't like the campaign I guess. I deleted my FSopen folder and did a complete re-install, and It still crashes like clockwork.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 03, 2008, 02:28:13 pm
Run a 3.6.10 debug build, and post the fs2_open.log that you find in \FreeSpace2\data.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 03, 2008, 02:30:57 pm
Log file is attatched

Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on June 03, 2008, 02:37:55 pm
Oh dear

Quote
Initializing Direct3D graphics device at 1024x768 with 16-bit color...
1. No Direct3D.
2. 32-bit colours.

At least for starters.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 03, 2008, 04:00:41 pm
Code: [Select]
Found 35 roots and 15512 files.That doesn't seem right to me.

Select OpenGL and 32-bit color under the "Video" tab.

Delete anything in \data\tables.

Code: [Select]
Windoze reported 16 joysticks, we found 1:wtf:

And why do you have both pifinal and Procyon Insurgency as mods?

Remove any spaces in folder names.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 03, 2008, 11:24:47 pm
I've managed to finish the campaign in the mission simulator, but now i've got a new problem.

All the shivan ships in anything other than my main campaign with no mods now look like S#%T. The red textures are completly gone, the damn things are now pitch black.

Could any of the changes anyone here recomended have that impact on the game, or do I have to look elsewhere for the source of my new problem?
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on June 03, 2008, 11:33:05 pm
Make sure you didn't accidentally turn off the -glow option.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Darksider on June 03, 2008, 11:38:03 pm
yep, that was it, thanks.

Also, i'm getting fewer crashes on PI now that i've set up a dedicated pilot to play it.

Might that have something to do with my problems?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on June 04, 2008, 02:25:26 am
Also, i'm getting fewer crashes on PI now that i've set up a dedicated pilot to play it.

Might that have something to do with my problems?
That too. Especially if you start a campaign, don't finish it but switch to another one and back. That will definitely cause problems. It is the easiest option to just create a pilot for each campaign/mod.
Title: Re: RELEASE - The Procyon Insurgency
Post by: griffon67 on June 04, 2008, 02:31:01 am
I were wondering, does clone pilot is ok to play each mod ?
cuz I don't want to configure everything for each pilot I create (specially the hud)
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 04, 2008, 02:36:33 am
Clone pilot is for making a multi-player pilot out of a single-player one, IIRC... there should be a way to do this, but IDK if I can figure it out.  Anyone have an idea?
Title: Re: RELEASE - The Procyon Insurgency
Post by: griffon67 on June 04, 2008, 06:21:34 am
I'm currently using clone pilot to play differents mods, it seems to do the work but since I never experienced problem I don't know
Title: Re: RELEASE - The Procyon Insurgency
Post by: jr2 on June 04, 2008, 10:22:48 am
Perhaps I'm mistaken then... but, if it does just make a copy of single-player pilots, to avoid errors, just hit "Restart Campaign" in the new pilot before switching to the new campaign, and that will work.  (That's how you abort a campaign and switch to a campaign that is in another mod, without crashing...)
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 04, 2008, 01:05:16 pm
You can save HUDs. And create one pilot, don't play anything, and just create clones of him for every mod, not using him.
Title: Re: RELEASE - The Procyon Insurgency
Post by: griffon67 on June 04, 2008, 01:44:26 pm
that's what I was doing till now (the restart option seems better)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on August 10, 2008, 06:33:52 am
Holy **** Ace is Drawn is a huge pain in the ass.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on August 10, 2008, 07:15:45 am
It crashes on Mission 15 for me, unfortunately. Surprisingly, Lobo was unable to solve my problem. (http://www.hard-light.net/forums/index.php/topic,55621.0.html)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on August 10, 2008, 07:24:26 am
What do you mean "surprisingly"? Only Allah is perfect.

Furthermore, I did suggest purging the caches but got no response after that.

Also, as a wise man once said, a Mac is like a woman: you'll have to invest helluvalot, you can never truly figure it out and if there are problems, you have absolutely no idea of what to do.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on August 10, 2008, 07:34:03 am
What do you mean "surprisingly"? Only Allah is perfect.

Furthermore, I did suggest purging the caches but got no response after that.

Also, as a wise man once said, a Mac is like a woman: you'll have to invest helluvalot, you can never truly figure it out and if there are problems, you have absolutely no idea of what to do.

Ach, interesting reference.
I'll continue this on the other thread then. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on August 10, 2008, 06:43:15 pm
Does PI work with 3.6.10?
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on August 10, 2008, 07:02:21 pm
Why wouldn't it :wtf:
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on August 10, 2008, 07:39:51 pm
The Procyon Insurgency requires FS2 Open 3.6.9 RC7.9X, available on the download page above. A few bugs that affect the campaign were introduced in the 3.6.9 final release. These have since been fixed, but new bugs have come up in the meantime and there is currently no one build that does everything perfectly other than RC7.9. This should change with the next available build, however.
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on August 10, 2008, 07:53:23 pm
Well, it should work with 3.6.10, unless someone finds a reason why it doesn't...
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on August 11, 2008, 12:03:19 pm
That recommendation was written a long time ago. There should be no problems with 3.6.10 builds, with the possible exception of the cutscene fade effects. Last I checked, those were working in some builds and not in others, with no apparent pattern to it. That is the only reason I haven't yet removed that 7.9X build from the site.

Can anyone verify whether those fades are working properly in current builds?
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on August 11, 2008, 12:16:33 pm
There aren't any cutscenes in PI, are there?
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on August 11, 2008, 12:27:08 pm
Just tested.  Fades appear to work with recent builds :)

There aren't any cutscenes in PI, are there?

Have you actually played the campaign? :wtf:

Spoiler:
There is an in-game cutscene at the end of the second-to-last mission
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on August 11, 2008, 12:38:55 pm
Oh, well that's why. I could never disarm/whatever the Saturn.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on August 11, 2008, 09:30:32 pm
There's some cool weapon mods in this campaign. I take it that the Cyclops has increased in speed? During the mission where you fly bombers in dual escort/attack role I accidently launched a pair of Cyclops at a Herc Mk2. To my surprise, the Herc (who was focused on his target ship) took both bombs up the tail pipe after they curved into his wake and overtook him. Not the best allocation of GTVA funds but can't complain.

Overall, not quite finished the campaign but this is top notch work. Some of the missions get a little long, but as far as post-Capella campaigns go, this is probably becoming my favourite and is one of the more FS2-accurate campaigns in terms of structure and gameplay I'd venture. But once I finish it I'll give a more thorough interpretation. I'm currently on the mission where I watch my wingmen die to about 25 AAAf beams.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on August 12, 2008, 03:48:27 am
Grrrr, the final mission is annoying to say the least.

Spoiler:
It would help if the GTVA actually launched as many fighters as the PCA does, considering that they've got not one but two destroyers in the area. "The enemy's launched 16 fighters! Will our 12 be enough???! Yes, yes they will". Anyway, I broke the mission. I tried it like 15 times but I could never destroy the ship in time, so instead I disabled it. Thing is, I still get the jump out message and the ship becomes invulnerable despite just sitting there and getting continually pounded by two destroyers. Somewhat annoying to say the least. I spend the first 3 minutes trying not to die, then the next three minutes clearing out enough turrets to attack the rear, then the ship jumps out. I've gotten it to like 30 percent at most? In 15 I cleared out most of the beam turrets off the bow, rather than ANYTHING at the rear. Suppose I might try to hide in the trench instead next time. It also might help if my wingmen actually did anything, the only time they actually managed to knock out a reactor is when I told them to attack the engine.  :doubt:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on August 12, 2008, 03:51:34 am
Oh, well that's why. I could never disarm/whatever the Saturn.
Ah, that was a jolly pain in the arse. But it is doable. Here's what I do:
Spoiler:
I get the whatever ship that has the biggest secondary capasity and cram it up with Trebuchets. Then, I equip all the wingmen with serious dogfighting ships and weapons. When the mission starts, I get close enough to the Saturn so that I can continuously fling Trebuchets at it while my wingmen cover me. The timing with the support ship will probably take a few tries before you get it right, but eventually it will go well.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on August 12, 2008, 04:39:14 am
I've done the campaign the unorthodox way, and I must admit that it is definitely one of the better campaigns I've played. I see the ACa Akrotiri from INFR1 AGAIN, although it does look quite nice with the SCP additions and all.

For once, I actually dread being a stealth pilot, because this campaign really brings, into your face, what stealth missions are really like. Stupid AWACs... :mad:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on August 12, 2008, 02:39:17 pm
Ah, that was a jolly pain in the arse. But it is doable. Here's what I do:
Spoiler:
I get the whatever ship that has the biggest secondary capasity and cram it up with Trebuchets. Then, I equip all the wingmen with serious dogfighting ships and weapons. When the mission starts, I get close enough to the Saturn so that I can continuously fling Trebuchets at it while my wingmen cover me. The timing with the support ship will probably take a few tries before you get it right, but eventually it will go well.

Spoiler:
Forget the Trebs, they take waaay too long. Use the Akheton to kill turrets. You'll do it a hell of a lot faster. 7-8 Trebs to kill on AAAf, whereas with Akhetons you can kill one in like 15-20 seconds??
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on August 12, 2008, 02:40:32 pm
Ah, that was a jolly pain in the arse. But it is doable. Here's what I do:
Spoiler:
I get the whatever ship that has the biggest secondary capasity and cram it up with Trebuchets. Then, I equip all the wingmen with serious dogfighting ships and weapons. When the mission starts, I get close enough to the Saturn so that I can continuously fling Trebuchets at it while my wingmen cover me. The timing with the support ship will probably take a few tries before you get it right, but eventually it will go well.

Spoiler:
Forget the Trebs, they take waaay too long. Use the Akheton to kill turrets. You'll do it a hell of a lot faster. 7-8 Trebs to kill on AAAf, whereas with Akhetons you can kill one in like 15-20 seconds??
Spoiler:
But the AAAf will kill me in, like, 10 seconds.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on August 12, 2008, 02:51:05 pm
Spoiler:
But the AAAf will kill me in, like, 10 seconds.

Spoiler:
No, it wont. The Akheton's range is increased in PI to like 2000 metres, that's farther than the AAAf will reach. The only thing you'll have to worry about is the laser turrets (which fire the blue blobs) and the fighters. I played the mission about 20 times and I only got killed by the Saturn 2-3 times, the rest were the stupid fighters. And when I died to the Saturn it was usually because I had fighters chasing me and I headed the wrong direction.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ShadowGorrath on August 12, 2008, 02:53:29 pm
Can someone tell me if the Ancient ships used in PI are any different from INFR1 ones? You know, like extra gun points, better UV mapping, something? I played this campaign a long time ago, forgot the Ancient ships, and can't check now.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on August 12, 2008, 02:54:46 pm
Don't think.
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on August 12, 2008, 02:55:30 pm
Spoiler:
I find it too hard to aim the Akheton very well without making myself a sitting duck for at least half of a minute.

Can someone tell me if the Ancient ships used in PI are any different from INFR1 ones? You know, like extra gun points, better UV mapping, something? I played this campaign a long time ago, forgot the Ancient ships, and can't check now.

They are pretty similar, but I think now they are shinemapped and glowmapped.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ShadowGorrath on August 12, 2008, 02:57:43 pm
Ah, then not too different.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on August 12, 2008, 03:00:17 pm
Spoiler:
I find it too hard to aim the Akheton very well without making myself a sitting duck for at least half of a minute.

Spoiler:
Sometimes the defending fighters would just ignore me. I got the Myrmidons to cover me and just sat firing at it with all energy to guns so I didnt run out. Then when some bad guys came my way I'd have to move my ass in a hurry. I'd try always to target one turret then fire at another so I could fire trebs at one and akhetons at another. Like I said, it took me a long time to do, but eventually I beat it on medium. Like the walkthrough said I also took Vulcans.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Metallix on August 30, 2008, 04:20:27 pm
Hi, I post here because i think i've got a bug in the campaign. In the mission next to the one in which i have do destroy Saturn's reactors (I didn't succeed....), when I start mission, I can't move, or shoot, or engage subspace drive, or anything !! Whenever I change the view, I've got a whole black screen, with only my cockpit, and the sound of the battle. Weird....What can I do, or is that even a bug anyway ?? Because, I have to admit, I skip the mission before  :no: ^^', so I don't really know what's supposed to happen in the current mission. I hope you'll be able to help me !! Bye !
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on August 30, 2008, 04:32:32 pm
Sounds awfully like the dreaded red-alert bug. Try the Recommended build for Windows users linked in my signature.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on August 30, 2008, 11:00:18 pm
That seems to happen quite often with PI. :nervous:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on August 31, 2008, 12:28:11 am
That seems to happen quite often with PI. :nervous:

I don't know why people keep having RedAlert bugs in all these campaigns (PI and BP come to mind). I've never had a problem with any of them. Not sure why that is. Maybe because I play them 1 year after release when all the bugs have been fixed.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on August 31, 2008, 02:18:14 am
The red-alert bug was symptomatic of the 3.6.9 release, which is why anyone who downloaded their build via the official release thread/the SCP site/Turey's installer ran across it at one point or another.  The bug was discovered and fixed some time before the 3.6.10 betas started coming out, so those of us who know our way around the Recent Builds forum didn't have to worry about it for that long.  Unfortunately, the people it affects the most are those who don't have that knowledge yet.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Harbinger of DOOM on August 31, 2008, 09:39:26 pm
Bah, I keep crashing on the 2nd mission!

I have to do a forced shutdown every time I click the 'Commit' button in the briefing.

I'm gonna try the recommended build in your sig, Lobo.

BTW, is this campaign compatible with the 3.6.10 MediaVP betas? I wuv the normal maps.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on August 31, 2008, 11:10:30 pm
The red-alert bug was symptomatic of the 3.6.9 release, which is why anyone who downloaded their build via the official release thread/the SCP site/Turey's installer ran across it at one point or another.  The bug was discovered and fixed some time before the 3.6.10 betas started coming out, so those of us who know our way around the Recent Builds forum didn't have to worry about it for that long.  Unfortunately, the people it affects the most are those who don't have that knowledge yet.

I don't think everything has been fixed in 3.6.10 yet, since a few people have encountered trouble in those builds too. Note that the "red alert bug" is not just a single issue, but can refer to at least three or four distinct problems.

Quote
Bah, I keep crashing on the 2nd mission!

I have to do a forced shutdown every time I click the 'Commit' button in the briefing.

I'm gonna try the recommended build in your sig, Lobo.

BTW, is this campaign compatible with the 3.6.10 MediaVP betas? I wuv the normal maps.

This sounds like another case of the pilot file corruption that a few people have reported. I have no idea what causes it, as the game is doing nothing unusual with the pilot at that point. Since you're so close to the beginning, you might as well start over. The best strategy is to make a backup of your pilot file every few missions.

As for the 3.6.10 VPs, it hasn't been tested with them but it should work, maybe with some minor glitches. The next and final update for PI will be released whenever the final version of those media VPs is completed, and will be specifically made to work with the new tbms it uses.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Metallix on September 01, 2008, 04:32:46 am
Hi guys !

Well, I've tried the 3.6.10 build (btw, i had this one already in my FS2 folder....i'm so stupid :eek2:)...and it still doesn't work ! :eek2: ! Oh and, weird fact : the wingmen status in the hud show i'm....destroyed, there is only Alpha 1 in the map. I also noticed that I don't have any ships, because i dont have my ships and shields picture, near the radar. What can I do ??
Title: Re: RELEASE - The Procyon Insurgency
Post by: WMCoolmon on September 01, 2008, 04:44:28 am
Played through the entire campaign, got a bonus rating of thirty-five percent - is that high? :p

Good stuff...lots of story...whew.

Many Trebeuchets died to bring you this information. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: ShadowGorrath on September 01, 2008, 05:06:09 am
The new ships in PI are non-HTL. At least with 3.6.10 betas. Or is it normal with even the 3.6.8 zetas?
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on September 01, 2008, 12:30:54 pm
The new ships in PI are non-HTL. At least with 3.6.10 betas. Or is it normal with even the 3.6.8 zetas?

This is normal.
Title: Re: RELEASE - The Procyon Insurgency
Post by: DarthWang on September 21, 2008, 10:41:53 pm
I'm having problems with 14c, the one in the nebula.  After Alpha1 tells me to follow the Agni, the objectives seem impossible.  I get within range of the Agni (on those times that I don't get caught and insta-fragged by a beam), but once the battle starts my wingmates and the nav point instantly disappear from my escort list, and I can never relocate them.  I scan a bunch of things, and can still get the bonus point for scanning the ancients, but the "Follow Agni" directive never registers as complete, and I can't meet back up with Alpha 1 to complete the mission.  The cruiser continues along its way, and runs directly into the Rakshasa hanging around, gets hung up for a few minutes, then continues to the edge of the map.  I've tried multiple ways of getting through this mission, but nothing seems to work.  right now I'm playing on Very Easy, after getting continually beamed on all the other difficulties.  Any idea what's causing the problem?

I have this same problem, except the Agni blasts the Rakshasa and then keeps going and nothing happens. I tried destroying it, and it listed the follow Agni directive as complete, but still the mission didn't end.

Is there a walkthrough for this mission? How do you end it?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on September 22, 2008, 11:00:52 am
Does the enemy cruiser actually get destroyed by the Agni? It should fire its beam two or three times. If that's not happening, then you may be having the same issue as the other guy, which is seemingly a result of a borderline floating point roundoff with the turret's FOV.

If all this happens after the cruiser gets destroyed, then did you scan one of the ships and move back to the cruiser? Also, what is Alpha 1 doing? There used to be a random glitch where his AI would occasionally mess up and prevent some things from working correctly at that point, but I believe I put in a workaround for that in one of the updates. It has been a while though and I can't remember for sure.

There is a walkthrough on the campaign website, but you shouldn't need to do anything special at that point.

Which build is this on, by the way?
Title: Re: RELEASE - The Procyon Insurgency
Post by: DarthWang on September 22, 2008, 06:21:46 pm
I'm using Lobo's "recommended build for windows users"

The Agni gets hit by a beam but it only takes it down to 7% hull integrity (at least, in the mission I tried).

I also scanned that thing it was carrying, was I supposed to do that?

Alpha 1 and Alpha 3 just go and randomly attack the Shivan and Ancient ships after the Agni is destroyed
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on September 22, 2008, 06:48:46 pm
The Agni gets hit by a beam but it only takes it down to 7% hull integrity (at least, in the mission I tried).

That is supposed to happen.  It has ship-guardian threshold so that it doesn't die.

I also scanned that thing it was carrying, was I supposed to do that?

IIRC it's a secondary or bonus objective.  I would wait until after the ancients battle though so that you avoid getting noticed by the PCA fighters.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Vasudan Commander on September 23, 2008, 05:13:12 pm
PI was probably one of the best campaigns constructed and released. well done.  :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on September 24, 2008, 11:11:57 pm
Quote
I'm using Lobo's "recommended build for windows users"

The Agni gets hit by a beam but it only takes it down to 7% hull integrity (at least, in the mission I tried).

I also scanned that thing it was carrying, was I supposed to do that?

Alpha 1 and Alpha 3 just go and randomly attack the Shivan and Ancient ships after the Agni is destroyed

I'm a little confused now about what's happening on your end. Does the Agni destroy the enemy ship that is in its way or not? The Agni itself shouldn't be destroyed until later on and Alpha 3 should not be in the picture at all.
Title: Re: RELEASE - The Procyon Insurgency
Post by: DarthWang on September 25, 2008, 01:43:01 am
It did destroy it. However I replayed the mission and made it through to the end of the campaign.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on September 26, 2008, 03:29:06 am
Man this campaign is hard! I just died 4 times in a row!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on September 26, 2008, 11:25:00 am
Man this campaign is hard! I just died 4 times in a row!

That's it? You must be on Very Easy :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on September 26, 2008, 06:19:52 pm
Man this campaign is hard! I just died 4 times in a row!

That's it? You must be on Very Easy :P

:lol: So true... :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on September 27, 2008, 03:15:43 am
:lol:

How many times do you guys die?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on September 27, 2008, 03:50:48 am
Man this campaign is hard! I just died 4 times in a row!

That's it? You must be on Very Easy :P
...And still in the Main Hall.

Srsly, though. PI was challenging, to say the least. But at least I was so intrigued by the storyline that I just had to plow my way through the murderous missions just to find out what happens next.

Though I did fail-five-times my way through the first(?) stealth mission.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on September 27, 2008, 05:00:46 am
The first stealth mission is the one where...
Spoiler:
...you had to put a T473 Missile on an Argo.
That's easy as compared to the...
Spoiler:
...four...
...stealth missions beyond that, including...
Spoiler:
...the one where you have to wait thirty seconds.

Sh*t spoilers...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on September 27, 2008, 05:07:03 am
Well, it was some eavesdropping mission. I couldn't get through it even if my life depended on completing it. All the others were easier. Even the
Spoiler:
going-through-the-Knossos
one.

I guess it just shows that people are different.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on September 27, 2008, 05:49:43 am
That's...
Spoiler:
...the first one...
and the only stealth mission I can complete without...
Spoiler:
...using CTRL + SHIFT + S.
Everything else beyond that required me to do the sequence-breaker.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 07, 2008, 01:47:43 am
When I first picked this up, I only got through the first several missions before I came to a point where I was absolutely stuck and decided to throw in the towel for a while.  Now that I've managed to get myself back into a FS2-playing mode, I completely remember why...this thing is kicking my ass. :p It didn't help that I stumbled across that itinerant invisible asteroid bug in the first mission, which led to several intensely frustrating failures until I figured out just why my wingmen were a good 15 kilometers down the road.  I actually stupidly restarted the second mission upon losing the Fenris cruiser, thinking that managing to miraculously protect it was some sort of impossible bonus, and played through it the second time intensely frustrated after losing it...only to find that it didn't matter.  I think I ran headlong into the Morning Star barrage that a few people way back in this thread mentioned, since I went through a death or two before I figured out that I'd better start flying better.  So much for an auspicious start...

What I really need to do is stop concerning myself with the bonus points I've read about when reading the walkthrough for a particular mission I've managed to get stuck on, because I know that's just going to create a world of pain down the road.  Take mission 4, for instance, which is currently giving me fits:

Spoiler:
After losing the Mentu a few times in a row, I went to the walkthrough for advice, and I'm now able to breeze through the first portion of the mission without any trouble.  (Did ordering a wing to destroy a fighter in another wing always set them upon that entire wing?  Christ, I've been making things way too hard for myself for years...)  My problem comes when I try to protect all five ships in the convoy.  My problem wasn't that beam cannon on the Mentu that the walkthrough says to order your wingmen to destroy...it's those damned Medusa wings.  Despite being right next to the convoy when the first wing jumps in, the best I can do is leave at least one of the convoy ships at 50% damage or so.  That second wave, though...that's the killer.  They jump in so close to the convoy, they rip through at least one of the ships before I can even get half of them killed.  I'm not even sure I'll be able to keep enough ships alive to satisfy the actual objective, to be honest.  Maybe it's my abject refusal to ever use Tempests, I don't know...but something's not going right here for me.

I really like the mood of this campaign so far, and there's been so much praise heaped upon it, I finally want to give the whole thing a shot...I'm just worried that my blood pressure won't survive the attempt. :p

(And after reading through the rest of this thread, I was apparently doing a lot better with the campaign back when I first attempted it than I am now.  Lovely...)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 07, 2008, 02:16:23 am
Well...guess what? I completed the whole thing without using the sequence-breaker. The stealth missions were the most exciting ones. The walkthroughs on the PI page are very useful indeed. :nod:

I got 60 percent of the bonus points, which is good enough. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: lostllama on October 07, 2008, 02:44:26 pm
Found the easter egg in mission 12 (the mission I'm stuck on).
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 07, 2008, 09:32:50 pm
Sweet Jesus, getting that bonus point in mission 4 required an inordinate amount of replays. :p I feel like CP's walkthrough isn't nearly as detailed as I would have liked for the second portion of the mission, since I found myself dishing out all sorts of orders in order to stand half a chance.  I had all sorts of fits keeping either the Satis or the Anuket alive; either the Medusa wings would get to them, that wing of Horuses at the end would take the Anuket, or one of the Mentu's other beams (not the one on the bottom that was recommended to be destroyed) would slice through them.  I eventually kept Alpha on protecting the Satis, ordered everyone else to take out that bottom beam turret, and then stuck them on protecting one or two of the other convoy ships; somehow, I made it through by the skin of my teeth.  I came close to wasting the effort at the end, though; those bomber wings took the Typhon down to 64% before I was able to take care of them.  I'm 3 for 3 with these bonus points so far; I'm getting the sickening feeling that I'm not going to let myself come away from this without all of them accomplished. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on October 07, 2008, 09:44:51 pm
It's kind of anticlimactic if you get them all.  I did, and when I got to the last briefing it said I had only gotten 60% of them. :blah:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 07, 2008, 10:29:03 pm
It's kind of anticlimactic if you get them all.  I did, and when I got to the last briefing it said I had only gotten 60% of them. :blah:

Hang on, Goober. Are you implying that 60% is actually 100%?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on October 07, 2008, 10:35:06 pm
Hang on, Goober. Are you implying that 60% is actually 100%?
I'm not.  CP5670, the great math genius himself, is. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 07, 2008, 11:04:12 pm
Didn't you say you got 72%?

There is a known problem with it capping the rating at that number, which is especially strange since such a value should never occur at all (it just multiplies the number of points by 5 to get the score). I spent a lot of time looking into it last year but wasn't able to turn up anything. It may be a glitch with the persistent variable system. As far as I can tell, it works properly up to 70%.

In any case, the bonus points are there for people looking for an additional challenge and are certainly not mandatory. There is no reason to go out of your way to get them if they're making things frustrating for you. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 07, 2008, 11:21:59 pm
Yeah, but when you're an obsessive-compulsive completionist, they might as well be primary objectives. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on October 07, 2008, 11:29:35 pm
Meh.  I remembered it was more than 50% and less than 100%, so I just pulled a number out of a hat. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 08, 2008, 04:39:21 am
I did recall getting sixty-something, though...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 08, 2008, 04:54:55 pm
Okay, so I have to agree with what Goober stated way back near the beginning of this thread...mission 6 was much easier than it was spun to be.  I wasn't even particularly trying to get the bonus point on my first play-through, yet I managed to keep the Deshret at 13% when it jumped out.  I took that dual-load of Tempests, but I only used about 30 of them; it was really just a matter of keeping the Vulcan firing non-stop whenever I lined up on a bomber wing.  The Sekhmets jumped in so far away from the Deshret, it was usually no big deal to take them all out without letting a single bomb through.  I think the repair transport came under significant fire once, but my wingmen managed to bail it out.  Just a nice, straightforward bomberfest.  It certainly gave me far less grief than the previous mission, where it took me way too many missed ships to figure out that telling all my wingmen to cover me was the most surefire way of tearing through the convoy.

(Also, I'd never realized just how powerful Infyrnos really are.  Maybe my normal policy of all-but-ignoring secondaries needs to change. :p)

Edit: So...anyone want to explain to me how one manages to take out six escape pods that spend the vast majority of their 20-second lives conjoined with the installation they're being launched from?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 08, 2008, 11:04:49 pm
Yes, I should reduce the difficulty rating of that mission in the walkthrough. It was justified at one point in the campaign's development, at the time that walkthrough was written, but I made some seemingly minor table changes at one point that made it quite a bit easier. (and I ended up leaving it that way, as the original was probably too hard even by my standards :p)

As for the escape pods, you need sit in a place where the fighterbay is visible and pick them off quickly with Thunders or Rockeyes (the target ship in reticle key works well for this). It can be done in 10 seconds if you have a rough idea of they're coming and get into position in advance. People who have played online will find this situation familiar since it occurs in several missions there.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 08, 2008, 11:57:43 pm
I've tried doing that, but every time I lurk around the fighterbay, I either get gang-banged by a wing of Seths that happen to fly out at almost the same time, or an EMP blast catches me and wigs me out for a good fifteen seconds.  It'd be much easier if the Cairo didn't have that structure right in the middle of the fighterbay; I can never seem to pin down exactly where all six of the pods are, much less take them out.  At least it's a fairly short and easy mission otherwise, which makes the endless replays much less tedious.

Also, just as a general note, ordering a lone wing to cover you might as well equate to ordering them to do whatever the hell they please, since my pals are doing just about everything but protecting me in this one. :p

Edit: You know, I have no idea how I managed to take out all six of those things just now.  I crammed myself as far up the Cairo's fighterbay as I could, and as soon as they showed up, I started spamming Vulcan and Thunders in the general direction of where I thought they were.  I swear one or two of them had to have died by colliding with me, since I didn't see myself kill more than three or four of them, but somehow, they all wound up dead.  The next mission was a nice break, other than the fact that I'd never realized what a ***** the Hatshepsut is to take on directly. :p I'm fairly certain that mission 9 is the point at which I became completely stymied and gave up last time, so we'll see how that goes.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 09, 2008, 11:56:16 pm
Okay...so during my second attempt at mission 9, as the last enemy cruiser and corvette jump in, I'm sitting there rearming myself with one last round of Cyclops, with the Minotaur already at critical hull integrity.  Fast-forward about 30 seconds, and I'm desperately afterburning away from the enemy corvette with all of 8% hull integrity thanks to a whole load of flak and a missile or two.  I still haven't managed to take out out any of the corvette's beams, and the Minotaur is hovering in the single digits.  I finally say "Screw it," order whatever ships are left to take it out, and make some of the most halfhearted, distance-flinging bombing runs you've ever seen, in the vain hope of surviving.  By some miracle, my bombs and the allied warships manage to take out the corvette, leaving the Minotaur with all of 5% hull integrity.  I take a deep breath...then exhale immediately as an enemy bomb takes it all the way down to 2%.  But for the first time in their AI lives, my wingmen actually did their job, and I just barely squeaked by.

I now completely understand why this mission had me stumped last time.  That could have easily ended in a lot of tears...or, more likely, a lot of profanity.

(I'm sorry that I'm kind of singlehandedly filling up this thread at the moment, but this has been the sort of campaign where I feel the need to dish about my epic struggles. :p)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 10, 2008, 05:18:50 pm
I again apologize for this multipost spree, but if this campaign has stumped me once, it's stumped me a thousand times.  Mission 10 seems to be all sorts of inconsistent.  Four out of five times, my wingmen are seemingly utterly useless, and I don't come close to taking out either ship (in fact, the Aeolus managed to take me out once).  The other time, though, we managed to knock out the Deimos within three minutes, and the Aeolus was easy prey afterwards...and I'm fairly sure I didn't do anything substantially differently.  Unfortunately, by the time I did get to the Orion, I somehow managed to get stuck in one of its large turrets while trying to disarm it and died swiftly; I probably would have lost the Mentu during that run, anyway.  The walkthrough states to order Alpha and Gamma to take out the Aeolus when the Deimos becomes critically damaged, and that'd be all well and good...except for the fact that the player can't issue orders to either wing.  In fact, Gamma has orders to evade the Aeolus, for some strange reason.  I'd settle for telling either wing to cover me, since they don't seem to do anything to keep enemy fighters off my back.  I'm feeling like my only shot at this one is either to call in Delta wing right from the start and get them on the Aeolus, or else do what Goober suggested way back when and spam the Aeolus with Stilettos to disable it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on October 10, 2008, 05:29:36 pm
Stiletto spam is the way I handled that particular situation.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Admiral MS on October 10, 2008, 05:56:14 pm
I used Trebs (better to use against fighters but does low damage against the Orion turrets) for the Aeolus engines. As far as I remember 9 were necessary leaving me with 4 to disarm the 4 backside turrets on the Deimos before actually being in its range. So it was unloading all cyclops in its engines until I was out of ammo... At the time my wingmates got the Aeolus down and when rearming was finished they had destroyed the Deimos as well. Somehow that was pretty easy but then the Orion came and I got stuck two times in one of these large turrets  :wtf:
And I don't know why but Delta wing was entirely useless whenever I called them in. I couldn't see any difference at all. So in the end it was all my task to take out the relevant turrets to save the Mentu and to destroy the navigation subsystem before it jumps. One time I even got nav destroyed but the Orion jumped out 3 seconds later kicking me to death...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 10, 2008, 07:56:53 pm
Ah, so you got stuck in one of those too.  That makes me feel a bit better about managing it. :p I actually managed to get the nav system taken out in plenty of time to avoid the Orion leaving, but I was so damaged by then that I had to call for a rearm.  The Mentu was hurting pretty badly by the time I had restocked, and I was in the process of trying to scramble to disarm the beam turrets when I managed to get stuck.  I'm kind of wondering if CP didn't originally intend Alpha and Gamma to receive orders from the player, seeing as how he suggests doing so in the walkthrough.  It would make the whole mission much more reasonable if they were tasked to do something other than, "Fly around aimlessly in circles, and completely ignore the player when three or four fighters are swarming all over him."
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 10, 2008, 09:59:51 pm
That was a mission bug that I fixed a long time ago, but the final patched version isn't released (it will come shortly after the finalized media VPs). They should still be fairly effective with their default orders though. One problem with telling them to cover you is that they rarely attack anything else, even if they're being fired on themselves.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 10, 2008, 11:19:50 pm
Yeah, I know that's the case, but at least it would mean that the enemy was shooting at something that wasn't me.  That's not even my concern anymore, to be honest, since I've been able to (almost) consistently plow through the first portion of the mission by spamming the Pirene's engine with Stilettos and letting my wingmen take care of the rest.  The middle portion is an utter breeze; you can sit back and let your wingmen do all the work for you.  But the endgame...that's what's driving me ****ing insane.  I cannot get the Enceladus to leave the Khepren alone.  It's always firing with more beams than I think can possibly be facing the Enceladus...in fact, I know it fired through its own hull on one occasion, which annoyed me to no end.  I can take down the nav system easily enough with the help of my wingmen, and I can knock out one or two of the beam turrets, but that's often not nearly enough to save it.  The thing is, I think a lot of it has to do with timing.  On one or two occasions, I've had an enemy wing stupidly chasing a support ship for a minute or two during the Khepren defense segment, which means that the Khepren wound up much further along in its waypoints than normal, which meant that the Enceladus seemed to be able to bring two or three more beams to bear.  I just couldn't get to all of them in time, and that's without the flak and enemy fighters bearing down on me.

And the worst part of all of this?  I had it beat and lost.  I took out the nav subsystem, I managed to take down every beam turret that could reach the Khepren (which was at somewhere near 25%), and I was just trying to keep myself alive until myself or my wingmen could finish off the Enceladus (under 20%).  I was heading away for a rearm, and I managed to park myself just inside the range of one of the blob turrets.  Thanks to your lovely turret modifications, my shields were down before I even realized it, and I dropped sixty hull points in about two seconds.  I think my vocal cords just about ripped out of my throat, I screamed at myself so loud. :p

And yes, before you say anything, I know that they're only bonus points, but I also know that they're do-able, so I want to do them.  I'm really in the wrong line of entertainment...anger issues + perfectionism + challenging game = perfect storm of hatred. :p

(Oh, and one more thing?  The Sekhmet's energy reserves are about the worst thing I've ever seen.  Dear lord, you'd think the Vasudans would have managed to include a decent powerplant in this thing.  Kaysers drain its primary energy in all of about twenty shots.  I'd take a brick of an Ursa any day of the week over this thing, speed advantage or not.)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 11, 2008, 12:13:53 am
Quote
The thing is, I think a lot of it has to do with timing.  On one or two occasions, I've had an enemy wing stupidly chasing a support ship for a minute or two during the Khepren defense segment, which means that the Khepren wound up much further along in its waypoints than normal, which meant that the Enceladus seemed to be able to bring two or three more beams to bear.  I just couldn't get to all of them in time, and that's without the flak and enemy fighters bearing down on me.

That's possible. In my testing, I always approached that easy middle part looking for maximum kill count and trying to steal as many kills from the wingmen as I could, so the enemy ships dropped like flies and it was over pretty quickly. I assumed most other people would do something similar. :p

Quote
And yes, before you say anything, I know that they're only bonus points, but I also know that they're do-able, so I want to do them.  I'm really in the wrong line of entertainment...anger issues + perfectionism + challenging game = perfect storm of hatred.

You should definitely play online at some point. You have exactly the right mentality it takes to succeed there. :D

Quote
(Oh, and one more thing?  The Sekhmet's energy reserves are about the worst thing I've ever seen.  Dear lord, you'd think the Vasudans would have managed to include a decent powerplant in this thing.  Kaysers drain its primary energy in all of about twenty shots.  I'd take a brick of an Ursa any day of the week over this thing, speed advantage or not.)

I tend to have my power split 50-50 between weapons and engines most of the time (on any ship), and only divert power to shields when I get damaged.

The Sekhmet's energy isn't great, but it's not the worst either. Check out the Tauret with a quad Kayser, on insane difficulty. It literally shoots about four shots before the energy runs out. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 11, 2008, 12:22:49 am
Also, I should mention this given all the effort in your posts here: back up your pilot (both the pl2 and cs2) every few missions. If you have read the last few pages, a few people have reported random pilot file corruption even on recent builds, which will mess up your progress. It's quite rare and very hard to reproduce, but this is the best way to safeguard against it for now.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 11, 2008, 12:23:51 am
That's possible. In my testing, I always approached that easy middle part looking for maximum kill count and trying to steal as many kills from the wingmen as I could, so the enemy ships dropped like flies and it was over pretty quickly. I assumed most other people would do something similar. :p
I've actually been doing the exact opposite.  I'm so relieved to have made it through the first portion and so much in dread of what's to come, all I want to do is sit back and preserve any hull strength I have over 60%. :p In any case, they usually do go down almost instantly.  It's just the rare occasion that a wing decides to gang up on the support ship that throws everything off; since I have everyone set to protect the Khepren, my wingmen don't bother with them.

And if singleplayer does this to me, I'm afraid that multiplayer would drive me to drink...

Edit:  Thanks for the warning.  Even if these points don't display properly in the end, I'd still like to think they meant something. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on October 11, 2008, 01:03:39 am
Well, I know for a fact that it is possible to get a 100% bonus score.  Why, because I just did. :P  Though I:
Spoiler:
cheated a bit :nervous: by restoring the Trebuchet and Kayser to their original table values and reduced the FOV of the Vulcan.  Not that the campaign wasn't still pretty hard :P

The walkthrough really helped though :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 11, 2008, 01:36:52 am
Impressive. Did it actually show 100% for you at the end though?

That would suggest that the whole 72% thing was a code or pilot issue that was fixed at some point.

Quote
Edit:  Thanks for the warning.  Even if these points don't display properly in the end, I'd still like to think they meant something.

It's not just the points. You may have to restart the campaign completely if the pilot gets messed up.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 11, 2008, 01:37:54 am
Okay...now this is just unfair.  I decided to try going after the Enceladus's beam turrets first, while letting whatever wingmen I could command handle the nav subsystem.  It took some doing, but I had the four or five worst-offending beam turrets taken out.  I headed back to the nav system to find it at 25% or so, which my few remaining Cyclops bombs would be largely able to take care of.  I managed to take it out just as Command issued a warning about the ship jumping out.  Ten seconds later, destroyed nav subsystem and all...it jumps out.  I really don't want to come across as whining at every single difficulty, but this is just ballbreaking. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 11, 2008, 01:46:13 am
Sounds like a bug. The mission shouldn't let you destroy the nav in that situation. I generally turn on the guardian flag for subsystems in such cases, but I think that sexp didn't exist when I originally made this mission. It will be easy to add in the patch though.
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on October 11, 2008, 01:57:17 am
Did it actually show 100% for you at the end though?

Yes.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 11, 2008, 02:46:16 am
Sounds like a bug. The mission shouldn't let you destroy the nav in that situation. I generally turn on the guardian flag for subsystems in such cases, but I think that sexp didn't exist when I originally made this mission. It will be easy to add in the patch though.
I was kind of hoping you'd say that you'd fix it by having the destruction count even after that message was sent, but you're the boss. :p  I finally managed to get through it just now; you can tell you've replayed a mission too many times when you can practically sleep-walk your way through the first portion of it.  I decided to split the difference between my two earlier strategies, taking out the three most powerful beams and then hightailing it back to take out the weapons system.  I also determined that sitting within range of a powerful blob turret probably wasn't the best place to wait for rearm.  The real challenge in the whole affair was being able to essentially perform two critical tasks at the same time; once the Khepren was mostly out of danger and the nav system was down, the rest was almost a cake-walk.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 14, 2008, 01:53:09 am
And the beat goes on...

Until I figured out a nice little trick for getting through mission 11, I think it was just about the worst experience I've ever had in this game.  I tried playing it by the walkthrough, but I was getting absolutely nowhere.  I decided to go with a Sekhmet outfitted with Kaysers, since a Vulcan and one bank of Cyclops just weren't cutting it.  Taking out the AWACS ships was easy enough, but even then, my wingmen always let at least one or two members of Sagittarius wing through to pester the hell out of me; I soon figured out that telling them to take out the Lyaeus right from the start accomplished next to nothing and meant a whole world of pain for me.  And when those AWACS were down...that's when hell began.  Every single time I tried taking on the Lyaeus myself, both it and all of the surrounding sentries/random ships/fighter wings tore me half to shreds.  Besides that, I couldn't get nearly enough damage in on it before the two minutes were up, which usually meant that I soon met my maker at the hands of five or six enemy ships.  On one playthrough, I decided to try to take on all of those enemy wings by myself...which merely led to just about my highest level of frustration yet.  Not only was I stricken with the intermittent asteroid-slowdown issue, but I was also being afflicted by this off-and-on graphical corruption bug I've been experiencing (and that I really wish someone would comment on in Mantis, so I could find out if it's just me), which just lagged things all the more.  Flying around for six or seven minutes at about 3 FPS dogged by four or five enemy fighters and making absolutely no headway will raise your blood pressure really fast.  And those EMPs...dear lord, I'd love to work over whoever at :v: developed that vile weapon.

...and then, the next day, after I had given up in total frustration and barely stopped myself from making a scathing rant in here, I came up with an interesting thought:  what if one were to try taking out the Lyaeus before destroying both of the AWACS?  Since the time limit only came into play after both of them were destroyed, I'd be able to engage the Lyaeus at my leisure, and I'd have more than enough time to safely take out the cargo depot afterwards.  I gave it a shot...and it worked like an absolute charm.  I took out a few of the Lyaeus's AAA turrets with Trebuchets, then helped my wingmen lay into Sagittarius wing for a little while.  After taking a detour to take out one of the AWACS, I came back to find that my wingmen had dealt significant damage to the Lyaeus on their own.  I was able to easily knock it down the rest of the way, and from there on out, everything was gravy.

CP, you just might get me to start thinking properly yet. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 14, 2008, 11:18:48 am
Great idea, I should update the walkthrough with that. I hit the nearby sentries with Thunders (which can be done very quickly) and then sit directly in front of the cruiser to avoid its beams, which I find leaves just enough time to get the bonus objective done, but I like your strategy better. :D

Not sure what's going on with the graphics or framerate though. I never ran into such issues in that mission, but I haven't played it on recent builds.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 14, 2008, 12:04:19 pm
The asteroid field issue is a known one that I think will be fixed as soon as the final set of 3.6.10 MediaVPs comes out, but I have no idea what's going on for me with this weird animated textures corruption/slowdown that's been plaguing me.  Like I said, I'd love to have someone on Mantis remark on it, so I can figure out exactly where the problem is stemming from.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 15, 2008, 02:44:47 pm
So mission 12 went comparatively smoothly, thanks in part to the walkthrough letting me know that the Serket would be going hostile. :p It didn't seem like it'd be that hard to fly back to it in plenty of time in any case.  The first time through, I screwed up on taking out its front beams, meaning that the Admetes was left with 8% hull once the enemy wings started jumping in; needless to say, it went down soon after.  The second time through, I nailed one of the beams with Trebuchets immediately, but I wasn't able to get the other before it fired...thankfully, it managed to miss both transports, and I had it down soon after (with a dumbfire Trebuchet volley as it was about to fire again, no less).  The incoming fighter wings did some pretty severe damage to both transports, but thankfully, my wingmen managed to hold them off for long enough.  As a side note, wingmen do a far better job of defending a ship from fighters if they're ordered to simply engage the enemy instead of protect it.

As for 13...13 was by far the easiest experience I've had over the entire campaign.  That escort bug seems to have been long fixed, since that aspect worked like a charm, but I feel like just targeting the nearest hostile would have worked just fine for me too.  I just took my time, watched how the fighters were moving, flew down and to the side to what looked like a rather sparse entry point, and flew almost straight in; getting back out was just as simple.  As for what you did with the plot there, wow.  I realize that I was doing nothing but listening to a conversation for ten minutes, but it felt a lot more immersive than it was.  I love your style of dialogue writing, too. :)

And next comes the big bad voodoo daddy that is 14.  I'm looking forward to it in a masochistic sense. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 15, 2008, 05:44:59 pm
(Goody, another post chain!)

At least the first part of 14 was a breeze, though I restarted it once to make sure I got through it without taking any damage.  The second part...not so much.  Or rather, not so much if you're trying to scan that damned cargo.  The walkthrough isn't doing much for me in this one.  I've tried flying forward, left, and then forward, like you suggested, but that always puts me smack-dab in the middle of Capricorn wing's flight path, which requires me flying around aimlessly for a minute or two until I can manage to evade them.  I'm never less than 3000 meters away from the Poseidons when they jump in, and whenever I try to close in on them (usually from behind/underneath), Taurus 1 always seems to get exactly between myself and where I need to go.  Whenever I attempt to close in and get the scan, about two or three members of Taurus wing close in and see me almost immediately.  I'd be happy to try going in from the left, but I can't see how one is supposed to get close enough to where the freighters jump in beforehand to make that possible.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on October 15, 2008, 05:48:55 pm
TBH I didn't even try to get the cargo scans.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 15, 2008, 07:12:30 pm
Well, I just managed to do it somehow.  I went a lot further left than I had before, which seemed to be enough to avoid Capricorn wing, and I wound up a lot closer to the freighters.  I don't now how I got in there for the actual scan; I was within 50 meters of being detected at one point, and I held my breath and ran in more than actually planning to avoid Taurus.  And after all of that...I managed to get detected by Cancer wing after scanning the station.  Joy...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 15, 2008, 07:48:43 pm
Um, Mongoose, you could just fly back to the Serket the moment your wingmen note explosions. There should be enough time for you to get there before it turns hostile.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 12:17:35 am
I'm already two missions past there, and like I said, getting back to the Serket wasn't what gave me trouble with that one. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 16, 2008, 12:42:37 am
So, you're doing the stealth missions now?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 01:13:49 am
Yes.  Part 2 of 14 went much more smoothly the third (or fourth, or fifth...) time around.  I managed to get myself into better position next to the freighters, so I was able to dart in and out from the side before Cancer wing picked up on me.  As for part 3, it's easily the most oppressive, ominous feeling I've ever seen pulled off in this game, and the big reveal is all sorts of crazy.  Unfortunately, I'm still tweaking this one; I managed to get smacked down by the Agni the first time through by blundering too close to its fighters, and the second time through, as Goober mentioned a long time ago, all of the Ancient fighters were taken out before I had a chance to get close to them.  I'll have to get in there faster next time through.

Edit:  There we go.  I didn't find it quite as hard as some people touted it to be, but it was definitely a challenge...and more importantly, it was long.  It took me another two tries to get through, and the first one was a real ballbreaker.  I had scanned all three types of Ancient ships, and I was heading back to the Agni to scan the unknown artifact it was carrying.  The instant I finished scanning it and got the bonus point...I get utterly vaporized by a stray LRed.  I was not what you would call happy. :p But I decided to fire it up for one last shot tonight, and I made it all the way through (though I managed to scan that artifact before the battle and stayed well clear of the Agni during it, just in case).  My wingmen were about as useless as everyone reported during the initial battle, but that was no major issue, since the six enemy fighters were essentially sitting ducks; the only damage I ever took from them was from those damned Serapises colliding with me.  After Goober's experience, I was incredibly tense during the final firefight against those two Shivan wings, but it wound up being a complete non-issue, as Alpha 1 and I were easily able to pick them off one by one.  As for the final segment, I got burned my first time through when a Morningstar borked my jump-out sequence, but the second attempt worked just fine.

Above all else, that nebula mission had atmosphere, and I'm not just talking about the nebular gas.  There have been few moments in these games that have made me feel genuinely afraid, but 14c was one of them.  After the Agni's actions were completed, when I was trying to rendezvous with Alpha 1, he mentioned something about getting lost forever if I didn't catch up...and it felt like an utterly terrifying possibility.  Very well done. :)

(Now part of me is almost looking forward to 15, as insane as it's touted to be.  At least it'll be a much more straightforward task than having to lurk around a nebula, peering over my shoulder in fear every 30 seconds. :p)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 03:05:32 pm
...okay, I'm calling shenanigans on mission 15.  There's not remotely enough time to get anything close to 25 turrets taken care of.  Hell, I was lucky just to manage the required 15 once or twice.  These enemy wings are utterly destroying me; on my last play-through, I had about five enemy ships on me at once.  I was torn to shreds before I could even blink.  And even in lesser numbers, you have to spend so much time defending yourself and killing them, you're left with nowhere near enough to actually complete the mission objectives...not to mention the fact that engaging an enemy fighter utterly screws up your positioning with relation to the Saturn.  I have no idea what the hell my wingmen should be doing, but I'm going to need them to do something, anything to keep those fighters off my back.  And forget the AWACS and gas miner...how in the hell does one get remotely close enough to kill them, other than a takes-way-too-long Trebuchet barrage?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on October 16, 2008, 03:09:43 pm
Well, you're not supposed to get all 25. If you do I suppose it makes the last mission a piece of cake.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 03:26:30 pm
...the entire point of all of my struggles with this campaign is that I'm attempting to complete 100% of the bonus points.  I thought that my ever-increasing number of massive posts pleading for help would have been an indicator of that. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on October 16, 2008, 03:58:12 pm
Here's what I do:

Spoiler:
I mostly follow the walkthrough, with a few things a bit more specific.  The first thing I do is order all of my wingmen to protect me, since they aren't great at getting turrets themselves.  Then I fly directly down, so that I am in-line with the bridge (this should be pretty exact, since there are deadly turrets both above and below it).  Then, I unload trebuchets on one of the broadside laser turrets, rearm, and do the other.  Then I fly towards the Saturn's bridge, until I am ~1700-1900 meters from its side turrets.  From there, I just shoot the Akheton at any turret that I can shoot.  If any of the enemy fighters attacks me, I try to stay put as much as possible (doable since I play on easy :P), and just kill them with Thunders and Vulcans.  I've found it is doable to get 20 turrets by the 6 minute mark, then shoot at the Argo and the Zephyrus from range (Vulcans + Trebuchets are good for this), then finish off the turrets.  Running out of missiles at any point could mean serious trouble, so rearm often.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on October 16, 2008, 04:09:59 pm
You can also:

Spoiler:
Press C-3-9 when enemy fighters get close and then call back your wingmen. Enemy fighters can be boring when when targeting you repedeatly. Sometimes they force you to engage them...IMO it's better to focus on the Saturn.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 04:14:34 pm
That does seem like it might work somewhat better.  I've been kind of hanging out in the middle of one side, where I'm able to reach a lot of the turrets, but that damned laser turret on the other side still seems able to reach me over a significant range.  I really should just leave my wingmen on protecting me, as semi-competent as they are, since ordering them to engage the enemy means they wind up who-knows-where.  I managed to take care of twenty turrets and the other two ships (though my wingmen somehow took out the gas miner) on one of my last play-throughs, but the attempt after that, I got mobbed by fighters and killed with a little over fifteen done.  I feel like it'd be a bit easier if it wasn't so incredibly inconsistent.

My main problem with the walkthrough for this one is that I'm not exactly sure where a few of the turrets it mentions are.  For instance, I haven't been able to track down the Pirahna launchers, and I don't really know where the five turrets at the rear of the ship it references are.  I'm assuming the beam turrets on each of the Saturn's engines are anti-capital-ship level, since I don't think I was able to so much as dent one the one time I tried to.
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on October 16, 2008, 04:25:39 pm
My main problem with the walkthrough for this one is that I'm not exactly sure where a few of the turrets it mentions are.  For instance, I haven't been able to track down the Pirahna launchers, and I don't really know where the five turrets at the rear of the ship it references are.  I'm assuming the beam turrets on each of the Saturn's engines are anti-capital-ship level, since I don't think I was able to so much as dent one the one time I tried to.

Don't worry about getting specific turrets.  Just try to get all of the ones on it's side and top (the three on top of the head don't really matter though), since those are the ones that will give you trouble in the final mission.  If you finish with all of those and still don't have 25 turrets, just shoot at any turret you can.  There are a few more you should still be able to reach.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 04:40:15 pm
Damn it...I don't think your strategy is working much better for me.  I felt like I was able to take out turrets more quickly, but I was still getting swamped by fighters, and eventually I wound up drifting too close to the Saturn and getting raped by beams.  When you say to fly towards the bridge, you mean that you wind up to the side/on top of the very front of the ship, right?  I was directly above the nose of the ship during my last attempt, and it seemed to give me a decent number of targets, so I wanted to make sure that that's where you were.

(Seriously...how the **** is the AI in this game so abysmal?  You'd think a simple order like "Cover me" would translate to "Stay near me and take pot shots at anyone who's shooting at me."  But apparently, it means something like, "Target whichever hostiles are near me, defend me for a minute or so, and then fly off God knows where.")
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on October 16, 2008, 04:45:32 pm
What I mean is you should be to the side of the bridge.  But not really close.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 04:46:59 pm
Okay, I see what you're getting that.  I was a ways down from there and at somewhat of an angle to the main length of the ship on my first few attempts.  Maybe I'll give that a spin.

Edit:  This is just stupid.  Those enemy wings do not stay off my back for nearly long enough at a time.  I just managed to get 22 or so, plus the two other ships, but that was pushing my survival to the absolute limit.  How did any of you who made it through this hellhole deal with those enemy wings?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 09:38:51 pm
I don't know how, I don't know why, I don't know much...but I pulled it off somehow.  It was the weirdest thing too.  I took blowfish's advice and took out both side laser turrets from long-range at the outset, and then I moved almost straight in from the mission starting point.  Just for the hell of it, I decided to order my wingmen to engage the enemy (yet ignore the Saturn) instead of putting up with them protecting me.  I followed the general guideline that CP gave for which turrets to take out in order, all the while expecting to get swamped by enemy fighters and driven away.  And yet...they never came near me.  My wingmen were miraculously providing enough of a distraction that the enemy wings didn't even touch me.  I just kept cruising along, never taking my finger off the trigger, until I had over 20 taken out within 6 minutes.  I had a rough scrape after taking out the gas miner, when I found myself in range of the beam cannons, but I managed to get out of it somehow with around 30% hull.  With about a minute or two left, I finally found those rearward missile/flak turrets...and that was it.  CP, I dislike you substantially less right now than I did just an hour ago. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 16, 2008, 09:44:08 pm
CP made PI. He knows some of the best ways of tackling the mission.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 16, 2008, 09:53:39 pm
...I realize he made it...which is why I like him a lot more after completing that devil of a mission. :p Besides, I already came up with one strategy earlier on he didn't have listed that made snagging one bonus point substantially easier.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 16, 2008, 10:28:08 pm
Heh...

Cheats will never work well on stealth missions, I give you that, so even on that one occasion where I cheated through the whole thing, I was more or less relying on my skills and targeting system to stay hidden.

Spoiler:
You can actually blow your cover and use your afterburners when the Shivans, Agni and Ancients are attacking each other, but once the Agni clears the battleground, resume being stealthy.

OH HAI STEALTH
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 16, 2008, 10:41:11 pm
Quote
I don't know how, I don't know why, I don't know much...but I pulled it off somehow.

Nice work. It looks like you're only the second or third person here to have gotten all the objectives in that. At one point, I was planning to make a video playthrough of this mission just to show that it was doable. :p (although at the time I couldn't find a recording program that gave a good quality/size compromise)

I don't tell the wingmen to cover me in that mission and just let them do their thing. They are quite ineffective with that order in general, and it's only useful to get them to stay near you.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on October 17, 2008, 01:03:03 am
Well...it's done. :D

In the end, I only received credit for 85% of the bonus points...which is odd, since I remember going after every single one over the course of the campaign.  Maybe somewhere during my infinite restarts on a few of the more difficult missions, I forgot to accomplish something, or maybe so many restarts managed to tweak a variable somewhere. (Come to think of it, I don't think I saw a HUD point indicator appear when I killed all of the escape pods in 16.) Oh well.  I know that I managed it, and that's really all that matters to me. :)

(Besides, the message I saw was a lot more uplifting than the one for 100% completion that I looked up afterwards. :p)

Mission 16 was fairly easy, except for the several restarts I entailed by failing to get all four of the escape pods coming out of the Phoron.  Making one or two of them fly out of the opposite fighterbay each time was just mean; you can barely move fast enough to cover the ground. :p Speaking of which, I love the Amun Mark II.  It flies like a cruiser, but it can take about as much punishment as one, and those turrets are awesome.  Taking out a Poseidon in two shots with a quintuple Phalanx is a thing of beauty. :D I ran into some trouble when taking on the Xanthus when I nearly got overrun by a few fighters, but I managed to make it out alive.

17 was just...epic.  Taking out the chin-mounted laser turret with Stilettos first made the whole affair much easier...though I wish I had thought to take out whichever missile launchers were constantly pummeling me as I went for the reactor.  At least I figured out that putting my shields to maximum completely negated them before dying; it also had the added bonus of keeping my max speed the same as the Hades'.  The ending cutscene of that was brilliantly choreographed...at least until the incoming juggernaut managed to clip entirely through the Sekham and didn't seem to fire any beams at it. :p The second part was a welcome cakewalk; I just parked myself way behind the engines, picked off the one turret that was giving me intermittent troubles with Stilettos, and hurled Helioses into the engine for ten minutes or so.  Got the kill, too, but not the promotion, since I think I picked that up the mission before.

All in all, this campaign was a fantastic piece of work.  There were moments of almost agonizing (though admittedly optional) difficulty, and I managed to lose my temper an innumerable number of times while playing through it, but the storyline and writing were second to none, and you pulled off some mission events I've never seen before.  Thanks for sinking all of that time and effort into crafting such an enjoyable campaign. :)

...but don't blame me if I don't feel like replaying it any time in the near future. :p

(Now, to have a look-see at that story document and hunt down some eggs...)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 17, 2008, 04:02:39 am
Hey, 85% is quite high already. I only got 60% on my cheat run.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 17, 2008, 01:28:16 pm
Quote
All in all, this campaign was a fantastic piece of work.  There were moments of almost agonizing (though admittedly optional) difficulty, and I managed to lose my temper an innumerable number of times while playing through it, but the storyline and writing were second to none, and you pulled off some mission events I've never seen before.  Thanks for sinking all of that time and effort into crafting such an enjoyable campaign.

Thanks, good to know that you liked it. I have to say that you were pretty persistent with some of those extra objectives. :D

Quote
The ending cutscene of that was brilliantly choreographed...at least until the incoming juggernaut managed to clip entirely through the Sekham and didn't seem to fire any beams at it.

This is sort of a known problem, but it is exceptionally rare and I couldn't find any way to fix it (actually, you're the first person to have brought it up here). I probably tested that cutscene 50 times but only saw it once or twice and was never able to reproduce it reliably or track down the cause. I guess it's impossible to completely rule out freak glitches with these cutscenes. Chances are that it will work properly if you ever happen to play that mission again.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Rick James on October 17, 2008, 10:19:25 pm
Finished the campaign.

I can haz sequel?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 18, 2008, 04:55:07 am
Probably not. This entire campaign is a closed circuit. The Knossos out of Procyon was destroyed after it erased the node that it was projecting, remember? The GTVA can re-open collapsed nodes or stabilise unstable jump nodes, but they do not have the technology to create new nodes, nor do they know how to erase one.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Commander Zane on October 19, 2008, 06:33:50 am
Dammit, I'm getting some wicked nostalgia hearing that Earthsiege 2 redux, where did you get that? Is there more reduxes of the Earthsiege 2 soundtrack other than the one in this campaign? I must have them!
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 20, 2008, 03:15:33 am
Quote
Probably not. This entire campaign is a closed circuit.

Yes, from the GTVA's point of view. ;)

It's safe to say that there will not be a sequel though. I had some very rough ideas at one point but lack the time or motivation to take it any further.

Quote
Dammit, I'm getting some wicked nostalgia hearing that Earthsiege 2 redux, where did you get that? Is there more reduxes of the Earthsiege 2 soundtrack other than the one in this campaign? I must have them!

I only used that one here. The music is stored as audio tracks on the game's CD, so you can easily get them from there.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Commander Zane on October 20, 2008, 05:33:57 pm
I only used that one here. The music is stored as audio tracks on the game's CD, so you can easily get them from there.
Seriously?! DAMMIT! I never managed to get those out of the CD.
At least I'm going back home where I have the disk in under three weeks.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ssmit132 on November 01, 2008, 05:37:32 am
Just finished this campaign, and I hope you're not tired of praise, because PI is one of the best campaigns I've played. Not to mention, the hardest, even after turning down the difficulty from Medium to Easy. I don't think I've died so much before. I'll admit, I used cheats a few times (Mission 9, 15 and 17a, I was getting frustrated) and failed-five-times-skipped two missions (the one where you have to stay near the Agni into the portal, and then the 30-seconds-escape one - also incidentally the first time I've facilitated this). However, completing the one where you place the drone onto the transport made me feel good. Maybe sometime I'll try it again without cheating.

Also, the sheer atmosphere of the nebula mission was so well done, and IMO was all down to the music. The ambient track of Silent Threat M10 is a great atmosphere piece unaltered, but what was done here was amazing. I'm a bit apprehensive of Transcend now!

Spoiler:
Although after the bit where it says that humans were descendants of the Ancients, I now keep seeing things weird. Like 'people who were once an all-powerful civilization actually made stuff like this' thoughts when I see something, stuff like that  :eek2: . Even though it isn't real. Funny, really, as stuff such as the Racnoss-ship-as-Earth's-core and the Vashta Nerada on Doctor Who, and the past civilization in The Six Sacred Stones didn't affect me like that.  :nod:

But anyway, great work on this campaign!

EDIT: This (http://www.ukuleleorchestra.com/samples/Devils_Gallop.mp3) bit of Devil's Gallop (http://en.wikipedia.org/wiki/Devil%27s_Gallop) would fit perfectly as replacement music for the 30-seconds-escape mission in my opinion. Not that it should be changed, I was just listening to it and thought '30 seconds? Perfect for the PI 30-seconds-escape mission!'. However, it doesn't fit the mood of PI. If it was more comic, then maybe.
Title: Re: RELEASE - The Procyon Insurgency
Post by: AlphaOne on November 25, 2008, 04:23:03 am
Dude what gives i take out strategic emplacements of those aaaf beams on the what you call it SD then when i have to do the bomming run those turrets are back in action . Is this right ??

Also who gives the counting on them turrets i know i took out at least 2 ML 6 or 7 AAAF Beams and 8 lazor turrets. Yet it only counts 10 ???? Is this correct or is my counting way off.

Oh yeah its not fair 4 aaaf beams plus ML's lus flaks guarding the rear reactor ! :((( How the hell am i suposed to take out all of them and stay alive with that kind of defence arround ???
Title: Re: RELEASE - The Procyon Insurgency
Post by: AlphaOne on November 27, 2008, 10:01:58 am
Hey guis i found something odd happening ! After the mission where you have to take out the Hades's reactors i get to a mission and the screen goes black i mean i can see the hund and stuff iots just that the background is all black i cant see any ships or anithing but i can hear them do battle !

Also i cant move turn or anithing ! Anyone care to help out on this ??
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on November 27, 2008, 11:26:40 am
Red-alert bug. Use a 3.6.10 build.
Title: Re: RELEASE - The Procyon Insurgency
Post by: AlphaOne on November 27, 2008, 12:04:14 pm
I AM USING the LATEST 3.6.10 build i just got it off the forums for WhatIf campaign!

After i got the build now i can see what us gooing on but i still can not move or anithing and the HUD is gone im just left with a view of the show.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Commander Zane on November 27, 2008, 12:43:10 pm
Cinematic sexp?
I don't know, I didn't get that far on the campaign yet.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on November 27, 2008, 12:51:18 pm
I AM USING the LATEST 3.6.10 build i just got it off the forums for WhatIf campaign!

After i got the build now i can see what us gooing on but i still can not move or anithing and the HUD is gone im just left with a view of the show.
Sorry if I spoil everything, but
Spoiler:
how long have you waited? There is a non-rendered cutscene where the Knossos breaks down, an alien ship jumps in, the alien ship blows up the Hattie and the Hattie breaks the alien ship's big-arse beam cannon. Soon after this the cutscene ends and you'll once again be able to play.
If you cannot move even after this, you've obviously broken something.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on November 27, 2008, 01:32:46 pm
Quote
EDIT: This bit of Devil's Gallop would fit perfectly as replacement music for the 30-seconds-escape mission in my opinion. Not that it should be changed, I was just listening to it and thought '30 seconds? Perfect for the PI 30-seconds-escape mission!'. However, it doesn't fit the mood of PI. If it was more comic, then maybe.

Sorry, I didn't notice your post until now. I think that piece would be more appropriate in JAD or the like though, or maybe in one of the numerous easter eggs in this. :D

Quote
Hey guis i found something odd happening ! After the mission where you have to take out the Hades's reactors i get to a mission and the screen goes black i mean i can see the hund and stuff iots just that the background is all black i cant see any ships or anithing but i can hear them do battle !

I can't really tell where your problem is occurring. Did the cutscene fully play out? Did you get the loading screen for the next mission?

Quote
Red-alert bug. Use a 3.6.10 build.

That won't necessarily fix it, as there are still some red alert related issues in 3.6.10.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on November 27, 2008, 01:34:33 pm
Quote
Red-alert bug. Use a 3.6.10 build.

That won't necessarily fix it, as there are still some red alert related issues in 3.6.10.
There are? Oh, bum grapes...
Title: Re: RELEASE - The Procyon Insurgency
Post by: AlphaOne on November 27, 2008, 03:50:46 pm
well the Hattie indeed blows up that big arse beam cannon after this however i get the usual loading screen for the next mission (if there was suposed to be some sort of incoming message like you get when you have to do something else in the middel of a mission or something it doesnt show me !

After the loading screen i see the Ancient warship some Pegasus stealth fighters ducking it out with...er.... dont know who....i used time compresion for about 120 minutes and the battle still goes on. and nothing i cant move cant fire nothing.....

So bummer i hope that this is the last mission otherwise i would be really disapointed if i can not pass this mission to finish this campaign that has been keeping me at my pc for a few hours :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on November 28, 2008, 01:28:15 am
If you have Red Alert issues, try creating a new pilot or restarting the campaign. I did either one and it solved my problem with the Red Alert.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on November 28, 2008, 05:38:27 am
i hope that this is the last mission
It is.
Title: Re: RELEASE - The Procyon Insurgency
Post by: ssmit132 on November 30, 2008, 06:10:53 am
Quote
EDIT: This bit of Devil's Gallop would fit perfectly as replacement music for the 30-seconds-escape mission in my opinion. Not that it should be changed, I was just listening to it and thought '30 seconds? Perfect for the PI 30-seconds-escape mission!'. However, it doesn't fit the mood of PI. If it was more comic, then maybe.

Sorry, I didn't notice your post until now. I think that piece would be more appropriate in JAD or the like though, or maybe in one of the numerous easter eggs in this. :D

Hence, why I said "If it was more comic" (regarding the campaign, not the music).  :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on December 16, 2008, 05:14:44 pm
Very brilliant . . . and infuriating difficult campaign. (Not necessarily a bad thing)  :D

I especially like how there are "super-bonus" objectives . . . managed to get 60% rating at the end of campaign.
The stealth missions were so hard that I had to cheat my way through.  :lol:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on December 16, 2008, 10:22:10 pm
You can't really cheat in a stealth mission, elie.

I think I'm making a point by saying that stealth missions are the only ones that truly test how good you are at flying about unseen.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Hellstryker on December 16, 2008, 11:12:32 pm
If you have Red Alert issues, try creating a new pilot or restarting the campaign. I did either one and it solved my problem with the Red Alert.

Or just remove Red Alert status from the mission file... so much easier.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on December 16, 2008, 11:54:46 pm
You can't really cheat in a stealth mission, elie.

I think I'm making a point by saying that stealth missions are the only ones that truly test how good you are at flying about unseen.

Actually you can. Just ~k all the enemy fighters that can detect you - the cruisers and transports won't trip you out.  :nod:
Title: Re: RELEASE - The Procyon Insurgency
Post by: smurd on January 04, 2009, 02:26:40 pm
Is anybody using PI with the latest 3.6.10 builds? For me the game crashes with a segfault as soon as I enter the ready room for the very first mission. 3.6.9 works. Entering the ready room for the second mission in 3.6.10 also works. By the way, I have the same problem with Pandora's Box.

[attachment stolen by Slimey Goober]
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on February 27, 2009, 04:57:14 pm
3.6.10 builds? Why? Players are strongly encouraged to use the builds provided with PI. :nod:
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on February 27, 2009, 05:20:44 pm
3.6.10 builds? Why? Players are strongly encouraged to use the builds provided with PI. :nod:

I don't think so... :wtf:

IIRC some people may have had problems with 3.6.10, though I am not among them :P.  If all else fails, use 3.6.9 final.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on February 27, 2009, 05:22:17 pm
What's the difference between 3.6.9 final and the special 3.6.9 builds present in PI's package?
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on February 27, 2009, 10:23:33 pm
The final 3.6.9 had some issues with music switching and the cutscene fade effects.

I will release an update for this at some point to bring it up to speed with the current builds and media VPs, and fix a few minor bugs that people have brought up here. It will have to wait until the summer though, as I'm swamped with things in real life these days. In the meantime, I think it should more or less work as it is, with some minor glitches caused by differences in the media VPs.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Aurora Paradox on February 27, 2009, 11:15:09 pm

Clan Smoke Jaguar
Alpha Star
Star Colonel
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on February 28, 2009, 12:09:28 am

Clan Smoke Jaguar
Alpha Star
Star Colonel

It's hardly been out long enough, I'm afraid. Voice acting is a really lengthy process.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on March 01, 2009, 10:54:50 am
I believe PI should be voice acted... ;)
Title: Re: RELEASE - The Procyon Insurgency
I'd be up for voice acting it.  Just started on this campaign, and I'm impressed so far.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on March 07, 2009, 06:07:41 pm
I believe PI should be voice acted... ;)

Totally agreed . . . with voice acting the same level as ST:R, PI would be completely fantastic since some parts are story conversations anyway . . .
Title: Re: RELEASE - The Procyon Insurgency
Post by: FoxtrotTango on March 07, 2009, 07:56:40 pm
I believe PI should be voice acted... ;)

That sounds like a grand idea. I'd like to contribute, but I need to get my audition lines for Blue Planet in pronto as it is. And besides, I've got a project that I'm going to be working on soon...
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on March 08, 2009, 01:22:14 am
I believe PI should be voice acted...
Go for it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on March 08, 2009, 04:26:47 am
Go for it.

Aaaand....done! PI has been voice acted!!! :D

:doubt:

Seriously, without a given number of voice actors it's not even the case to try. One or two of them aren't enough. Also, don't forget that no matter of what it'll take a lot to complete.
Title: Re: RELEASE - The Procyon Insurgency
Post by: FoxtrotTango on March 08, 2009, 08:06:55 am
Go for it.

Aaaand....done! PI has been voice acted!!! :D

:doubt:

Seriously, without a given number of voice actors it's not even the case to try. One or two of them aren't enough. Also, don't forget that no matter of what it'll take a lot to complete.

Dude, don't be like that. He's just giving you the go-ahead, no need to be rude and condescending. Also, if there's no point in even trying (according to your tone), then why did you mention it in the first place?

I will never hope to fathom you, Mobius.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on March 08, 2009, 08:46:46 am
It's no secret that I don't like Lobo. He's here to provide tech support but pretends to be the "Master of Life", the "Super Moderator" and other pathetic things, so forgive me for not giving a damn about someone like him.

*Oooh!!!* :rolleyes:

Back to serious business, voice acting is doable. I don't know if the FSCRP should handle it because PI is in excellent conditions and its developer, CP5670, is an active community member.

I believe it's a good idea to create a poll before volunteering voice actors - it's important to verify if voice acting a certain campaign it's worth the effort (speaking of PI, I think it is). I'm creating one right now.

:)
Title: Re: RELEASE - The Procyon Insurgency
Post by: FoxtrotTango on March 08, 2009, 10:41:40 am
It's no secret that I don't like Lobo. He's here to provide tech support but pretends to be the "Master of Life", the "Super Moderator" and other pathetic things, so forgive me for not giving a damn about someone like him.

*Oooh!!!* :rolleyes:

Back to serious business, voice acting is doable. I don't know if the FSCRP should handle it because PI is in excellent conditions and its developer, CP5670, is an active community member.

I believe it's a good idea to create a poll before volunteering voice actors - it's important to verify if voice acting a certain campaign it's worth the effort (speaking of PI, I think it is). I'm creating one right now.

:)

Hey, just ask the creator personally. It's his decision after all, so if he wants to see voices attached, he'll be a better help than anyone else when it comes to getting it voiceacted. You could get insight on the character personalities from the author's point of view, for instance, so that the original inception isn't ruined through the eyes of another.

So just ask him yourself. It's what I did...not that I'd know anything about that, of course. Heh.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on March 08, 2009, 11:59:59 am
It's no secret that I don't like Lobo. He's here to provide tech support but pretends to be the "Master of Life", the "Super Moderator" and other pathetic things, so forgive me for not giving a damn about someone like him.
I would say,

"It's no secret that I don't like Mobius. He's a good FREDder and all but he pretends to be the "God of Life the Universe and Everything", the "Super Admin" and other pathetic things, so forgive me for not giving a damn about someone like him.",

But really, I think this entire thing has gotten out of hand.

Mobius, can you please at least try to have some damn respect for people? Just because you happen to be a good FREDder and team leader of god knows how many projects, it doesn't make you any more of a person than any of us.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Droid803 on March 08, 2009, 12:18:19 pm
O_o
Wait what?
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on March 08, 2009, 12:23:07 pm
You're a cool guy, Lobo.

In fact, Mobius, his advice isn't too bad. Rian and I basically hared off on a one-man (well, one-man-one-woman) mission to get BP voice acted, and frankly, it's gone pretty well. If you just gather support as you go, it takes a while, but it does work.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on March 08, 2009, 09:31:34 pm
If you just gather support as you go, it takes a while, but it does work.

It always does, and it usually will. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on March 09, 2009, 01:49:02 pm
Let's cool it down here.

I posted some thoughts on the voice acting issue in the other thread.
Title: Re: RELEASE - The Procyon Insurgency
I would just like to state for the record that mission 13 is annoying as hell.   :lol:

Spoiler:
I finally managed to get in and plant the bug undetected, but getting out is even harder than getting in, because you can't just check nearest hostile to find the closest fighter.  I'm done for tonight; too tired.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on March 09, 2009, 09:59:27 pm
Spoiler:
I finally managed to get in and plant the bug undetected, but getting out is even harder than getting in, because you can't just check nearest hostile to find the closest fighter.  I'm done for tonight; too tired.

If you think that is hard, wait till a few missions ahead . . . won't spoil anything for you just yet.  :D
Title: Re: RELEASE - The Procyon Insurgency
What I want to know is, if they're not patrolling close enough to the transport to see you there, why can't you just stay there?   :lol:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on March 10, 2009, 12:10:57 pm
You could, but then the mission wouldn't progress.

I believe that CP made it this way to convey the illusion that the Rogue Taurus can only block your blip for a short while. Besides, it's much safer to read everything four clicks out than 0.7 away from a cruiser and over 5 enemy fighters.
Title: Re: RELEASE - The Procyon Insurgency
Well, I beat it.  Mission 14 was significantly easier.  Yay for more dispersed sentries!

Though it's irritating that Alpha 1 jumps out in 13 as soon as you're detected, even if the Parapet's already in system and he's supposed to be TAGging the enemy fighters.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on March 10, 2009, 07:15:54 pm
Quote
What I want to know is, if they're not patrolling close enough to the transport to see you there, why can't you just stay there?

Well, you wouldn't be able to leave the area. From a story point of view, a subspace drive powering up could be easily detected at such close range, and the enemy fighters would quickly intercept you if you tried to jump out there. Command doesn't know beforehand that the enemy ships themselves are going to leave. :p

Quote
Though it's irritating that Alpha 1 jumps out in 13 as soon as you're detected, even if the Parapet's already in system and he's supposed to be TAGging the enemy fighters.

You may have found a bug. It shouldn't allow the "detected" flag to be set after the Parapet comes in. What did you do to get spotted?
Title: Re: RELEASE - The Procyon Insurgency
I hit my burners to engage the enemy fighters.  It said I was detected and I got the RTB order, but I decided "Screw it, I'm going to fight this out anyway," so I did.  The Parapet destroyed everything, then I got the RTB order again.  I got both the mission passed and the mission failed debriefings, and it let me advance to the next mission.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on March 10, 2009, 08:58:19 pm
I think you have to wait a while until the transport carrying Dasmar has jumped out completely.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on March 10, 2009, 11:18:14 pm
I hit my burners to engage the enemy fighters.  It said I was detected and I got the RTB order, but I decided "Screw it, I'm going to fight this out anyway," so I did.  The Parapet destroyed everything, then I got the RTB order again.  I got both the mission passed and the mission failed debriefings, and it let me advance to the next mission.

I fixed this bug for the next version. It turns out I hadn't accounted for the possibility of the player closing in on the enemy fighters during the 10 seconds or so before they leave.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on March 11, 2009, 12:26:08 am
Bit hard for the player to attack them and live IMO . . . they outnumber the player ten to one.  :nervous:
Title: Re: RELEASE - The Procyon Insurgency
Bit hard for the player to attack them and live IMO . . . they outnumber the player ten to one.  :nervous:
True, but they don't outnumber the Parapet's beam cannons.   ;7
Title: Re: RELEASE - The Procyon Insurgency
Well, I beat the campaign.  And I know the answer to the big question about the second part of the last mission.   :lol:
Spoiler:
I'm surprised they even have to ask the question.  It's absolutely no wonder the Ancients would start shooting right away; the GTVA shot first.  Alpha 1 went around blowing the hell out of their fighters in the nebula back in mission 14 while waiting around for Alpha 3 to return, thus giving them casus belli.  Way to go, Commander.   :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: utops on March 22, 2009, 11:53:19 am
Hello.
I dont know. Why 3rd mission is so fskcin hard?
Maybe my mod configuration sucks ( fso build,mediavp etc etc)
problem is:
-Too many enemys at once from different sides
-Too fast process i cant breath in that mission
-Too Tuff (sentrys are weak yeah in any other campaign but in this one they are real MotsFck)
-Weapons eh sucks...
-Wingmans they all dead before anyone of them push trigger

Thx...
PS.
This reminds my problems with Flames of War - Coming of the Storm except fighters, in PI they are pretty killable for me.
Both played on mediavps 3.6.10 and FSO3.6.9 build.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knight Templar on April 29, 2009, 01:44:57 am
So, I'm not going to read through 37 pages of posts but...

@CP: Dude, did you seriously put an AWACS cruiser called "Hymen" in mission 14?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sushi on April 29, 2009, 08:37:15 am
Quick question: does this work with 3.6.10 builds? Or do I need to get that specific 3.6.9 build mentioned?
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on April 29, 2009, 08:41:08 am
Some people have claimed to have issues with 3.6.10 builds.  I have had none, however.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 02, 2009, 12:58:06 am
Quote
So, I'm not going to read through 37 pages of posts but...

@CP: Dude, did you seriously put an AWACS cruiser called "Hymen" in mission 14?

If there is some silly meaning to that, I missed it. :p Most of the names, especially for minor ships, were just randomly chosen from a big list I had taken from that Encyclopedia Mythica site.

Quote
Quick question: does this work with 3.6.10 builds? Or do I need to get that specific 3.6.9 build mentioned?

3.6.10 builds seem to work for most people. I haven't had time to test them myself though.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on May 02, 2009, 12:59:51 am
The hymen is a thin permeable membrane at the opening of the vagina, stereotypically associated with virginity in women. This is of really dubious validity. But it does make it an uneasy name for an AWACS.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on May 02, 2009, 01:07:06 am
That's the origin of the anatomical term and CP's original source, as he said.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knight Templar on May 02, 2009, 02:00:33 am
Quote
So, I'm not going to read through 37 pages of posts but...

@CP: Dude, did you seriously put an AWACS cruiser called "Hymen" in mission 14?

If there is some silly meaning to that, I missed it. :p Most of the names, especially for minor ships, were just randomly chosen from a big list I had taken from that Encyclopedia Mythica site.

Did I really just pop your sexual-innuendo cherry with the cherry itself? omg the irony is eating my soul.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on May 02, 2009, 02:59:51 am
Did I really just pop your sexual-innuendo cherry with the cherry itself? omg the irony is eating my soul.
Ze mind, it is boggled...

I think it all works out in the end, because if any ship deserves to be called a pussy (or part of one), it's an AWACS. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on May 02, 2009, 08:32:45 am
No, an escape pod.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Commander Zane on May 02, 2009, 09:14:45 am
Or the Ganymede.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Knight Templar on May 02, 2009, 02:53:42 pm
/facepalm
Title: Re: RELEASE - The Procyon Insurgency
Post by: Commander Zane on May 02, 2009, 06:58:59 pm
/facepalm
I just realized it too.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Droid803 on May 02, 2009, 07:33:36 pm
What? About how they usually have an Orion lodged inside the ring?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Commander Zane on May 02, 2009, 07:38:15 pm
Pretty much yes.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dilmah G on May 02, 2009, 11:22:01 pm
:wakka:
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 03, 2009, 04:29:53 pm
Quote
Did I really just pop your sexual-innuendo cherry with the cherry itself? omg the irony is eating my soul.

Well, either that term is obscure or people aren't very observant, since it has taken over two years for anyone to bring it up. :p

According to this (http://www.pantheon.org/articles/h/hymen.html), it's the name of some god. It might be best to just change it though, as that ship plays no role in the story anyway. I'll make a note of it for the update.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on May 03, 2009, 09:44:58 pm
Well, either that term is obscure or people aren't very observant, since it has taken over two years for anyone to bring it up. :p
Or they lol'd and said nothing, thinking you did it on purpose.  (Me for example.) :nervous:

Quote
According to this (http://www.pantheon.org/articles/h/hymen.html), it's the name of some god.
According to the same article, the term "hymn" derives from the same source.  That's somewhat disturbing.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Imposible Uncorrect on May 11, 2009, 02:48:12 pm
I have to say one thing: Really good job! PI is one of my fav. Mods fpr FS! Excellent job.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mikes on May 14, 2009, 06:42:48 am
You know... i so wanted him to say it! ... but nope Command is political correct as ever!  :lol:

The look on Commands face makes it priceless however.

The fact that the err... "Awacs Ship" is covering up one of the Saturns uh... vital spots (Reactor No. 3) makes this a kind of Freudian Easter Egg... i guess ? LOL  :eek:

(http://i665.photobucket.com/albums/vv20/MikesFS/Boo.jpg)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sushi on May 15, 2009, 12:05:44 pm
Alright, I've made it most of the way through this. So far, it's been fun, although wicked hard in places. The stealth missions actually weren't too difficult for me: I think I beat the first one on my second try, the rest on the first. Better yet, they were easily the most exciting and fun stealth missions I've played to date. Well done!  :yes:

Mission 17a is kicking my butt though. I'll have to try it again now that I know that the akheton can shoot 2000m (yes, I've done the entire campaign so far without knowing that!) and see if I can take down enough turrets with it to get that Amun mk2 into the trench. I've also tried it with the other heavy bomber, and gotten closer... I was able to spend 5 minutes picking off turrets with trebs, then get into the trench a few times. Problem was, either wandering fighters would get to me or the support ship would fail to do so in time.

Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on May 15, 2009, 02:25:31 pm
The number of turrets you destroy in PI15 is critical to your success in PI17.  Also note that there's a laser turret under the bridge which can shoot into the trench.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on May 15, 2009, 05:20:39 pm
And all of that would be why I replayed mission 15 some 50 or so times until I finally managed to knock out 25 turrets. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mikes on May 15, 2009, 05:42:36 pm
And all of that would be why I replayed mission 15 some 50 or so times until I finally managed to knock out 25 turrets. :p

Spoiler:
I found that flying a Perseus with a full loadout of Stiletto's makes this much much easier. Just 2 trigger pulls kill a turret (i.e. 4 Stilettos) and they don't have the Trebuchets slow refire rate.
Just make sure to hog the Support Ship. ;) lol. In the final Mission, a couple of Stiletto's to take out the more pesky remaining turrets helps immensely as well.
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on May 15, 2009, 06:14:12 pm
Those 2 missions with the Saturn feel more like a chore than fun since they are insanely difficult. Even if you take out that laser turret and others, just about every other turret is just as deadly. Too many AAA beams and I have to get close to destroy them and other turrets once I run out of Trebs, even if I choose a heavy fighter with only Trebs. All I can do is stay far away and keep firing away, but I won't be able to take out 25 that way. The enemy fighter keep distracting me. The fighters make it too hard and you might have to put it on very easy, and even then, it isn't too easy.

Another problem is when you disarm the side of it in the first mission with the Saturn and the other side (armed side) is facing you in the second mission, making it almost pointless to disarm that one side for the purpose of ease. That means disarming the turrets on that one side in the previous mission won't make it much easier the second time around, but you have to disarm most of the turrets on that side in the first mission anyways or you and your wingmen will be killed by the turrets when you get too close, and it is nearly impossible to be able to accurately disable the turrets with the long range disruptor primaries since you need to have one primary for defending yourself against fighters and it takes too many shots to disable the turrets even with the disruptor, and it is especially difficult to aim and have enough time to destroy a turret anyways with those pesky fighters distracting you and your being 2km away from the turret you are firing at.

It seems to be one of those lose/lose situations. You hurry and get too close to disarm the turrets and the fighters will kill you at the same time as the AAAs, and if you take your time, you will survive but the mission will fail or you won't be able to complete all objectives. It seems impossible to be able to complete all objectives and survive. Some missions in this campaign don't seem to have their difficulty balanced.

Couple of things.  Firstly, I think it's possible to destroy at least 15-20 turrets with Trebuchets, assuming you are able to rearm efficiently.  Secondly, the mission was intended to be done with Akheton SDGs, which can destroy all the turrets from outside their range (albeit just outside their range).  Thirdly, you're not that far off in the first mission from the vector you will approach the Saturn from in the later mission.  All you have to do is fly down until you're aligned with the Saturn (even just going down to the level of its bridge will allow you to attack all the broadside turrets that you will need to.  Definitely a tough pair of missions, but definitely doable.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on May 15, 2009, 07:44:30 pm
I used a similar tactic described by blowfish above, and try it out, it works.
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on May 15, 2009, 08:01:01 pm
Main beams are unaffected in the later mission.  Really doesn't matter anyway, since all of its beam shots in that mission occur within the first five seconds.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mikes on May 16, 2009, 09:12:41 am
I did beat that campaign 2 years ago and it deserves a sequel (I hope it has one someday), but I think someone should go back and balance the difficulty of those 2 Saturn missions. It would make a world of difference and boost the fun factor of the campaign even more. Actually, since I can use common sense to balance some things and did so with FoW, I could always save some changes in the missions and make it easier for me if all else fails when I play it again in the future, but I don't want to make it too easy either.

Mh... i'm not sure i'd agree.

Procyon Insurgency definitely had a few missions that were a tough nut to crack, but i have to say that i quite enjoyed cracking them.

If it gets too frustrating, one can always switch to "very easy" as a last resort, but i would really feel that making these missions easier as a default, would make this campaign less unique and hurt it's mood and atmosphere in the process. There's nothing wrong with the occasional "tough as nails" campaign. If anything, then variety in campaign concepts is a good thing in my eyes and certainly not all campaigns need to be built around blasting through every mission on first or at least 2nd try.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on May 16, 2009, 09:15:19 am
Mm...I'm in partial agreement with Mikes. I did feel that the Saturn missions got a bit tedious.

And I just don't like the mechanic of disarming capital ships from long range. It makes these enormous, romantic warships seem so toothless and helpless. They should be summoning friendly fighters from elsewhere in the system.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Snail on May 16, 2009, 09:42:06 am
For me, the Saturn missions were fun.

What I did find tedious were the stealth missions.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Sushi on May 16, 2009, 12:05:26 pm
It's amazing the difference using those akhetons makes. :) Using them made the mission much more manageable (and, dare I say, lots of fun!).  I was actually able to keep my big slow bomber alive long enough to make it into the trench... and once in the trench, it's just a matter of having enough time to unload sufficient helioses to bring the Saturn down.

The second half was, as others have already reported, insanely easy in comparison. I just parked behind the engine and unloaded bombs for 10 minutes.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on May 16, 2009, 04:30:17 pm
After the intensity stealth missions, the Saturn missions were quite dull in comparison IMO.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mikes on May 17, 2009, 11:11:30 am
After the intensity stealth missions, the Saturn missions were quite dull in comparison IMO.

It's the mix of stealth and storytelling that i found very well done, but i was certainly sweating more (and dying much more) during the bombing runs on the Saturn LOL ;)
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 17, 2009, 05:04:37 pm
Quote
Procyon Insurgency definitely had a few missions that were a tough nut to crack, but i have to say that i quite enjoyed cracking them.

If it gets too frustrating, one can always switch to "very easy" as a last resort, but i would really feel that making these missions easier as a default, would make this campaign less unique and hurt it's mood and atmosphere in the process. There's nothing wrong with the occasional "tough as nails" campaign. If anything, then variety in campaign concepts is a good thing in my eyes and certainly not all campaigns need to be built around blasting through every mission on first or at least 2nd try.

Yes, this is something that I think gives PI a bit of a unique flavor. I haven't gotten around to playing some of the recent releases, but many other campaigns I played in the past were too easy to the point that they essentially became interactive stories, and you could pass most missions on one try without having to think much about how to approach them. The whole gameplay and tactical planning aspect of FS2 is something that I think was only well developed in the multiplayer missions, and I wanted to bring some of that into a singleplayer campaign.

As far as mission 15 goes, at least the base objective of 15 turrets is not too hard. There are various long range weapons you can use that let you sit outside most of the Saturn turrets' range (Akheton, Maxim, Trebuchets and Stilettos all work), so it's only the fighters that pose a threat.

Quote
And I just don't like the mechanic of disarming capital ships from long range. It makes these enormous, romantic warships seem so toothless and helpless. They should be summoning friendly fighters from elsewhere in the system.

I agree with this to some extent, and in that mission I tried to give the impression that you were creating chinks in its defenses without dealing any sort of crippling blow, as the ship was too big and powerful for that. Getting too close to the ship means a quick death, the main beams cannot be affected and you don't realistically have time to get more than 25 (out of 66) turrets before it leaves. In a sense, the relatively high difficulty also suits the situation.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on May 17, 2009, 05:27:17 pm
I will say that the Saturn did have pretty decent fighter cover, but I can't help but think they would have been shooting some Trebs back at you.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 17, 2009, 05:36:43 pm
Back then, I couldn't figure out how to make the AI ships fire those. :p They don't use them at all by default, which was an issue that came up in several missions during development. Apparently removing the bomber+ flag fixes it, but I learned about that after the campaign's release and didn't want to mess up the mission balance at that stage.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on May 17, 2009, 05:39:44 pm
Yeah, or you can use the good-secondary-time SEXP.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on May 17, 2009, 07:43:41 pm
If those accursed fighters had started flinging Trebuchets at me as well, I would have given up on the whole damn thing. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on May 17, 2009, 07:45:29 pm
They are really hard to dodge. People make fun of the AI for not dodging them, but, honestly, I'm not much more successful.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 17, 2009, 10:08:01 pm
If those accursed fighters had started flinging Trebuchets at me as well, I would have given up on the whole damn thing. :p

I would have liked to have them in a few of the earlier missions, not necessarily that one. (although your wingmen would do the same thing, which would have made them more useful against turrets)

They turn slowly and are quite easy to dodge in online TvT games, as long as you see them coming. The lock indicator beeps slowly for them and is sometimes not noticeable in a big fight.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on May 18, 2009, 03:43:47 am
It'd be nasty if the computer bots started to use the Trebs they're equipped with properly.  :nervous:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dilmah G on May 18, 2009, 03:53:14 am
Yeah, the real issue is the bomb flag they're given in the weapons tables, means they're only used against capships and the like. I've actually hardly seen them used against bombers. I'm not sure what the good-secondary-time sexp would do with it though.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on May 18, 2009, 05:18:45 am
Yeah, or you can use the good-secondary-time SEXP.
Or the AI profile flag.  (Does good-secondary-time actually work with Trebs?)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dilmah G on May 18, 2009, 05:26:29 am
Against transports and freighters, yes. I FRED-ed a mission a while back where a wing of Ares fighters assault a Shivan supply convoy, by default they didn't use their Trebs, but when given the sexp they poured them on. However with bombers I don't recall it being useful, but I'm probably wrong.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on May 18, 2009, 08:45:39 am
Well, you can select 'Trebuchet' under the good-secondary-time SEXP, and it certainly makes them fire their Trebuchets, but since I'm FREDding in the context of a mod, the Treb may have been altered.

I'll try it out with vanilla FS2.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dilmah G on May 18, 2009, 08:52:23 am
Yeah it fires for sure under the sexp, it's against bombers though that I'm not sure, too lazy atm to try it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: blowfish on May 18, 2009, 08:53:40 am
good-secondary-time will allow them to be fired against any target specified by the SEXP.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on May 31, 2009, 03:31:29 am
Erm, I have something wrong with my PI, and I'm not sure what. The Hatshepsut and Sobek have no glow maps.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 31, 2009, 03:35:09 am
Uhm, that might depend on your graphical settings. Did you change anything in the Launcher?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on May 31, 2009, 03:37:57 am
Nope.

I tried modding only mediavps while keeping the same launcher settings. Glow maps come back. I turn on PI. Glow maps go poof. Mind you, all the other ships are fine.

I'm guessing there's a rogue file in one of the VP's that's overriding something?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on May 31, 2009, 03:42:14 am
I tried modding only mediavps while keeping the same launcher settings.
Uh, wut.

What PI files do you have?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on May 31, 2009, 12:19:17 pm
PIassets
PIeffects
PIfix97
PImain

The download also came with FS2rc7dot9x.rar, which I didn't bother extracting because I have a 3.6.11 build.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on May 31, 2009, 05:42:01 pm
Maybe you should try the older build.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 31, 2009, 06:36:42 pm
Is it only on those ships? I first thought it might be a media VP incompatibility since they use modified models (just for FOV changes), but the texture names are unchanged.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on June 06, 2009, 12:23:43 pm
Maybe you should try the older build.

Tried that, and the game stops working on me. It says that the max limit of 20 weapon effects is reached or something.

And no, it's not limited to just those ships. I think the Meson Bomb has no glow maps either. Haven't noticed anything else missing glows though...
Edit: Took a look through tech room (I'd do F3 but I don't want spoilers) and the Lilith and Ravana have no glows on their limbs/spikes/things, but have it for the rest of the model. The cain, surprisingly, does have
the glows on its limbs.

Oh, and I'm using 3.6.10 MediaVPs, which I suspect is breaking the 3.6.9 game engine. I'll stick with my RC3 and try not to fly into black ships in the meantime.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 06, 2009, 09:56:55 pm
Are the MediaVPs installed right? Run RC3 Debug and quit at the mainhall, post \FreeSpace2\data\fs2_open.log.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on June 06, 2009, 10:27:46 pm
Code: [Select]
==========================================================================DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warningcategories can be shown and no debug_filter.cfg info will be saved.==========================================================================FreeSpace version: 3.6.10Passed cmdline options:  -spec_exp 9.0  -fov 0.6  -spec_static 2.0  -spec_point 5.5  -spec_tube 3.0  -ambient_factor 75  -env   -mipmap   -missile_lighting   -glow   -nomotiondebris   -spec   -no_emissive_light   -normal   -3dshockwave   -cache_bitmaps   -orbradar   -3dwarp   -ship_choice_3d   -snd_preload   -mod pi,PI,mediavpsBuilding file index...Found root pack 'C:\Program Files (x86)\Freespace\pi\PIadveff.vp' with a checksum of 0x2124b50fFound root pack 'C:\Program Files (x86)\Freespace\pi\PIassets.vp' with a checksum of 0xaf08fafeFound root pack 'C:\Program Files (x86)\Freespace\pi\PIeffects.vp' with a checksum of 0x110d510fFound root pack 'C:\Program Files (x86)\Freespace\pi\PIfix97.vp' with a checksum of 0x31d4b43cFound root pack 'C:\Program Files (x86)\Freespace\pi\PImain.vp' with a checksum of 0x301a0993Found root pack 'C:\Program Files (x86)\Freespace\PI\PIadveff.vp' with a checksum of 0x2124b50fFound root pack 'C:\Program Files (x86)\Freespace\PI\PIassets.vp' with a checksum of 0xaf08fafeFound root pack 'C:\Program Files (x86)\Freespace\PI\PIeffects.vp' with a checksum of 0x110d510fFound root pack 'C:\Program Files (x86)\Freespace\PI\PIfix97.vp' with a checksum of 0x31d4b43cFound root pack 'C:\Program Files (x86)\Freespace\PI\PImain.vp' with a checksum of 0x301a0993Found root pack 'C:\Program Files (x86)\Freespace\mediavps\ma-sdrvfix.vp' with a checksum of 0xeb53ee0aFound root pack 'C:\Program Files (x86)\Freespace\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20Found root pack 'C:\Program Files (x86)\Freespace\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655Found root pack 'C:\Program Files (x86)\Freespace\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0Found root pack 'C:\Program Files (x86)\Freespace\mediavps\MV_Effects.vp' with a checksum of 0xb2296226Found root pack 'C:\Program Files (x86)\Freespace\mediavps\mv_music.vp' with a checksum of 0xbbd92e16Found root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0Found root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442Found root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' with a checksum of 0xce10d76cFound root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1eFound root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65aFound root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1Found root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' with a checksum of 0xd77da83aFound root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221eFound root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82Found root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71Found root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' with a checksum of 0xd85c305dSearching root 'C:\Program Files (x86)\Freespace\pi\' ... 35 filesSearching root pack 'C:\Program Files (x86)\Freespace\pi\PIadveff.vp' ... 2 filesSearching root pack 'C:\Program Files (x86)\Freespace\pi\PIassets.vp' ... 3 filesSearching root pack 'C:\Program Files (x86)\Freespace\pi\PIeffects.vp' ... 2 filesSearching root pack 'C:\Program Files (x86)\Freespace\pi\PIfix97.vp' ... 31 filesSearching root pack 'C:\Program Files (x86)\Freespace\pi\PImain.vp' ... 357 filesSearching root 'C:\Program Files (x86)\Freespace\PI\' ... 35 filesSearching root pack 'C:\Program Files (x86)\Freespace\PI\PIadveff.vp' ... 2 filesSearching root pack 'C:\Program Files (x86)\Freespace\PI\PIassets.vp' ... 3 filesSearching root pack 'C:\Program Files (x86)\Freespace\PI\PIeffects.vp' ... 2 filesSearching root pack 'C:\Program Files (x86)\Freespace\PI\PIfix97.vp' ... 31 filesSearching root pack 'C:\Program Files (x86)\Freespace\PI\PImain.vp' ... 357 filesSearching root 'C:\Program Files (x86)\Freespace\mediavps\' ... 9 filesSearching root pack 'C:\Program Files (x86)\Freespace\mediavps\ma-sdrvfix.vp' ... 8 filesSearching root pack 'C:\Program Files (x86)\Freespace\mediavps\MV_Advanced.vp' ... 2610 filesSearching root pack 'C:\Program Files (x86)\Freespace\mediavps\MV_Assets.vp' ... 1867 filesSearching root pack 'C:\Program Files (x86)\Freespace\mediavps\MV_Core.vp' ... 139 filesSearching root pack 'C:\Program Files (x86)\Freespace\mediavps\MV_Effects.vp' ... 1032 filesSearching root pack 'C:\Program Files (x86)\Freespace\mediavps\mv_music.vp' ... 32 filesSearching root 'C:\Program Files (x86)\Freespace\' ... 4 filesSearching root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' ... 110 filesSearching root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' ... 307 filesSearching root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' ... 157 filesSearching root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' ... 10 filesSearching root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' ... 3027 filesSearching root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' ... 1337 filesSearching root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' ... 2355 filesSearching root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' ... 32 filesSearching root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' ... 15 filesSearching root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' ... 10 filesSearching root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' ... 52 filesFound 31 roots and 13973 files.AutoLang: Language auto-detection successful...Setting language to EnglishTBM  =>  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 1920x1080 with 32-bit color...  Initializing WGL...  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1  OpenGL Vendor     : ATI Technologies Inc.  OpenGL Renderer   : ATI Mobility Radeon HD 3650  OpenGL Version    : 2.1.7770 Release  Using extension "GL_EXT_fog_coord".  Using extension "GL_ARB_multitexture".  Using extension "GL_ARB_texture_env_add".  Using extension "GL_ARB_texture_compression".  Using extension "GL_EXT_texture_compression_s3tc".  Using extension "GL_EXT_texture_filter_anisotropic".  Using extension "GL_ARB_texture_env_combine".  Using extension "GL_EXT_compiled_vertex_array".  Using extension "GL_EXT_draw_range_elements".  Using extension "GL_ARB_texture_mirrored_repeat".  Using extension "GL_ARB_texture_non_power_of_two".  Using extension "GL_ARB_vertex_buffer_object".  Using extension "GL_ARB_pixel_buffer_object".  Using extension "GL_SGIS_generate_mipmap".  Using extension "GL_EXT_framebuffer_object".  Using extension "GL_ARB_texture_rectangle".  Using extension "GL_EXT_bgra".  Using extension "GL_ARB_texture_cube_map".  Using extension "GL_EXT_texture_lod_bias".  Using extension "GL_ARB_point_sprite".  Using extension "GL_ARB_shading_language_100".  Using extension "GL_ARB_shader_objects".  Using extension "GL_ARB_vertex_shader".  Using extension "GL_ARB_fragment_shader".  Using extension "GL_ATI_shader_texture_lod".  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: 8 (16)  Max elements vertices: 2147483647  Max elements indices: 16777215  Max texture size: 8192x8192  Can use compressed textures: YES  Texture compression available: YES  Using trilinear texture filter.  Using GLSL for model rendering.  Shader Version: 1.20... OpenGL init is complete!Size of bitmap info = 705 KBSize of bitmap extra info = 40 bytesANI 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 initializationADE: 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.SCRIPTING: Inititialization complete.SCRIPTING: Splash screen overrides checkedSCRIPTING: Splash hook has been runSCRIPTING: Splash screen conditional hook has been runUsing 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 0Current soundtrack set to -1 in event_music_reset_choicesTBM  =>  Starting parse of 'mv_music-mus.tbm' ...TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...Wokka!  Error opening file (armor.tbl)!TABLES: Unable to parse 'armor.tbl'!  Error code = 5.TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.ANI Lamprey_Impact with size 80x80 (37.5% wasted)BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.TBM  =>  Starting parse of 'mv_models-wep.tbm' ...TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...WARNING: "For 'Vepar_Impact', 3 of 4 LODs are missing!" at Weapons.cpp:1267Int3(): From e:\storage\fso\fs2_open_3_6_10_export\code\globalincs\windebug.cpp at line 1326
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 06, 2009, 10:33:22 pm
You've got 2 PI directories exactly the same. That shoudln't cause that. Try moving the ma-sdrvfix.vp.

And:

Code: [Select]
  -mod pi,PI,mediavps
Get rid of one of those PI folders, and change the mod.ini.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on June 06, 2009, 10:34:43 pm
Yeah. I saw the double pi mod and fixed it already. No positive change. I only had one folder, but the mod.ini file it came with had the primary mod set to "pi". I never noticed that.

And I also tried moving away ma-sdrfix.vp. Does nothing. Besides, I need that if I don't want wonky white polygons popping up everywhere.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on June 06, 2009, 10:42:27 pm
K. DId youget the MediaVPs from the installer?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on June 06, 2009, 10:55:50 pm
Don't remember. I think I got them from the release thread.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on June 09, 2009, 08:22:40 pm
Man. Mission 15 was causing so much frustration for me that I had to come lurk here for some tips. Only now do I know that the Akheton has 2k range, instead of the usual ~800.

Anyways, I've managed to beat every mission up until now on hard. Has anyone beaten the campaign on insane yet?

(Oh, and glow maps on various ships are still screwed, but the awesomeness of mission design and story are more than enough compensation)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Siddyus on June 13, 2009, 09:08:08 am
I am actually experiencing the same problem. No glowmaps texture on the Hatsheput and Sobek. I thought it was normal though and I didnt noticed it that much. Anyway, about beating the mod. I am already having a hard time on Easy setting and I had to use cheats on some missions to pass through it. So beating the game in insane... would be insane!

Nice campaign btw. I always thought it was just another rebellion. I wasnt expecting the turn of events on mission 14. I have now an instant love to this campaign. Despite its difficulty that is sometimes game breaking.. at least for me.  :lol:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Kolgena on June 13, 2009, 10:26:35 pm
Well, I actually didn't find the campaign THAT hard. Just use your wingmen intelligently, try not to get yourself involved in firefights with more than 1-2 hostile fighter, and rearm a lot (to heal back to 60%). Mind you, I only got 30% of the bonus objectives :)

Then the 14th mission pissed me off and I had to beat it on easy after 7-8 failed tries. The last thing I need when disabling turrets is to get juggled to death by morning stars while my wingmen dodge storms of AAA.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Machaka on July 06, 2009, 02:55:20 pm
I bought FreeSpace 2 almost 10 years ago when it first came out and this is my first custom campaign... I am so happy with it!  The Earthsiege 2 music was a real treat!!!!
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on July 06, 2009, 03:05:54 pm
Machaka, you picked a good (if really difficult) one to start with.

Play Blue Planet, Derelict, Transcend, Windmills, and then branch out from there.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Commander Zane on July 06, 2009, 03:51:32 pm
The Earthsiege 2 music was a real treat!!!!
I thought the same thing. :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Machaka on July 06, 2009, 04:11:25 pm
Machaka, you picked a good (if really difficult) one to start with.

Play Blue Planet, Derelict, Transcend, Windmills, and then branch out from there.

hmm alright... I do miss voiceacting
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on July 06, 2009, 04:13:05 pm
Derelict is voice acted. You'll learn to do without, though.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Droid803 on July 06, 2009, 04:14:37 pm
Sounds strange coming from the person organizing VA for BP :P
I -think- that should almost be done (though I really don't have any clue), so I guess you COULD wait on that one.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on July 06, 2009, 05:08:35 pm
From the BP interview I think that the BP-VA package would just not include voice acting, but a full re-doing of missions where players have found it lacking, or bugs discovered.

And use Microsoft Anna/Mike for voice-acting Transcend if you really want a laugh.  :nod:
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on July 06, 2009, 05:09:13 pm
HOLY **** I AM SEX. 75% OF BONUSES ON INSANE. MOTHER****ER.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on July 06, 2009, 05:18:10 pm
That's nuts, Cole.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on July 06, 2009, 05:24:15 pm
Well almost, I had to tone the first stealth mission (with the transport) to easy.
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on July 06, 2009, 05:27:21 pm
I wouldn't mind a list of bonuses that could have been achieved after finishing the campaign.
Had to open up each mission via FRED to sate my curiosity after only getting 65% on Hard.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on July 06, 2009, 06:39:08 pm
I wouldn't mind a list of bonuses that could have been achieved after finishing the campaign.
Had to open up each mission via FRED to sate my curiosity after only getting 65% on Hard.
Such a list has existed (http://pi.hard-light.net/walk.htm) for a long time now. :p
Title: Re: RELEASE - The Procyon Insurgency
Post by: eliex on July 06, 2009, 08:55:23 pm
Thankyou.
Still, it was interesting to see CP5670's usage of SEXP's and variables to achieve the bonus factor of the campaign.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 07, 2009, 12:15:40 pm
HOLY **** I AM SEX. 75% OF BONUSES ON INSANE. MOTHER****ER.

Wow, nice job. I could get 100% on hard during testing, but I have never actually tried it seriously on insane.

I'm finally getting around to working on that last update for PI now, but I want to replay the campaign before I release it and make sure everything works. There are no major changes, but it will fix some compatibility issues with the current media VPs.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on July 07, 2009, 03:35:12 pm
Thanks. I think the mission with the two transports and corvettes is bugged (with the ancient artifacts) as the fighter wings are super easy to take out and don't seem to appear on cue.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 07, 2009, 04:51:03 pm
That was intentional. I don't remember the problem that well now, but after the transports moved a certain distance away, the enemy fighters were somehow getting left behind and just sitting there despite their "attack all" order, which was breaking the mission in other ways. I fixed this by telling them to attack a specific target at some point, but that also makes them ignore all other targets (as that command always does). This should only affect the last wave of the initial enemy wings though, not the later wings.

What do you mean by "appear on cue?"
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on July 08, 2009, 03:02:56 pm
They just seem to come in at random times, the wing delay shifts and their arrival doesn't seem to be predeterminded by anything. It just seems like the amount of fighters/arrival times could be tweaked.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Jeff Vader on July 09, 2009, 03:03:08 am
Derelict-related discussion split and merged with the Derelict release thread (http://www.hard-light.net/forums/index.php/topic,38019.msg1267160.html#msg1267160).
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 11, 2009, 01:01:51 pm
They just seem to come in at random times, the wing delay shifts and their arrival doesn't seem to be predeterminded by anything. It just seems like the amount of fighters/arrival times could be tweaked.

I played this mission last night and didn't notice anything out of the ordinary. Although a few other missions do seem to have the AI behaving a little differently from I remember.

I actually saw a separate issue with the large planet looking like crap. The 2048x2048 planets are missing from the new MV_Advanced.vp, but I don't think it was even using the 1024x1024 ones in MV_Effects.vp. It seems that the game is not giving priority to the dds files over the original pcx ones, or it's possibly using the wrong mipmap level. I may just include the full size planet in the PI files.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 13, 2009, 02:58:19 am
Version 1.04 of PI has been released and is available on the campaign site. This is mainly a media VP compatibility update, although some minor bugs that were found over time have also been fixed. This is the last thing that needed to be done with this campaign, so there probably won't be any more updates in the future.

I played through the campaign again with 3.6.10 RC3 and noticed some new issues. There is the briefing glitch described here (http://scp.indiegames.us/mantis/view.php?id=1960), but a bigger problem is that the final cutscene is broken. I think Mongoose ran into this several pages ago, although I didn't realize at the time that it was a new problem.

Spoiler:
The Ancient ship comes out of the Knossos too fast and crashes into Sekham. The Knossos explodes in a different way than it used to in the old build, which I think has something to do with it. The problem seems to be physics related and probably won't be easy to fix, short of resetting many timing parameters in the cutscene and testing the whole thing again.

I would still recommend that people use the 3.6.9 RC7.9X build for this campaign. It is quite old now, but everything works in it except for the bonus score reporting and it's compatible with the new media VPs. If anyone knows of a build in which the score shows up correctly and the cutscene has no problems (either the above or with fade effects), let me know.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on July 13, 2009, 05:36:58 am
The previous version worked fine on 3.6.10 RC1 for me.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Higher Game on July 18, 2009, 12:33:35 am
The Ace is Drawn has got to be the hardest mission I've seen yet. After seeing something like Gemini 60, it occurred to me that there isn't a limit to the bombers, which all spawn within 2 clicks of the capital ship.  :p

The trick is apparently to kill off the enemy capitals ASAP, but I've yet to figure out the use of cyclops missiles. I've always used trebuchets because they can't be shot down, as cycs always are. Even if they do land, though, they do maybe 2-3 damage to a capital. This just isn't remotely significant.

I've tried using the rail gun to cover my wingmates as they deal damage, and I've tried bombing as they cover me, and no matter what there just isn't enough power. What would help the most is if turrets were visible within 2 kilometers, so I could maxim them and use cyclops more effectively. It's annoying that they don't actually appear until like 500 meters, though their range is 3x more.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Higher Game on July 18, 2009, 12:34:34 pm
Well, I figured it out, and won with 20 health left on the Minotaur.  :pimp: The ideal loadout is 26 trebuchets and 5 cyclops. You clean off a side of a capital ship with the trebuchets, and then you can unload the cyclops. I used a maxim cannon to kill the cannons early on, but I can see the appeal of vulcans. They would kill the cannons slower but would be nicer for later dogfighting.

In lulls between capital encounters, trebuchets are great for picking off the distance bombers. The ones that spawn within 2 clicks of the Minotaur aren't worth going after. They'll just respawn anyway. Kill the ones that spawn far away.

It's a good concept of a mission but the execution is off. Unlimited enemy fighters hurts fans of dogfighting too much (yes, I like it even with bombers, it's different), and it's rather gamey to kill enemy bombers based on spawn information, not the common sense of killing bombers closer to and more threatening to a capital ship.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 18, 2009, 01:34:21 pm
What build are you using? When I played this last week, the balance in that particular mission seemed to be a little off from what I remember, and I made some adjustments to it in the 1.04 version to compensate for that. It may have something to do with the build or media VP changes, which I have had trouble with in the past.

I largely ignore the bombers in that mission unless they attack me. The warships and their beams are meant to your main target, not the bombers. This was actually one of the differences I noticed though. The bombers seemed more aggressive than I remember, both against you as well as the Minotaur. I find a Maxim alone good enough to take down the beams, but Trebuchets or Stilettos will make it easier.

If you are not seeing the turret submodels from a distance, you may need to turn up the ingame graphics settings.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Higher Game on July 18, 2009, 04:48:31 pm
I'm using 1.03. I somehow missed the new one.  :eek2:

Also, the next mission eventually has a super attack squad that kills me with stun cannons (forgot name), EMP, and the systems draining guns. I once hit them directly with infyrno missiles as they approached and it didn't finish them off.

Do you have to take out the cargo quickly to keep this group from appearing?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dragon on July 18, 2009, 05:09:42 pm
It seems that Shiv didn't looked at wiki weapons database, because if he looked, he would know that:
A note to FREDders: Arming enemy ships with this thing is sadistic and immoral.
By stun gun you most likely mean Morning star.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Commander Zane on July 18, 2009, 05:16:46 pm
I agree with that comment. :P
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on July 18, 2009, 05:19:34 pm
I think he means the Lamprey, another weapon the PCA uses.
Title: Re: RELEASE - The Procyon Insurgency
Post by: tzalmaves on July 18, 2009, 10:42:31 pm
Hello all,

Sorry for not reading through all 42 pages of comments before posting. :)  Can someone please tell me what the three damage numbers mean in the weapons loadout page?  Also, in ship selection, what do the two armor numbers mean, and under gun mounts, what does it mean, for example, "2/2 x 150"?

Thanks,

-TM
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on July 18, 2009, 11:07:59 pm
I believe the first number under the Armor field in the Ship Selection menu is the maximum shield integrity for that particular ship. The second number after that is the hull integrity.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on July 19, 2009, 07:21:56 am
For ship selection, Armor/Shield or vice versa (lower number is shield most often) And for weapons it's Armor/Shield/Subsystem.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Tomo on July 19, 2009, 12:23:18 pm
Mission 8
Spoiler:
Fall of the Kingpin
appears to be bugged. (v1.04)

In everything else, taking out the Navigation subsystem prevents a ship from jumping - but this doesn't hold true in this mission. If that's deliberate, then it should be mentioned in the briefing.

Also, Alpha wingmen are utterly *useless*. I've now tried this mission four times and they have not made a single kill between them - there is not enough time for me to take out the enemy fighters as well as
Spoiler:
disable the objective
This is getting rather frustrating.

Up until this mission, it's been hard (not got many of the bonuses), but very good.
Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on July 19, 2009, 05:09:09 pm
What difficulty? On easy wingmen are useless anyways.
Title: Re: RELEASE - The Procyon Insurgency
Post by: tzalmaves on July 19, 2009, 05:18:42 pm
For ship selection, Armor/Shield or vice versa (lower number is shield most often) And for weapons it's Armor/Shield/Subsystem.

So under gun mounts, what does it mean, for example, "2/2 x 150"?

-TM
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 19, 2009, 06:45:21 pm
Quote
So under gun mounts, what does it mean, for example, "2/2 x 150"?

-TM

2/2 x 150, for example, means that both gun banks have two hardpoints and an energy capacity of 150. The other rating is armor and shield strength, in that order. The shield strength is higher on most ships.

I would have liked the add the afterburner speeds there too, which are more relevant than the cruising speeds, but the game doesn't let you change that. :p

Quote
In everything else, taking out the Navigation subsystem prevents a ship from jumping - but this doesn't hold true in this mission. If that's deliberate, then it should be mentioned in the briefing.

You're right, that was an oversight. I assumed that players would hit the engines first instead of the navigation, which is in the front and harder to reach. That mission should be quite easy though, even if you make no attempt to rush. Take out the rear-facing turrets with Stilettos before getting close to the ship.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Tomo on July 21, 2009, 01:29:19 pm
Thanks CP5670

Navigation is usually much easier to take out because there's only one of those.
Unloading a set of Stilettos into it from outside of turret range worked pretty well, except for the whole 'not stopping it jumping' thing.

Actually though, the key the that mission appeared to be which primary weapon you choose. That sniper rifle thingy is scary - literally one hit one kill if you get both bolts to land.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Javito1986 on August 30, 2009, 11:25:35 pm
Wow, this last mission is insanely difficult. It's not even the turrets that kill me, it's all the fighters....... the Amun is helpless against them. On my 13th death now  :mad:
Title: Re: RELEASE - The Procyon Insurgency
Post by: High Max on August 30, 2009, 11:36:34 pm
;-)
Title: Re: RELEASE - The Procyon Insurgency
Post by: Akalabeth Angel on August 31, 2009, 12:59:33 am
Wow, this last mission is insanely difficult. It's not even the turrets that kill me, it's all the fighters....... the Amun is helpless against them. On my 13th death now  :mad:

Yeah I never finished the last mission. I should go back and try it again.

Title: Re: RELEASE - The Procyon Insurgency
Post by: colecampbell666 on August 31, 2009, 10:19:51 am
The trick with the Amun is to realize that it has super turrets. Simply press "R" when you are attacked and then wait a few seconds until the enemy is attacked. Do that and C-3-1 your wingmen, and then return them to normal duty afterward.
Title: Re: RELEASE - The Procyon Insurgency
Post by: djmindcrasher on July 12, 2010, 04:27:29 am
Good Morning!

I'm stuck in the nebula. It seems there are many bugs.
1. After scanning cargo and destroying fighters I have directive to follow Alpha 1. But it's impossible when Alpha 1 starts to flying around.
2. Occasionally Alpha 1 is flying 10-11 clicks from me, though 10 seconds ago he was near me.
3. I once managed to reach to the wing of utargetable and indestructible Lokis. That was another case when Alpha 1 started to flying around and nothing happened.
I even didn't reach to the SC Agni!
What's going on?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on July 12, 2010, 01:18:02 pm
I had these three issues on my first run of this mission as well. Try restarting the mission and playing it again.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on July 14, 2010, 11:53:50 am
If by "flying around" you mean that he's going in circles, try an older build. I never could figure out what caused this. It happened occasionally in the past too but seems to have become more common at some point with one of the newer builds.
Title: Re: RELEASE - The Procyon Insurgency
He won't start following waypoints until all enemies are destroyed, and he won't auto-acquire fighters past a certain range even if they're targetable.  I had to go play follow the leader with some Shivans to get them to come to Alpha 1 so we could destroy them and go to the node.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Aurora Paradox on September 30, 2010, 03:33:34 pm
Will Procyon Insurgency work properly with the latest builds (the latest being 3.6.12)?

Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on October 01, 2010, 01:00:19 am
Probably not, since there was quite an overhaul between 3.6.10 and 3.6.12.
Title: Re: RELEASE - The Procyon Insurgency
Post by: SpardaSon21 on October 01, 2010, 10:16:15 am
Spoiler:
Doesn't the Ancient Juggernaut act like the Colossus from JAD and ram the allied Hatshepsut as it emerges from subspace?
Title: Re: RELEASE - The Procyon Insurgency
Post by: The E on October 01, 2010, 12:55:36 pm
Probably not, since there was quite an overhaul between 3.6.10 and 3.6.12.

Probably yes, since there was quite an effort expended to make sure stuff doesn't break.
Title: Re: RELEASE - The Procyon Insurgency
Post by: AugustusVarius on October 01, 2010, 11:06:35 pm
Probably not, since there was quite an overhaul between 3.6.10 and 3.6.12.

While true, there's only been a campaign-breaking overhaul between the 3.6.10 and the 3.6.12 MVPs.  Like The E said, 3.6.12 builds should still be compatible with previous campaigns.  If not, there would be all sorts of hell to pay trying to get stuff working properly.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 02, 2010, 01:24:44 am
It should more or less work on 3.6.12, with possibly a few minor glitches. I haven't fully played the campaign on it though and there seemed to be subtle changes in AI behavior in a few missions, but I would need to test it more thoroughly to say anything for sure. The only issue that exists for sure is the briefing scaling bug, but that's fairly minor.

I think the only version that is guaranteed to work perfectly is the 3.6.9 RC7.9X build on the campaign website. That build is ancient now, but it works with the 3.6.10 VPs and remains a reference to compare against newer builds.

Spoiler:
Doesn't the Ancient Juggernaut act like the Colossus from JAD and ram the allied Hatshepsut as it emerges from subspace?

This problem came up in one of the public builds after 3.6.10, but it was strangely fixed by the time 3.6.12 came out. I never understood what caused it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: starlord on October 02, 2010, 09:57:33 am
cp? any news about that possible sequel you mentionned on the PI site?
Title: Re: RELEASE - The Procyon Insurgency
Post by: FIZ on February 25, 2011, 12:36:13 am
Hot damn this was great!  Had to bump!  Disregarding the 30 day 'not posted in' warning!

Only problem I ran into (besides having to knock the difficulty down a notch o7) was the mission where you had to-

Spoiler:
Escort the task force that needed to escape with the Ancient artifacts.  While the zod commander was debating what to do I noticed the green radar blip flashing in and out.  I followed and jumped the AWACs, but could only knock it down to %11.  After conceding it was guardianed I fell back to the traitor Sobek and got stuck at ~11% hull in killing it.  Couldn't rearm so I decided to cheat (only mission I did, I wasted too much ordinance on the AWAC and did not want to start another 20 minute mission over again for a bug that I wouldn't of had to dealt with if I just followed orders).

I really enjoyed how the squadron missions played out and the 74th missions were incredible!

Awesome background and I was surprised I got %25 of the points... Once I realized the level of bonus objectives I thought I'd be lucky with 3 points.

And 6x Vulcan Tauret was oddly reminiscent of flying a WWII Thunderbolt in old flight sims.  With missles  :yes:
Title: Re: RELEASE - The Procyon Insurgency
Post by: Ryu Gemini on April 28, 2011, 02:35:16 am
The story of this campaign is really something though.  And of course, in the same fashion as Volition's own campaigns, it leaves you at a point where you want to see what else happens next.

As far as I can tell (from what I played so far at least), there are no other mods or campaigns that attempt to build from the universe-setting this one sets up.
Title: Re: RELEASE - The Procyon Insurgency
Post by: DarthWang on April 28, 2011, 04:29:46 am
I agree, a sequel would be awesome
Title: Re: RELEASE - The Procyon Insurgency
Post by: starlord on April 28, 2011, 08:33:46 am
wasn't CP actually planning the eventuality?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Androgeos Exeunt on April 28, 2011, 09:41:11 am
No, he left it open for anyone.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 04, 2011, 03:39:36 pm
I had plans for a sequel when I made this, but that was several years ago and I have moved on from FS modding now. Any sequel from my part is highly unlikely. This document (http://pi.hard-light.net/extras/extstory.txt) explains some things that any sequel would have elaborated on. I was thinking of having the player take on a PCA pilot's perspective coincident with the last few missions of PI, and continuing on in the nebula, but that never went beyond the vague concept stage.
Title: Re: RELEASE - The Procyon Insurgency
Post by: PsychoLandlord on May 04, 2011, 03:58:26 pm
I loved this campaign when I ran through it. Incredibly fun gameplay, capships that were actually a threat, a good storyline, all that was available here. It was also almost completely bug free, save for one issue I had.

The issue in question was that, no matter what, the Hatshepsut appeared as its retail model. No glowmaps, no normals, nothing. This was less annoying pre - 3612, as the Hatshepsut technically was still retail, but now the new one is out the change when I load up this campaign is almost painful. I dont know if such an issue has been brought to your attention  before, CP5670, nor do I know what may be causing it. I have the latest version, installed correctly, and when switched to 3612 all other ships and effects appear as they should. Its only the Hatshepsut that's screwy.

Any Ideas? And again, this campaign is gold.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on May 04, 2011, 11:10:18 pm
Thanks. It's nice to see that this is still played by new people joining the community.

That issue is due to the replaced models in PI. I had to increase the turret FOVs on several models, which required the entire model to be replaced in the PI vp files. It would be easy to fix this problem for now but it will keep coming up in the future, and basically require a new version of the campaign whenever a media VP package comes out. With the Hatshepsut in particular, another issue is that the camera positions in the final cutscene will have to be moved around to match the new model. Maybe I'll release one more version update addressing this.

The best solution to this is to have a way of overriding the FOVs in the table files, but that would be a feature request for the SCP.
Title: Re: RELEASE - The Procyon Insurgency
Post by: PsychoLandlord on May 05, 2011, 12:30:06 am
Thanks for the answer.  It really doesnt detract too much from the campaign, tbh, I'm just a bit of a graphics whore occasionally. If I had the slightest idea about how to screw with the VP's I would go in and do it myself. Maybe I should set aside a weekend to learn how to do so when I have some time off.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Goober5000 on May 05, 2011, 01:22:19 am
I had plans for a sequel when I made this, but that was several years ago and I have moved on from FS modding now. Any sequel from my part is highly unlikely.
Boo.

Well, in light of that, plus this paragraph from your linked document...
Quote
As for what exactly happened in the final mission or what the GTI was attempting to do with the Terran component that resulted in the effects you see in mission 14, those issues would merit another essay by themselves. I will not explain them just yet, as they would essentially be the subjects of any potential sequel. :)
...can we expect another essay? :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: starlord on May 05, 2011, 07:21:01 am
indeed! it would be nice! who knows?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mobius on May 05, 2011, 07:31:12 am
CP, if you can't FRED a sequel, why don't you write it instead? A fanfic (or dossier, in this case) alone would be nice if a campaign cannot be developed. :)
Title: Re: RELEASE - The Procyon Insurgency
Post by: LOA--Paul on September 29, 2011, 12:39:41 am
I just played this campaign over the last 3 days.  I haven't touched anything FS2 in a long time, and I'm glad the campaign I randomly chose to do was this one (having never heard of it before, I guess its included with the updates now standard)

It was incredible.  Great work.  Wish it was voice acted (Had Microsoft Anna do the voice the whole way- hahaha)

Title: Re: RELEASE - The Procyon Insurgency
Post by: iilija64 on May 27, 2012, 03:56:52 pm
Best mod I ever played
Title: Re: RELEASE - The Procyon Insurgency
Post by: bigchunk1 on May 27, 2012, 04:02:37 pm
PI was good wasen't it? Certainly the hardest mod I've played at any rate. Care to say why you liked it?
Title: Re: RELEASE - The Procyon Insurgency
Post by: iilija64 on May 27, 2012, 05:59:52 pm
My english is not best but i will try.

The story was excellent. Dasmar is convincing as a villain (the time that I have felt the positives at the beginning because his views with which he deceived the people, I  generally support his ideas, equality for all Terrans and Vasudans, the brotherhood and camaraderie, union). But during the campaign he showed to be a similar with Aken, yet different. While I think Aken Bosch is a traitor and butcher of innocents with Dasmar I could relate. Excellent characterized, I was even sad when Saturn was destroyed. Fine ship with fines crew.

Structure of the mission is good, in my opinion even better than the original FS2 campaign and better than Derilic(my second favorite). There are no boring parts, the hard and impressive (for medium difficulty it was hard so I was forced to do lots of missions on easy). You feel like you're just one small cog in a conflict that is greater than you, most of the missions you are not able to perform without the help of fellow wingmans. All 17 missions I've done in three days of playing and I can say that this was my best experience related to the Freespace.

The new ships, especially PCD Saturn, the best ship in my humble opinion, against which I had the honor to fight (he make an Aeolus look like a Cain) and i loved Phalanx, my favorite weapon.

All in all this mod is my favorite, although I had problems with it that GVCv Sobek class was invisible but it's not affect general impression. I only regret that it have no voice, but to hope that happens in future. I apologize in advance for my bad English.
Title: Re: RELEASE - The Procyon Insurgency
Post by: General Battuta on May 27, 2012, 06:02:15 pm
This campaign would be really cool to revisit with Fury AI.  ;7

I ran into CP's brother on a BF3 server the other day, we tooled around on Sharqi Peninsula and caused some trouble. He recognized my name from Blue Planet and I passed on my compliments for the excellence of PI. He mentioned a sequel CP really never got around to finishing.
Title: Re: RELEASE - The Procyon Insurgency
Post by: MatthTheGeek on May 28, 2012, 02:33:14 am
I have toyed several times with the idea to make a PI coop, which would be balanced for coop Insane, with improved AI, and with mission and modpack fixes to bring it to today's standards. Buuuuuut, so much thing to do, so little time !
Title: Re: RELEASE - The Procyon Insurgency
Post by: Alpha1 on October 01, 2012, 05:28:59 pm
Thx a lot! This mod keeped me hooked and i could not stop before finishing the last mission... One of the best Mods I ever played. I love it!!! The Story is just great, the missions a the work of a genius and the atmosphere is overwhelming! Ok, a few things i din't like that much but I understand why its made like that... for example the "shotgun like" Maxim or the Vasudan ultra heavy mk 2 Bomber - forgot the name. This craft handeled like a cruise liner ;-) Other weapons were cool: the phalanx or how it was called.
Congratulations! PI is a must play I think.

I wonder if the ASW Team makes a small hint in the direction of PI in the final act.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Apollo on October 13, 2012, 02:25:56 am
This might sound weird, but I like how organized this mod is-all the turret weapons have similar names for each species, the cargo containers have consistent prefixes, and the weapons and ships actually have their real stats shown. Even the table files are more organized than retail.

I think the missions are some of the most well-balanced I've ever seen. Gameplay is hard, but fair. I liked that warships actually had competent point-defenses for once, because something that big should be hard to kill in a fighter.

This campaign would be really cool to revisit with Fury AI.  ;7
:eek:
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 28, 2012, 02:57:32 pm
I'll have to make minor updates to this at some point to play well with the current media VPs. I recently loaded up a few missions after a long time and noticed it wasn't picking up several of the new models.

Quote
This might sound weird, but I like how organized this mod is-all the turret weapons have similar names for each species, the cargo containers have consistent prefixes, and the weapons and ships actually have their real stats shown. Even the table files are more organized than retail.

I was always a stickler for that. :D These changes originally grew out of an old mini-project to fix minor balancing and consistency issues in retail FS2, shortly after the game came out. The table clean-up was part of that too, since the game had strict limits on the sizes of those files back then. The more you removed comments and unnecessary clutter, the more entries you could have in them.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Nyctaeus on October 28, 2012, 03:03:40 pm
Man, I wanna replay it with HTL Hades and new Ancient ships from ASW :D!
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dragon on October 28, 2012, 03:30:42 pm
Right, could you include those in the update? Reskinning the HTL Hades may be a bit tricky, but shouldn't be very difficult.
EDIT: Stupid typo.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Nemesis6 on October 29, 2012, 10:39:47 am
may be a bit tricky, but should be very difficult.

Well as long as it's tricky! :D
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dragon on October 29, 2012, 01:14:16 pm
Stupid typo, edited.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Black_Yoshi1230 on October 29, 2012, 10:29:15 pm
Spoiler:
Yeah, when the Ancient ships showed up while I was playing .14 RC8, my game kept getting errors and interrupted me, ****ing up the suspense and making me suffer death by beams six times in the nebula mission. I had to tell FSOpen to shut up with the errors six times before getting the complete experience/getting to continue. In all honesty, they should have added the Ancient missiles or gave them something. (yeah, the error was missile-bank related.)

Man, I don't have the time to play this mod again just to see what happens in .14 Final + Media .12. Still great, then I realize in some missions, I wasted an hour of my life.
Title: Re: RELEASE - The Procyon Insurgency
Post by: crizza on October 30, 2012, 09:35:28 am
So, this is running with .14 final?

Doesn't run stable at all -.-
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on November 02, 2012, 06:15:37 pm
Right, could you include those in the update? Reskinning the HTL Hades may be a bit tricky, but shouldn't be very difficult.
EDIT: Stupid typo.

This would probably be difficult to do since the Saturn has lots of additional turrets, not just different textures. I'll take a look at that model though and see if it's feasible.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Dragon on November 02, 2012, 08:04:12 pm
You can copypaste turrets in PCS2 nowadays, it's very easy. Making a HTL Saturn is mostly a matter of making a new texture.
Title: Re: RELEASE - The Procyon Insurgency
Post by: mosshadow on November 23, 2015, 10:16:01 pm
I'm really liking this mod. The new weapons are pretty fun though rather specialized. One little quibble, on the website Mission 11 on the walkthrough is a difficulty of 2, which is a grave, grave under rating. The mission before it was much easier, while this was extremely hard.
Title: Re: RELEASE - The Procyon Insurgency
Post by: mosshadow on December 16, 2015, 08:26:57 pm
This is a great campaign with some fun new weapons. Missions are really challenging too.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on December 25, 2015, 11:09:51 am
Thanks. It was made many years ago and I think some missions play a bit differently with modern FSO builds and ship models than they used to. In hindsight, a few missions probably relied too much on "knife edge" gameplay behavior that was prone to being altered by such things.
Title: Re: RELEASE - The Procyon Insurgency
Post by: GhylTarvoke on December 25, 2015, 11:22:34 am
Definitely a great campaign. I remember the portal reconnaissance missions vividly.
Title: Re: RELEASE - The Procyon Insurgency
Post by: kschang on June 08, 2017, 07:00:17 pm
Just got started on this couple days ago. The "make it through the Gonossis" was a real head-ache. (hahaha)      Need to keep track of a certain hostile fighter better.

Was kinda stuck on 14 part 3 where I'm in the nebula following Alpha 1 around.

Any way, here goes...

I was following Alpha 1, killed the 6 fighters, the containers, the 3 great war fighters... Came across the Agni again.

it says to follow Agni, so I did... For the next 30 minutes. NOTHING happened. It was then I realized I followed it at distance of 750. I closed in to 250, got the "keep searching!" and things started to happen. Ran into the battle.

Then the EXE poof popped up with a FRED error, something about a certain ship has TWO secondary weapons and no primary, then a different ship, same error. If I hit cancel, the EXE dies. I hit OK and it continues...

I decided to ignore the Ancients ships, and the Agni eventually came to a stop... and again, NOTHING HAPPENED for 10 minutes. But the "Scan the unknown ships" remained at 5.

So I imagine I kinda broke the script by not listening to the briefing or was it that unclear? The order says "follow Agni", but never said how close. The second order was "go scan those ships" but somehow I couldn't at the time, which was why I ignored it.

Just tried AGAIN. This time, I scanned EVERY ship, including the fighters. All scanned.

Followed Alpha 1 back, we ran into a couple Ancients harassed by a bunch of Shivans. I shot the Shivans down. But Alpha 1 never budged. He just follow one of the ancient around like a puppy, in a circle.  Right on the guy's tail. At speed 19.

What do I need to do? Shoot down the ancients too? WTF?
Title: Re: RELEASE - The Procyon Insurgency
Post by: AdmiralRalwood on June 08, 2017, 08:14:08 pm
[color=black]
For future reference, you can just use [spoiler].
Title: Re: RELEASE - The Procyon Insurgency
Post by: kschang on June 09, 2017, 12:40:24 am
Spoiler:
FWIW, I went ahead and shot down the ancients (they show as hostile on my IFF), nothing happened. Alpha 1 still circles, albeit at speed 23.

For grins, I shot at him. He turned into a red dot, and I can no longer target him and lock on him. AND I lost the nav point, but I can't kill him. He seems to have plot armor on.

Oh well, I quit.
Title: Re: RELEASE - The Procyon Insurgency
Post by: theperfectdrugsk on October 08, 2018, 10:30:08 am
Just an FYI for anyone running into the same issue.  On the most recent nightly build (20181008), I CTD'd with the following error:

Warning: For ship 'GTSG Alastor', detail level
mismatch. Table has 4,
POF has 3.
File: ship.cpp
Line: 9447

Running it with the latest stable build (3.8.0-3) works fine.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Trivial Psychic on October 08, 2018, 11:34:54 am
Are you sure you're not using a debug build, because I thought that release builds didn't complain about detail level miss-matches?
Title: Re: RELEASE - The Procyon Insurgency
Post by: theperfectdrugsk on October 09, 2018, 02:28:32 pm
Guess I should have specified...it was crashing to desktop with no message on the regular nightly, so I ran the debug build to see the reason for the crash.
Title: Re: RELEASE - The Procyon Insurgency
Post by: PIe on October 09, 2018, 02:31:25 pm
An update to fix this is available through Knossos.
Title: Re: RELEASE - The Procyon Insurgency
Post by: mjn.mixael on October 09, 2018, 02:38:29 pm
This particular bug shouldn't cause CTDs, though. let us know if you still get them.
Title: Re: RELEASE - The Procyon Insurgency
Post by: theperfectdrugsk on October 10, 2018, 08:25:58 am
Ok, just tried with the latest nightly and the updated PI release.  Couple weird things.

First, cloning a pilot doesn't work.  All the controls are blanked.  I can use an existing pilot, and I can clone a new pilot in a different FSO mod and then use it in PI...but can't clone one within PI.

Second (and maybe this is intentional?):  Selecting the PI campaign changes the main hall to vasudan, which makes sense. After a crash, the main hall reverts to terran, which doesn't.  This happened on the old release (1.5.0)

Third:  latest nightly crashed after the first mission with no message.  Debug build gave me the following error:

Code: [Select]
Assert: "ga->first_frame >= 0"File: missionbriefcommon.cppLine: 612ntdll.dll! ZwWaitForSingleObject + 20 bytesKERNELBASE.dll! WaitForSingleObjectEx + 147 bytesfs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>fs2_open_3_8_1_20181009_9fcd96f_x64_SSE2-FASTDBG.exe! <no symbol>KERNEL32.DLL! BaseThreadInitThunk + 20 bytesntdll.dll! RtlUserThreadStart + 33 bytes
As before, FSO 3.8.0-3 works fine.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CP5670 on October 27, 2018, 11:38:09 am
There may be some new issues with the current 3.8.1 builds or 3.8 media VPs. Problems with models are usually caused by media VPs. I played a few missions with the latest ones last week and didn't see any major issues, but did notice that problem in mission 14c with Alpha 1's AI getting screwed up. It started happening with one of the FS2 build updates and I did some things to mitigate it at one point but couldn't fix it completely. I'll take another look at it some time.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Admiral Nelson on October 27, 2018, 01:28:07 pm

Third:  latest nightly crashed after the first mission with no message.  Debug build gave me the following error:

Code: [Select]
Assert: "ga->first_frame >= 0"File: missionbriefcommon.cppLine: 612`

The new mediavps have defined a custom icon for the Fenris "fenrisicon".  However, PI uses its own icons.tbl which does not include an entry for "fenrisicon".  Thus the error you see here.
Title: Re: RELEASE - The Procyon Insurgency
Post by: CT27 on July 15, 2020, 06:06:34 pm
As of a few days ago a new version (1.6) was posted on Knossos:

https://fsnebula.org/mod/Procyon_Insurgency

Does anyone know what was in this new update?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Nightmare on July 15, 2020, 06:18:59 pm
Well Knossos has no changelog but I'd expect that the version has some bugfixes. So unless your internet is very slow I'd suggest to just download it.
Title: Re: RELEASE - The Procyon Insurgency
Post by: mjn.mixael on July 15, 2020, 06:33:15 pm
It fixes an issue that could corrupt player files as well as a lot of minor asset bugs.