Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: shiv on July 13, 2009, 04:54:25 pm

Title: RELEASE - The Apocalypse: Vega
Post by: shiv on July 13, 2009, 04:54:25 pm
(http://www.sectorgame.com/vega/tapvega-text.png)
http://www.sectorgame.com/vega

Finally, it's done.
I'm proud to present you my new campaign that is prologue to "The Apocalypse" campaign series inspired by Half-Life and BluePlanet.

The Capella star has gone supernova.
Capella has been cut off from the GTVA forever...
But, the war is just about to start:
Fight as a pilot stationed on the GTD Messana in the Battle for Vega. Discover many secrets of Vega, join the battle against Shivans, and meet previously unforseen characters.

You are Lt. John Miller and your wingmate is Cap. Alexander Johnson, and together, you both have a destiny that awaits.


[ Download me! (http://www.sectorgame.com/vega/files/TAVega-EN.zip) ] (18,9 MB *.zip)

Follow the installation instructions from ReadMe!.txt file.

Warning 1 You must use 3.6.11 build (Nightly build will work :) ) and 3.6.10+ minimum core and effects mediavps
Warning 2 I did my best to make it as much grammar correct as I can, but I'm still searching for native English speaker to grammar correct it.

Enjoy and expect sequel soon!
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Rodo on July 13, 2009, 05:25:11 pm
ohhh I was waiting for a new campaign to come along! I was just replaying STR today because of the need of some FS action.

dwnloading!
Title: Re: RELEASE - The Apocalypse: Vega
Post by: General Battuta on July 13, 2009, 05:29:54 pm
Downloaded!
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Colonol Dekker on July 13, 2009, 05:37:57 pm
3.6.11 build? Eh? When. . . Where. . . Do want.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on July 13, 2009, 05:41:11 pm
3.6.11 build? Eh? When. . . Where. . . Do want.
Nigthly builds board? ;]
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Dragon on July 13, 2009, 06:35:44 pm
Build required for campaign availabe here: http://www.hard-light.net/forums/index.php/topic,64378.0.html
For Polish players: There is a Polish version of this campaign, available here: http://www.freespace.pl/forum/viewtopic.php?t=5174
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Rodo on July 13, 2009, 07:35:57 pm
I've just downloaded this and I'm getting the "I'm going down" message every time a transmition comes through on the first mission.. and it's getting kinda anoying, I'm using this build : http://www.hard-light.net/forums/index.php/topic,64378.0.html , might that be the cause?


EDIT: nevermind, it seems to be working now, probably just mod.ini issue.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: eliex on July 13, 2009, 08:51:07 pm
Yay, a new release. DL'ing now.  :D
Title: Re: RELEASE - The Apocalypse: Vega
Post by: TrashMan on July 14, 2009, 04:06:08 am
 :yes:

Very, very good. A lot of grammar errors, but otherwise an excellent short campaign.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: starlord on July 14, 2009, 07:38:27 am
Excellent shiv!

We were in need of english campaigns coming from you, especially after that very interesting FS: aftermath campaign... ;)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on July 14, 2009, 07:53:06 am
We were in need of english campaigns coming from you, especially after that very interesting FS: aftermath campaign... ;)
I don't really understand why a need for campaign coming from me? What do you mean? ;)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: starbug on July 14, 2009, 08:21:29 am
Every time i try and run it i keep getting this error message when i launch FS2

Bogus string in weapon flags: fire down normals

‘|! KiFastSystemCallRet
‘|! WaitForSingleObject + 18 bytes
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
‘|! RegisterWaitForInputIdle + 73 bytes

I have put in its own mod folder, i am using the latest media VPs which are also in there own folder and i have fs2_open_3_6_11d-20090713_r5434.exe
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on July 14, 2009, 08:27:08 am
SCP Related bug?
Title: Re: RELEASE - The Apocalypse: Vega
Post by: General Battuta on July 14, 2009, 08:27:54 am
Every time i try and run it i keep getting this error message when i launch FS2

Bogus string in weapon flags: fire down normals

‘|! KiFastSystemCallRet
‘|! WaitForSingleObject + 18 bytes
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
äl! <no symbol>
‘|! RegisterWaitForInputIdle + 73 bytes

I have put in its own mod folder, i am using the latest media VPs which are also in there own folder and i have fs2_open_3_6_11d-20090713_r5434.exe

Try running with a release build (doesn't end in -d) instead of a debug build. Or am I mistaken somehow?
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Jeff Vader on July 14, 2009, 08:33:24 am
That is a debug build. Don't use debug builds, unless you're intentionally huntign for bugs or want to create fs2_open.logs.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Dragon on July 14, 2009, 08:38:52 am
And check out if you're running only mediavps and campaign as a mod.
There shouldn't be any "fire down normals" flags anywhere in campaign, nor in mediavps.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on July 14, 2009, 08:50:33 am
How are your feelings after playing this campaign? What would you like to see in the sequel? :D
Title: Re: RELEASE - The Apocalypse: Vega
Post by: starbug on July 14, 2009, 09:00:14 am
Doh! i could have sworn i was using the release and not the debug  :rolleyes: Now its working :)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on July 14, 2009, 09:02:57 am
Doh! i could have sworn i was using the release and not the debug  :rolleyes: Now its working :)
Enjoy! ;7 :pimp:
Title: Re: RELEASE - The Apocalypse: Vega
Post by: achtung on July 14, 2009, 10:01:28 am
English Mirror (http://freespacemods.net/download.php?view.565)
Polish Mirror (http://freespacemods.net/download.php?view.566)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: NGTM-1R on July 14, 2009, 11:41:51 am
Spoiler:
The Good
This space intentionally left blank.

The Bad
Default loadouts on friendly craft, resulting in useless(er) crappy Seraphim flying about, plinking away at Shivans with SDGs and Prom-R. Immeditately after Capella, when they should have been packing Prom S at the least.

WTF is going on here? I haven't got a clue. The campaign's got no intro worthy of the name, and the presence of Shivan ships in Vega in strength enough to pose a threat to a destroyer is something of an asspull in and of itself.

Seriously. Next time, ask for the assistance of the native speaker of English. Straight up, ask somebody, right here in this subforum.

The Shivany survival of Capella got worse, too. Polaris? How the **** did they get into Polaris? Two destroyers? The GTVA was worried about single cruisers making it out of the system in the last missions of FS2 and you're telling me the Shivans have destroyers in Vega?

The existance of a boneyard station is plausible. The existence of one, with live weapons, without a caretaker staff, is ludicrious.

The Ugly
DEFAULT LOADOUTS. IN A HERC.  LESS THAN AN HOUR AFTER CAPELLA. WHAT THE ****ING HELL.

DEFAULT LOADOUTS, IN A HERC, LESS THAN AN HOUR AFTER CAPELLA, AND YOU WANT ME TO DISARM A ****ING LILTH WITH THAT. WHAT THE ****ING HELL.

There are continual problems with head anis being wrong, strange, or just not there.

The station in mission three does too have power at the start of the mission. Look at the blinking lights and spinning radar antennae!

Second mission designer fiat ugliness; you will not be near the transports when they arrive. The transports will get free shots at them therefore. There will be blood. I lost Theta 1 on very easy on two consecutive playthroughs. That should not be possible.

Loadout issued for the second mission is totally inadequate to the task of disarming a Rakshasa. Sure, fakeout loadouts are okay, along with fakeout briefings, but you have to give somebody a chance instead of racks of Tornados and Rockeyes and a Myrm's gun layout against those tiny prongs.

I gotta go play Tides of Darkness again to detox after two missions. Argh.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Viko on July 14, 2009, 12:49:34 pm
i just finished it and i liked it  :lol:

i liked the way you introduced the missions without briefing.

and for the story we need to know more before we made any conclusion but it gaves me want to keep playing.

and please for the final release ... i hate subach laser  :mad:

anyway thanks for you work  :yes:
Title: Re: RELEASE - The Apocalypse: Vega
Post by: GoulMeister on July 14, 2009, 02:16:53 pm
i got a weird bug at the second mission, the screen is black at the start and stays that way, im using the scp version from that earlier link.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Snail on July 14, 2009, 02:27:02 pm
Seems like fade-in fade-out aren't working.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Nuclear1 on July 14, 2009, 10:50:35 pm
Wow...ngtm1r's brutal honest truth. No wonder I had you playtest Rogue :p
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Dilmah G on July 14, 2009, 11:07:03 pm
Wow, well I really beg to differ from NGTM-1R's point of view here.


Spoiler:
The atmosphere was bloody excellent! The use of cutscene subtitles at the beginning of missions and a custom soundtrack brought across a movie-like immersion to me. I was too busy fighting off the Shivans to notice a lot of the shortcomings. The language was one which I felt could've been improved by an english proof-reader, but it was legible. The intensity on the first mission was insane (in a good way), it just inspired me to "Fight Harder". However, why was I flying a Herc I in the first mission? I've only played up to the third mission at the moment, however that'll be subject to change.

I really liked the campaign to be honest, and I don't think NGTM-1R's review should discourage people from playing this campaign, make your own minds up :).
Title: Re: RELEASE - The Apocalypse: Vega
Post by: NGTM-1R on July 15, 2009, 12:08:25 am
Wow...ngtm1r's brutal honest truth. No wonder I had you playtest Rogue :p

There's a reason I went for the "WITHOUT PITY" in the sig. :P
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on July 15, 2009, 05:17:50 am
Quote
and please for the final release ... i hate subach laser
Your feedback has been noted :nod:
Quote
The language was one which I felt could've been improved by an english proof-reader, but it was legible.
It's already being grammar corrected by a native English speaker. Grammar Checked version will be ready soon9tm) :D
Quote
Why was I flying a Herc I in the first mission?
Messana in her desperation has launched everything she had.
About Subach lasers - Everything is low on resources. In addition eyrines fighters/kayser lasers/other advanced ones were more liek reserved only for elite pilots.

However... In the sequel...
Spoiler:
...You'll play mostly in systems untouched by Second Shivan Incrusion, so you'll have access to more powerfull toys and as well some new ones : )
So keep faith!

Quote
've only played up to the third mission at the moment
How did you like the ending of M3? ;7 ;7
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Dilmah G on July 15, 2009, 05:22:08 am
Ahh I see. :D
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Spoon on July 15, 2009, 07:16:54 am
i got a weird bug at the second mission, the screen is black at the start and stays that way, im using the scp version from that earlier link.
Same here, at first I figured it was because I was using an older nightly build but even with the one posted earlier my screen remains black. 
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Thaeris on July 15, 2009, 12:08:16 pm
Is data on this campaign logged in the Wiki yet?

-Thaeris
Title: Re: RELEASE - The Apocalypse: Vega
Post by: karajorma on July 16, 2009, 06:51:56 am
There are continual problems with head anis being wrong, strange, or just not there.

My bad, not Shiv's most probably.  There was a code bug that caused strange behaviour in both anis and wav messages. It's also responsible for Rodo's problem earlier.

Should be fixed in the latest nightlies.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Mehrpack on July 16, 2009, 10:00:31 pm
hi,
not bad and a good atmosphere, but im missed briefings and debriefings.
often you kicked out in the space.
imho are the briefings / debriefings a good way to transport the story and tell details out of the missions.
for example: how doing the others, what state is the defence of the relay (i missed here a mission, it was tell that its likely they attack it, but nothing happen).
the spelling? na im not a nativ english, so dont worry, nobody is perfect and my nativ spelling is far away of been perfect  :lol:

but the last mission: *whine* thats a really hard cliff hanger. man you cant be serious  :D want it now  :yes:

the ships and the weapons: no problem, i mean its understandable that you fly in a rosty box with waterguns *ggg*

Mehrpack
Title: Re: RELEASE - The Apocalypse: Vega
Post by: MetalDestroyer on July 18, 2009, 08:37:51 am
Seems like fade-in fade-out aren't working.

Same here, i got the bug since the second mission. I've to increase the in-game gamma :/ not cool at all.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: lostllama on July 18, 2009, 01:02:17 pm
This is a nice campaign overall, even with the grammatical errors. Like what Dilmah said, I too was too busy fighting to notice the other shortcomings. I kind of liked the foregoing of the briefings and debriefings, although admittedly it makes things a tad awkward at the start of missions, but as I've been playing FS for ages that's not too big a problem.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Felix 039 on July 19, 2009, 10:14:14 pm
Transmission show time is too short, cant finish the sentence before next line pops up. With so much action going on without Voice Acting, its very confusing.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Felix 039 on July 20, 2009, 02:21:33 am
Okay, just finished the Campaign. Time to give some scores.
---

Grammar/Wording/Spelling: 6/10
Action: 8/10
Logic: 7/10
Story: 9/10
Creativity: 9/10
Use of Features: 8/10
Transmission Speed: 3/10 (Too fast, cant read through everything)
Voice Acting: 0/10 (No Voice Acting)
---
Im looking forward to the sequal for this campaign  :D  I want to know what is that Juggernaught doing in Vega
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on July 20, 2009, 02:29:17 am
Im looking forward to the sequal for this campaign  :D
This (http://www.sectorgame.com/forums/viewtopic.php?t=3923) should be satisfying enough while waiting :P
Title: Re: RELEASE - The Apocalypse: Vega
Post by: eliex on July 20, 2009, 05:23:52 am
Whenever I write out a plan prior to FREDding, I find that I get inspirational ideas for it that I would never get when simply FREDding on whim.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Snail on July 20, 2009, 07:02:42 am
I never plan my missions.

Is this a bad thing?
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Dilmah G on July 20, 2009, 07:55:59 am
It's like fiction writing, everyone has a different style basically. (But they can be loosely grouped :P)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Rodo on July 20, 2009, 08:31:59 am
It seems to work the same way to most of fredders, you always work with a basic idea at the beggining and then the idea mutates.
I get most of my ideas when looking at the sexp's options... I just happen to switch between the different categories and then I see a weird new sexp I've not used so far and I think about how to include it in the mision :P
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Colonol Dekker on July 20, 2009, 09:15:54 am
A good mission i think comprises of 40% planning 30% implementation and 30% inspiration
(In Fred eureka moments)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Deepstar on July 20, 2009, 01:22:16 pm
i think it's a nice campaign.

i like the way how the player is introduced in the missions. Without briefing etc..

This story has potencial... espacially with this cliffhanger. But why the Vega forces have to use old fighters? GTVA Ships fleeing from Capella for weeks to Epsilon Pegasi AND Vega and then there are only two destroyers and no fighters? strange...


By the way.. it seems that this campaign was released in this forum (http://www.freespacegalaxy.de/forum/index.php?mode=viewthread&forum_id=9&thread=58) in German aswell.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Snail on July 20, 2009, 01:41:55 pm
By the way.. it seems that this campaign was released in this forum (http://www.freespacegalaxy.de/forum/index.php?mode=viewthread&forum_id=9&thread=58) in German aswell.
I suppose shiv decided he was so good at German he decided to translate it into that language as well.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: falcon2105 on July 21, 2009, 11:49:18 pm
So I just finished going through the campaign like 203472 times because I was editing the grammar and stuff so I figured I'd post my thoughts. Overall it was very very good. I liked the lack of briefings, especially b/w missions where you are sposed to be going straight from battle to battle its a lot more realistic. And the use of cutscenes and things for story telling is a nice departure from the rest of fs. Reminds me of Half life. New music and new couple of sfx were cool. Music was especially fitting. Since you are using messages to convey so much story, they're going to be longish. Make the especially long ones display longer (is that possible?) or split them up sentence by sentence. Otherwise you're struggling to read things instead of playin the game.

Spoiler:
As NGTMR1 said the loadouts and ship selection, at least before acquiring supplies from the outpost are pretty crazy. After you get the old stuff from the outpost and you've set up the situation that you are going to be using old tech you can do as you please, but in the beginning when you should be fresh off the front lines you should have much more up to date weaponry and ships.
Missions with the outpost is pretty damn long. 17 or 18 minutes if i remember correctly. Between the last two missions, if you switch b/w an athena and valkyrie it suggests that you've been back to base. If that was the case there should be a briefing i think. While the lack of briefings is nice, i think they should be mixed with briefings. It will allow you to beef up the story content, which was a little confusing/had some holes. Both the destroyers did not put up any fight at all. Made the last cap ship battles pretty boring. Fun to watch, but they shoulda fought back. The whole outpost going critical and everyone being fried with the heartbeat and then all that was mad cool.

Overall a good campaign. New way of telling the story, plus some new "events" or w/e you wanna call em makes this pretty special.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: kkmic on August 14, 2009, 06:14:05 pm
I get this:
Code: [Select]
FreeSpace version: 3.6.11
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -mod TAVega-EN,mediavps
  -debug_window
  -window  

 ...

Weapon type "Harpoon#Weak" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlCreateUserProcess + 140 bytes
ntdll.dll! RtlCreateProcessParameters + 78 bytes

I tried with different builds (last one being 5518), removed all odd VPs (lightspeed's nebulae and the radaricons VP), but I get the same error.

Any suggestions?

LE: Other mods work just fine, including the retail campaign
Title: Re: RELEASE - The Apocalypse: Vega
Post by: General Battuta on August 14, 2009, 06:40:50 pm
Do you have 'enable 3D ship selection' enabled in the launcher? Looks like you don't have most of your command line options turned on...
Title: Re: RELEASE - The Apocalypse: Vega
Post by: The E on August 14, 2009, 06:45:06 pm
*snip*

Please please please with sugar on top, DO NOT ABBREVIATE DEBUG LOGS. It makes it really, really hard for us troubleshooting types to identify the problem correctly. Even if you are absolutely, positively sure that the problem is not in there.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: kkmic on August 14, 2009, 07:08:13 pm
Do you have 'enable 3D ship selection' enabled in the launcher? Looks like you don't have most of your command line options turned on...

That was a log with most (all) options turned off. I usually keep the -ship_choice_3d  flag on. It crashes anyway.

@The E: here is another log (complete this time) with the usual options (for me) activated. Hope it helps.
(Yeah , I was "absolutely, positively sure that the problem is not in there."  :D )

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.11
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -mipmap
  -missile_lighting
  -glow
  -spec
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod TAVega-EN,mediavps
  -no_glsl
  -debug_window
  -window
Building file index...
Found root pack 'D:\fs2\TAVega-EN\TAVega-EN.vp' with a checksum of 0x5ce5d3e3
Found root pack 'D:\fs2\mediavps\ls_neb.vp' with a checksum of 0xae92af0e
Found root pack 'D:\fs2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\fs2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\fs2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\fs2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\fs2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\fs2\mediavps\MV_radaricons.vp' with a checksum of 0x3a77dd9b
Found root pack 'D:\fs2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\fs2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\fs2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\fs2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\fs2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\fs2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\fs2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\fs2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\fs2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\fs2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\fs2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\fs2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\fs2\TAVega-EN\' ... 1 files
Searching root pack 'D:\fs2\TAVega-EN\TAVega-EN.vp' ... 48 files
Searching root 'D:\fs2\mediavps\' ... 9 files
Searching root pack 'D:\fs2\mediavps\ls_neb.vp' ... 225 files
Searching root pack 'D:\fs2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\fs2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\fs2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\fs2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\fs2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'D:\fs2\mediavps\MV_radaricons.vp' ... 24 files
Searching root 'D:\fs2\' ... 80 files
Searching root pack 'D:\fs2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\fs2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\fs2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\fs2\root_fs2.vp' ... 157 files
Searching root pack 'D:\fs2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\fs2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\fs2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\fs2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\fs2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\fs2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\fs2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\fs2\warble_fs2.vp' ... 52 files
Found 23 roots and 13711 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1650 Series
  OpenGL Version    : 2.1.8304 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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
Oh noes!!  File is empty! (velindc-sct.tbm)!
TABLES: Unable to parse 'velindc-sct.tbm'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'vega_apo-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'mv_nebula-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 471
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.251 (0.251)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'deathsquad.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.263 (0.263)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'sp-01.fs2'
Hmmm... Extension passed to mission_load...
WARNING: "Weapon type "Harpoon#Weak" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping" at parselo.cpp:2367
Freeing all existing models...
Title: Re: RELEASE - The Apocalypse: Vega
Post by: The E on August 14, 2009, 07:15:12 pm
Code: [Select]
Searching root pack 'D:\fs2\mediavps\ls_neb.vp' ... 225 files
The lightspeed neb pack is included in the mediavps. If you want to keep it around, move it to a separate mod folder.

Code: [Select]
MISSION LOAD: 'sp-01.fs2'
The problem is somewhere in this mission file.
Specifically, the "Harpoon#Weak" is mentioned in the loadout, but since it isn't allowed for the player, FS2 screams and dies. To fix this, you need to either bug the creator, or fix the mission file yourself.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: kkmic on August 15, 2009, 05:56:21 am
The lightspeed neb pack is included in the mediavps. If you want to keep it around, move it to a separate mod folder.
Thanks for the info.

Code: [Select]
MISSION LOAD: 'sp-01.fs2'
The problem is somewhere in this mission file.
Specifically, the "Harpoon#Weak" is mentioned in the loadout, but since it isn't allowed for the player, FS2 screams and dies. To fix this, you need to either bug the creator, or fix the mission file yourself.
Could it be some conflict between TAV and some other item on my FS2 installation? I'm asking this because there are other people here that claim they've played the mod. I mean, if this was to be a general problem, someone would have said something somewhere in the release thread.
Though I keep everything in it's own mod folder just for this... (as you can see from the list o VPs loaded)

Here's a list with al the VPs in the fs2 root
FS2OGGcutscenepack.vp 
multi-voice-pack.vp 
multi-mission-pack.vp 
smarty_fs2.vp 
sparky_hi_fs2.vp 
tango1_fs2.vp 
tango3_fs2.vp
root_fs2.vp         
sparky_fs2.vp 
stu_fs2.vp       
tango2_fs2.vp 
warble_fs2.vp


The multi-voice-pack.vp and multi-mission-pack.vp were added after I discovered the issue.

I'll give it a try replacing "Harpoon#Weak" with a basic "Harpoon" and see how it goes.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on August 15, 2009, 06:04:42 am
I think you're trying to run it using debug build.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: kkmic on August 15, 2009, 06:24:20 am
It crashes with both release and debug builds

LE:

Strange, there were some crashes related to some Shivan secondaries (the ones marked #Shivan and the Shivan bomb). I did a manual replace (FRED crashes too) and then I got this:
ASSERTION: "len < TOKEN_LENGTH" at sexp.cpp:2639

Full log below:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.11
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -mipmap
  -missile_lighting
  -glow
  -spec
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod TAVega-EN,mediavps
  -no_glsl
  -debug_window
  -window
Building file index...
Found root pack 'D:\fs2\TAVega-EN\TAVega-EN.vp' with a checksum of 0x5ce5d3e3
Found root pack 'D:\fs2\mediavps\ls_neb.vp' with a checksum of 0xae92af0e
Found root pack 'D:\fs2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\fs2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\fs2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\fs2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\fs2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\fs2\mediavps\MV_radaricons.vp' with a checksum of 0x3a77dd9b
Found root pack 'D:\fs2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\fs2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\fs2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\fs2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\fs2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\fs2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\fs2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\fs2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\fs2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\fs2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\fs2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\fs2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\fs2\TAVega-EN\' ... 8 files
Searching root pack 'D:\fs2\TAVega-EN\TAVega-EN.vp' ... 48 files
Searching root 'D:\fs2\mediavps\' ... 9 files
Searching root pack 'D:\fs2\mediavps\ls_neb.vp' ... 225 files
Searching root pack 'D:\fs2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\fs2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\fs2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\fs2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\fs2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'D:\fs2\mediavps\MV_radaricons.vp' ... 24 files
Searching root 'D:\fs2\' ... 81 files
Searching root pack 'D:\fs2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\fs2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\fs2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\fs2\root_fs2.vp' ... 157 files
Searching root pack 'D:\fs2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\fs2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\fs2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\fs2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\fs2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\fs2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\fs2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\fs2\warble_fs2.vp' ... 52 files
Found 23 roots and 13719 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1650 Series
  OpenGL Version    : 2.1.8304 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_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
Oh noes!!  File is empty! (velindc-sct.tbm)!
TABLES: Unable to parse 'velindc-sct.tbm'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'vega_apo-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'mv_nebula-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 501
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'deathsquad.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'sp-01.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Cpt. Alexander Johnson
ASSERTION: "len < TOKEN_LENGTH" at sexp.cpp:2639
Freeing all existing models...
:confused: :confused:
I'm all out of ideas....
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Felix 039 on August 16, 2009, 12:47:10 am
How about moving this section of the thread to the technical discussions.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Akalabeth Angel on August 16, 2009, 10:43:09 pm
Yes that was an excellent little campaign. The grammar wasn't so bad when I knew you all were Polish guys.
Poorly translated english is  better than poorly written english  :lol:

Not to say the translation was poor, just that there were a few odd word choices and the usual spelling and grammatical problems. But the point is that the missions were fun so I didn't really mind.

Spoiler:
I would've preferred another mission inserted between the resource gathering one and the later missions. I got the sense that the situation was rather desperate (ie "we have to hold our 48 hours!!"). But then the two anti-destroyer missions are not too hard and they're  both on the offensive. I would've liked one more mission where the GTVA and the base maybe is on the ropes, or in other words in a bad situation. Though I know that can be a bit challenging since those LReds are so deadly.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Akalabeth Angel on August 16, 2009, 10:55:21 pm
I never plan my missions.

Is this a bad thing?

When I play one of your missions I'll let you know.


But even for me, when I do a mission the planning tends to be in the most general sense of the word. One thing I might do is write down teh dialogue before I plug it into fred. I find writing's a lot easier with a book in front of you rather than a keyboard.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: [Wolf]Maverick on August 17, 2009, 10:48:00 am
Hi,
it crashes too. I'm using the nighly build recommended in the readme.txt

Error log:

Weapon type "Harpoon#Weak" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlCreateUserProcess + 140 bytes
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on August 18, 2009, 06:51:31 pm
I'm going to release soon a fixed version with better grammar and solved harpoon#weak bug. Standby!
Title: Re: RELEASE - The Apocalypse: Vega
Post by: MC_Kejml on August 30, 2009, 09:22:17 am
Ooo. Dling!
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Belisarius on August 30, 2009, 03:54:10 pm
Hi all.

I get this error message when trying to start the campaign.

Error: Bad ID in model file <fighter06.pof>
File: modelread.cpp
Line: 992


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_11r-20090713_r5434.exe 00463ada()
------------------------------------------------------------------


I deactivated the "Show ship models in ship selection" option and the same for the weapons loadout, but then I get this:

Error: Unable to initialize display device!

File: gropengl.cpp
Line: 2972


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


Could anyone please tell me what's the cause? The display driver is up to date.


Edit: Never mind. It was a driver issue which cause remains unknown to me, but is fixed now.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Zantor on September 08, 2009, 06:48:42 pm
Hey guys. I tried running TA-Vega, and got this:

Code: [Select]
Error: sp-01.fs2(line 2389:
Error: Required token = [#Goals] or [$Formula:], found [+Trigger Count: 1] .

File: PARSELO.CPP
Line: 670


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

I am running 3.6.10 final with mediavps and so on; the install isn't that old, and I updated everything with the FSO installer last week. This looks to be a FRED issue, but I want to be sure; I checked the thread and saw no one else has this problem. If it would be more appropriate, I can file a bug report on Mantis.

Command-line options:

Code: [Select]
D:\Games\Freespace 2\fs2_open_3_6_10.exe -mod mediavps -spec -glow -env -mipmap -missile_lighting -normal -3dshockwave -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -window  -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 spect_static .8 -spec_tube .4 -ogl_spec 80
Title: Re: RELEASE - The Apocalypse: Vega
Post by: The E on September 08, 2009, 06:51:48 pm
Go read the first post in this thread again. It states, in no uncertain terms that
Quote
You must use 3.6.11 build (Nightly build will work  ) and 3.6.10+ minimum core and effects mediavps

Now, what conclusions can we draw from this?
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on May 02, 2011, 02:59:02 pm
Hi guys! For those who don't watch sectorgame forum of this campaign (http://sectorgame.com/forums/viewforum.php?f=61), I have some info. I've just released a new patch to this campaign so it's fully compatible with FreeSpace 2 Open 3.6.12. Get it here (http://sectorgame.com/forums/viewtopic.php?f=61&t=3920) and enjoy!

If you have a chance, take some screenshots from it and post them ;)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: starlord on May 02, 2011, 03:38:50 pm
Any news on the sequel shiv?
Title: Re: RELEASE - The Apocalypse: Vega
Post by: shiv on May 02, 2011, 03:54:54 pm
Fixing the "Vega" chapter was essential to get started again the works on the "Exodus" sequel. I'd like to do some job on it during upcomming days and maybe show you some screens or even a gameplay video ;)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: CT27 on June 12, 2014, 06:59:33 pm
Sorry for the necro but I just played this and overall am looking forward to the sequel.  Any chance that could still happen?
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Govenator on June 15, 2014, 01:44:22 pm
I really liked this as well. Right when things get crazy the campaign ends. 
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Sarkoth on July 29, 2014, 05:10:32 am
Just wanted to thank CT27 for the necro, I am still trying to get some sort of "complete" list with all ever released mods and campaigns together for myself, as scotty hasn't updated his campaign list in quite a long time (it's also far from complete). But then again, I could as well share that work with the HLP community. You know what, I think I'll dedicate a thread to that.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Nyctaeus on July 29, 2014, 06:45:51 am
Author is busy as hell with his real life issues and there will be no sequel soon. I cannot make any promises, but I think he will be back one day and make something new.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: praseodym on December 21, 2020, 06:37:09 am
Just tried the latest version under Ubuntu 20.04:

https://fsnebula.org/log/5fe096f33f9afd740d5a5666
Title: Re: RELEASE - The Apocalypse: Vega
Post by: mjn.mixael on December 21, 2020, 09:28:53 am
This is what happens when your subtitle string is longer than 32 characters. How did this mission ever work? Fixed in 1.0.1.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: themaddin on December 22, 2020, 11:11:03 am
Just played this with the current MediaVPs forced. I've encountered no bugs until the last mission, where, even though
Spoiler:
the Aquitaine blasts the SD Badriel,
the corresponding primary goal is never marked as completed.
(And the mission neither progresses nor ends successfully.)
Does anyone know if this also happens with the correct version (too lazy to install :p)?

Aside from that: I really like the TL:DR of the objectives after the fade-in in every mission.
Just before the fade-in, however, I see for a few milliseconds the actual mission.
Could anyone look into fixing these, or is this a result of too new MediaVPs?

I'd also be intersted in editing the mission dialog if there's hope at all of modernizing this campaign.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: manwiththemachinegun on December 24, 2020, 11:30:19 pm
I'll give it a play. If you'd like a quasi-professional second pass proof read, I did a a couple dozen pages of edits for Spoon for WoD.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: caine440 on December 26, 2020, 10:13:10 pm
I had the same issue with the last mission.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Mobius on December 29, 2020, 01:47:20 pm
I think I found (and solved) an issue in the last mission of The Apocalypse: Vega.

Spoiler:
Due to the B in "SD bardiel" being in the lower case in several FRED events, the mission won't progress past a certain point because key events are all tied to the hull integrity and fate of that Ravana destroyer. The game won't recognize these events as valid because the ship is named "SD Bardiel". I performed several tests and made some changes via Notepad, solving the issue. Hereby attached is the modified mission file.

[attachment deleted by admin]
Title: Re: RELEASE - The Apocalypse: Vega
Post by: mjn.mixael on December 29, 2020, 03:14:00 pm
Knossos version has been updated with this fix.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Mobius on December 29, 2020, 04:43:38 pm
I tested the new patch and managed to complete the campaign.  :yes:
Title: Re: RELEASE - The Apocalypse: Vega
Post by: themaddin on January 01, 2021, 07:58:30 pm
I can also complete the final mission using the fixed version, thanks!
There remains the issue of the fade-in not occurring immediately after mission start,
but only after a few milliseconds of "normal" view have been visible.
I don't know if that is as easily fixed?

Title: Re: RELEASE - The Apocalypse: Vega
Post by: themaddin on January 07, 2021, 06:29:05 pm
Above I've described the issue of the screen flashing the normal view of space at mission start, cutting to black, then fading in.

Opening & saving the first mission (attempted for purposes of dialog editing) in FRED, with no editing whatsoever done,
had the result of the screen going black & immediately fading in every 5 seconds, when I again tried to run the mission from Tech Room.

This did not, however, happen with the second mission, which showed exactly the expected old behavior.
Hidden Text: Reproduction efforts • Show
The main difference in the sexp's responsible was the first mission fades in over 5000ms while the second uses 6500.
The event in question is called "initial-sequence" in mission 1, "fade-in" in mission 2. There's an event amb-music-play between them only in mission 2.

Setting the first mission to 6500 fixes this, although setting the arg of fade-in in the 2nd mission to 5000 does not reproduce the strange behavior there.
Merely renaming the offending event to "fade-in" in mission 1 fixes the issue too;
renaming to "initial-sequence" in mission 2 and reordering events to match 1 does not cause it.

I'm using nightly from 23Dec2020 self-built on Archlinux & forcing current MVPS.
FRED version is 21.0.0-RC2 in a Win7 VM.
My guess is that mission file 1 got corrupted in such a way that reading & writing it with a current FRED causes another event than was originally intended
to be written, unless the event itself is actually edited. Is this possible or even to be expected, considering the original file was last edited in 2009?

EDIT: Edit *anything at all* with the Events Editor and this bug doesn't show up.
I've simply removed the fade-out time at the beginning to instantly start with a black screen,
never touching the fade-in, and everything works.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Mobius on January 09, 2021, 02:04:08 am
The odd fade in/out behavior can be easily fixed in FRED by setting the initial fade out condition under an event that is triggered by default (trigger condition: true).

The consequent fade in effect is to be activated by a different event, set at mission start (trigger condition: has time elapsed "0" or similar).

Any extra fade in/out SEXPs result in weird effects.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: themaddin on January 09, 2021, 04:19:24 am
The odd fade in/out behavior can be easily fixed in FRED by setting the initial fade out condition under an event that is triggered by default (trigger condition: true).

The consequent fade in effect is to be activated by a different event, set at mission start (trigger condition: has time elapsed "0" or similar).

And that's what the original author did. Their mistake was to set the time to fade-out over to 1ms, which of course means one frame of a normal monitor. I don't know if that SEXP required an argument back in 2009, but I've found that simply removing it fixes the issue.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Mobius on January 09, 2021, 04:46:21 am
That's correct, the initial fade out setting should not have a transition time. It should be a pure fade out, activated directly.

The fade in effect that follows soon afterwards can have any transition time as per the designer's taste.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: themaddin on January 09, 2021, 07:27:22 am
Thanks for the advice. I've got two new questions, maybe you could help me there as well?

When opening any mission original mission file in FRED-FASTDBG, im getting this:

Code: [Select]
Warning: +Team: value was out of range in the mission file!  This was probably caused by a bug in an older version of FRED.  Using -1 for now.
File: missionparse.cpp
Line: 5042

I've found +Team in the wiki only as argument to #Events, so I'm guessing this means to which player team a given event applies?
As this is a single player campaign, can this be safely ignored / left with the default FRED sets?


Other thing is, this mod contains outdated models for Apollo, Valk & Athena. These have in the meantime been included in the current
MediaVPs, with which I aim to make this campaign compatible.
What's the best practice for enabling these craft? The default load order means MVPS get loaded before this mod, this shp.tbm takes precedence, the older models override. I can think of splitting shp.tbm out to a package that loads before MVPS, loading MVPS last in general, or patching shp.tbm with MVPS entries wherever they differ.

Thanks in advance!
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Mobius on January 09, 2021, 08:59:48 am
Running debug builds (FRED included) may result in warnings popping up, and sometimes these warnings don't cause any serious trouble. I've recently played mods despite their several hundred warnings/errors, and the gameplay was very smooth in most cases (for instance, I did not experience CTDs). In this particular case I'm no coder but, to my knowledge, FRED processed the inconsistency rapidly and realized the reported "Team" value is indeed a multiplayer setting. Consequently, the game itself is now resetting the value to -1 (which means "all teams", IIRC) and no further intervention is required. It even reports this may have been caused by a bug affecting older builds, so it must have been a known issue back then.

If all necessary changes have been made to the missions, maybe you should let MjxMixael know so that a new update can be released soon. He monitors the thread anyway so he'll definitely notice this. :)

The issue with outdated FS1 models can be solved too via quick packaging changes - I admit I didn't even realize the models were outdated, and that's mostly due to the fact that I play in FP.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Iain Baker on January 09, 2021, 09:24:50 am
Does this still need the gramma fixing? I saw on the first page that it needed it, but that was 2009. Has it been updated since then? If not, I would be happy to give it the once over :-)
Title: Re: RELEASE - The Apocalypse: Vega
Post by: themaddin on January 09, 2021, 10:20:05 am
@Iain Baker: I'm currently engaged in editing the fiction. manwiththemachinegun already offered to give it a read when I'm done, but I'd be happy to have your additional feedback, if you're interested.

@ Mobius: I can explain in greater detail what I already changed and which problems I see with the various solutions to the outdated models when I'm back at my PC
Title: Re: RELEASE - The Apocalypse: Vega
Post by: themaddin on January 09, 2021, 05:32:45 pm
Back now. At the risk of making this a noob's yakshaving rant, gonna give you my thoughts
on how best to update the Apollo, Valkyrie and Athena.

Hidden Text: Long-winded situation analysis • Show
As far as I can tell, models for these three craft and indeed whole sections of the shp.tbm
were copy&pasted from fsport. IDK if there've been changes to these within the port,
their addition to MVPS would logically have come at a later date or these models would have
simply been referenced.

In this importing, a mistake was made: Neither the drive sounds (192 & 193 of FS1) nor
their defining table were imported, causing the drive sounds of these craft to be missing,
and so to differ from their performance in FS1 and fsport. I've already corrected this,
copying these missing parts from current fsport.

Now correct me if I'm wrong, but the table data included in the MVPS
for these three are insufficient to use on their own (I tried), served in a way so as to easily override
fsport versions, and therefore marked +nocreate.
So before MVPS are loaded, these ships must be created, or the overriding data in the MVPS' shp.tbm
must be applied "manually".

This leaves several courses of action:
1) Patching the vega_apo-shp.tbm (which is a partial copy of fsport ship.tbl) with all the additions
and overrides normally applied by the MVPS. At loadtime, mvps_shp.tbm definitions are ignored,
and these craft created not before vega_apo loads. models from mvps are accessed.
Pros: minimal changes to mod architecture, bugs easily traceable, little work (was going to go with that)
Cons: don't update with either fsport or MVPS, leaving us with the same situation in a few years

seems to work
2) Changing load order (in knossos) to load MVPS last. Not touching tables. Table entries get overridden
as they are when launching fsport with FSPortMediaVPs, and therefore, MVPS.
All other table entries also get overridden, which will bring back a "illegal weapons" warning in FRED
which I previously fixed by overriding the Myrm's and Zeus' $Allowed SBanks.

EDIT: No they'll stay overridden as they weren't overriding MVPS but only retail.
Pros: no work at all, updates with MVPS
Cons: stuff getting overridden all over the place, bugs hard to find, doesn't update with fsport

Hidden Text: doesn't work • Show
3) What I thought  I should go with:
Adding a package to load before MVPS, which contains only the old shp.tbm entries.
Only this would be overridden.
Pros: bugs easily traceable, updates with MVPS
Cons: severe changes to mod architecture, much work
EDIT: Doesn't work, can only set load priorities between mods.


4) What I thought I should go with:
Adding a dependency to fsport (which story-wise exists, using craft of that era), to load first,
before MVPS and vega_apo. This was the scenario the MVPS table entries were written for, I assume:
fsport assets get first modernized and then customized at loadtime, as is logical.
Pros: updates with fsport & MVPS, maximum deduplication, can toss old table entries & copied sounds.
Cons: Unused imports everywhere; BLOAT (But everyone's got the port lying around anyway, haven't they?)
EDIT: Okay forget that. fs2 tables get overwritten with fsport tbls.
Title: Re: RELEASE - The Apocalypse: Vega
Post by: Mobius on January 10, 2021, 01:04:55 am
Does this still need the gramma fixing? I saw on the first page that it needed it, but that was 2009. Has it been updated since then? If not, I would be happy to give it the once over :-)

You've just become a pro at proofreading fs2 files via Notepad or Notepad+, it'll be an easy job for you (SerRes docet). I guess you may edit The Apocalypse: Vega once these FRED fixes themaddin is talking about are fully implemented. :D