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Warmachine Release 2: ZIPSANDZAPSANDMISSLERACKS

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EatThePath:


Get it on Knossos

Built for FSO nightly build 22.1.0-20220529
Warmachine presents a remix of Blue Planet part 1, Age of Aquarius, featuring modern engine features. Inspired by sci-fi visuals both classic and modern, all sides of the campaign have received new deadly and dazzling weapons, and in some cases ships, that raise the intensity of combat. Many BP missions, once that once tested the community when they were new but became old hat since, have been given adjustments and twists to get the blood pumping again.

ZIPSANDZAPSANDMISSLERACKS
Release 2 (May 2022) brings new fighters from Talhydras, new effects from Kestrellius, and music from Shadows of Light along with many other community contributions. Try out a new re-balanced fighter roster, avoid the blistering PULSEQUAKE of the rearmed warships, and find out what new surprises the Shivans brought this time. Then check out the mission simulator to see if your reflexes and computer are up to pushing it even further.

Likely-asked questions:
Q: But canon?
A: Warmachine started out as a reaction to early Blue Planet, and branched of into exploring alternate ideas about the GTVA's post-Capella future.It is not made by the Blue Planet team, knowingly conflicts with BP canon, and will continue to do so as we develop more content of our own.

Q: Is this just Age of Aquarius?
A: We've developed a few stand alone missions in the tech room, and will continue to do so, but currently AoA is the primary content.

Q: War in Heaven?
A: No. At least not by us, not any time soon. We've included a rearmed version of the Icarus cutscene, but this is merely for fun.

Q: Why are there so many models with the wrong names in the wrong places?
A: We are developing new models, but art production takes a lot of time. In the mean time we have new ships we want to explore, and we're using models already in BP that more or less fit the properties we want for the final ship.

Q: How can you rip off Blue Planet so much?
A: Blue Planet's developers have been aware of and at times quite helpful in development since the beginning.


Credits
Warmachine
Talhydras - Lead
EatThePath - Bass
Kestrellius - Pyro


Invalubale testing by
Lafiel
JadedDragoon

Music used
Freespace Soundtrack Expansion Project by ShadowsOfLight
Supersede by Carbon Based Lifeforms
Authority by Vondkreistan.

Sounds used from
Starcraft by Blizzard
Homeworld: Deserts of Kharak by Blackbird Interactive
Mass Efect 3 by Bioware
Halo 3 by Bungie
Supreme Commander by Gas Powered Games
Tyrian by Epic Megagames
Iji by Dan Remar

Cowboy Bebop: Knockin' on Heaven's Door
Stargate SG-1
Macross II
Star Trek
Star Wars
Titan AE
Yukikaze

Freesound

Models and effects used...
Shielded Lucifer from FSPort
Edited SF Manticore from Kestrellius
Something Special from Nyctaeus
Remade warp effects from Gamma39er

Scripts used...
Axem's targetbox and turret hotkeying
Wookiejedi's capship maneuvering

Thanks to...
The Blue Planet team, for creating such an engrossing and inspiring experience we built on, and for being so excited about what we're doing with it
The SCP team, for making so many new things possible over the years, and also for putting up with our outlandish requests
Axem and DahBlount in particular for their work on multi-lock missile features
Sab0o, for patiently teaching Talhydras how to import a model file all those years ago
Icefox, for providing dev repo hosting and troubleshooting
And of course, please see the Blue Planet credits for everyone who contributed to that which we built on.

2.0 changes:

New fighter models, all new missile models with TEI fighter options now sporting externally mounted missiles to show them of, re-turreting of most TEI ships, player equipment balance tweaks and overhauls, remade effects for most things by Kestrillius and Talhydras collaborating, a fresh batch of mangling with AoA the missions with some things I'm excited to hear first reactions to, select music from ShadowsOfLight, shinier TEI ships, new shader and lighting settings, some smart weapon targeting modes, and too much more that I didn't keep track of in detail

Nightmare:
YEEESSSS!!!!!

woutersmits:
Assert: "(swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < weapon_info_size())"
File: ship.cpp
Line: 19343

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 147 bytes
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

[ This info is in the clipboard so you can paste it somewhere now ]


Use Debug to break into Debugger, Exit will close the application.

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 147 bytes
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
your mod doesnt work
https://fsnebula.org/log/5ec56ebccb0d3321b2c98673

EatThePath:
Sorry about that. Looks like in our testing we neglected to retry mission 0 again in the final passes. Both it and the final cutscene mission of AoA have that problem, but the other cutscene-type moments in AoA don't. Investigation is ongoing into why, but in the mean time I've updated the mod to start you at mission 1 instead of mission 0 of AoA. May require a new pilot or restarted campaign or whatnot, I'm not entirely certain what gets saved in the pilot file.

1.0.2 with this fix has already been uploaded.

themaddin:
I can't find the mod in Knossos. Running the install link on the nebula page gets me the
"Mod "Warmachine" could not be found!" dialog. I'm running v0.14.0 built from source on Arch Linux.

EDIT: Now it appears, seems like Knossos had connection trouble getting the current mod list.

Also, are there multilock builds for Linux or is the source available to build them myself?

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