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(http://blueplanet.hard-light.net/bpheader.jpg)
B L U E P L A N E T
From our odyssey into Hell, we have returned with a gift: the Ancient technology to build a portal between Delta Serpentis and Sol.
To restore the link to our blue planet.
To return home after all these years.
Fifty years ago, the Shivans devastated our worlds and cut us off from Earth. Eighteen years ago we struck back, and met disaster. Our economy in shambles, our people ready to revolt, we once again find ourselves on the edge of extinction.
Now we look homeward. The GTVA 14th Battlegroup will spearhead the effort to re-establish contact with Earth.
The FreeSpace story continues. Join us.
(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/blueplanetcomplete)
(http://blueplanet.hard-light.net/sidebar1.jpg) | (http://blueplanet.hard-light.net/sidebar6.jpg)
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- STORYTELLING
Experience the saga. Follow the clues. To find the truth you'll need to master military theory, cosmology, and the art of killing. All you risk losing are your friends, your loved ones, your sanity, your free will, and any hope for the future of intelligent life.
- GAMEPLAY
You can't go back. Face down ruthless, intelligent Fury AI. Fight alongside — and against — devastating warships that finally behave like titans with thousands of people aboard. Fly capital ships, command entire fleet battles, win the trust and love of your comrades, and confront a fate worse than death in the spaces of your own mind.
- ART
Starring fleets of next-generation warships, painstakingly balanced weapons and fighters built on cutting-edge mechanics, and a professional voice cast backed by our own community's talented and enthusiastic amateurs!
- COMMUNITY
Get involved! At the heart of Blue Planet is the internet's most active, intellectually challenging FreeSpace discussion. Raise theories, debate tactics, interact with the game universe, and help shape future installments. Discover other amazing campaigns. You'll make everything better. Never stop posting!
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(http://blueplanet.hard-light.net/sidebar3.jpg) | (http://blueplanet.hard-light.net/sidebar4.jpg)
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WHAT'S INSIDE
- More than fifty missions. Hours of music and voice acting. A story that was named 'the best military science fiction of the year' in 2014. This is the world of Blue Planet.
- Age of Aquarius. Begin the story with 2007's smash hit, fully voice acted and lovingly retuned. Join the 14th Battlegroup on a desperate flight through a nightmare of burnt rock, cold fire, and horrifying visions. Give up your humanity to save everything you love. Keep an eye out for new story content, hidden secrets, rebalanced weapons, and hints of what's to come!
- War in Heaven: Part 1. The war will change you forever. Bloody yourself in a dark, militant psychological drama. Fly some of the most beloved missions ever made, from social battles to epic fleet fights. Now fully voice acted by a professional cast, rebalanced, rebuilt, and packed with new content!
- War in Heaven: Part 2. Push yourself to the limits of morality to discover the truth. Take on strange and dizzying new missions alongside the elite of the elite. Hang out with your comrades and prep for the next mission in the Dreamscape, now featuring integrated training. Expanded, revamped, rewritten, and ready to hunt.
- FreeSpace Blue: Replay the classic FreeSpace 2 campaign with retuned weapon balance and enhanced missions. Join us in identifying tweaks and changes we can make.
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TECHNICAL DETAILS AND TROUBLESHOOTING
We owe this community an enormous debt, and we are tremendously grateful to all of you for your help, support, and advice. Blue Planet is a labor of love, and we hope that you enjoy playing it as much as we've enjoyed building it. We owe special thanks to our fellow modders and to the Source Code Project and FreeSpace Upgrade Project teams for their patience and generosity.
I get really bad performance! How can I make the game smoother?
Disable shadows in the launcher's graphics settings. If that doesn't work, turn off deferred lighting too.
The voices are too loud/quiet
Adjust your audio settings by pressing F2.
I want to talk about Blue Planet!
Join us in the forum discussion (http://www.hard-light.net/forums/index.php?topic=70746.0)!
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Installing Blue Planet
(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/blueplanetcomplete)
Go to the 'explore' tab and locate Blue Planet. Install, launch the game, and have fun!
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This space intentionally left blank!
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Where is Act 3 in WIH ?
I have reinstalled everyting but there is still Act 1- Act 2
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Ok so in your Campaign Select screen there should be 2 WiH Campaigns, that is all there is currently.
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Yeah, it sounds like you're getting confused by the labelling. "War In Heaven 1" is acts 1 and 2. "War in Heaven 2" is act 3.
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Don't know where else i can ask, but will this BP cockpit mod (http://www.hard-light.net/forums/index.php?topic=71151.120) work with the re-release?
Nvm. It works flawlessly.
But I get this error at the end of WiH1 and upon starting WiH2
Source: (null)
Short source:
Current line: 0
- Function line: 0
------------------------------------------------------------------
------------------------------------------------------------------
stack traceback:
[C]: ?
[string "bp2-betty-sct.tbm - On State Start"]:6: in function 'initbetty'
[string "bp2-betty-sct.tbm - On Frame"]:6: in main chunk
[C]: in function 'ParseCSVLine'
[string "journal-sct.tbm - On Game Init"]:211: in function 'ApplySaveData'
[string "journal-sct.tbm - On Game Init"]:719: in function 'jsv'
[string "?"]:1: in main chunk
------------------------------------------------------------------
------------------------------------------------------------------
Could not find index 'Player' in type 'HookVariables'
------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of: (null)
Function type: (null)
Defined on: 0
Upvalues: 0
Source: (null)
Short source:
Current line: 0
- Function line: 0
------------------------------------------------------------------
------------------------------------------------------------------
stack traceback:
[C]: ?
[string "bp2-betty-sct.tbm - On State Start"]:5: in function 'initbetty'
[string "bp2-betty-sct.tbm - On Frame"]:6: in main chunk
[C]: in function 'ParseCSVLine'
[string "journal-sct.tbm - On Game Init"]:211: in function 'ApplySaveData'
[string "journal-sct.tbm - On Game Init"]:719: in function 'jsv'
[string "?"]:1: in main chunk
------------------------------------------------------------------
1: Userdata [HookVariables]
2: String [Player]
------------------------------------------------------------------
Any help?
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Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
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Here's the log file. I'm using 3.7.4 RC2 build because the build you recommended gave me 404
Starting WiH2, the game freezes and stops responding.
[attachment DELETED!! by Strong Bad]
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Starting WiH2, the game freezes and stops responding.
Actually, it's just loading the intro cutscene; FSO stops responding to the operating system during that time, so sending an event (e.g. by clicking the mouse while it's loading) will cause Windows to become convinced it's crashed (because it doesn't immediately respond to the event).
This problem should hopefully be fixed in 3.8, but in the meantime, just leave your computer alone next time you try to start the campaign so it can finish loading (it takes about half a minute on my system, and a lot longer with a Debug build).
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Does it freeze right at the start (immediately after starting FSO in the launcher) or when you start a mission? If it's immediately at the start then FSO shouldn't freeze but at mission start the issue described by AdmiralRalwood could happen. Your log shows that a mission is being loaded so I guess the second possibility is what happens in which case it's more or less "expected".
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fyi, there is no bitmap in any of the manual download files.
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So, I have really been enjoying the amazing campaigns Blue Planet has to offer, but upon getting to War in Heaven, Part 2, I was surprised to find a lack of voice acting. All characters speak through a hideous text to speech system. I installed the mod through the freespace open installer. Should I try reinstalling it manually, or is there no voice acting for part 2 of War in Heaven?
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Part 2 has no VA, no. You can deactivate the text-to-speech in the launcher. TBH, that thing should really be off by default.
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Part 2 has no VA, no. You can deactivate the text-to-speech in the launcher. TBH, that thing should really be off by default.
It is off by default. (https://github.com/scp-fs2open/wxLauncher/blob/46413cfbd89e1fb18dd113b12495229b1ab8163b/code/global/BasicDefaults.cpp#L40-L43)
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Huh. Ok then.
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So, is there no hope for there being a voice acting in the future? I absolutely loved the VA for both War in Heaven 1 and Age of Aquarius, and I doubt I'd be as immersed in the final chapter of the trilogy without it.
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WiH part 2 isn't really the final part of the trilogy and it's unlikely to get voice acted any time soon. Maybe in like 5 years or something, but I wouldn't hold my breath.
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Yeah, WiH Pt. 2 is only the second half of part 2.
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Yeah, WiH Pt. 2 is only the second half of part 2.
...No, it's the 3rd act out of 5.
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To quote MacGuyver, "Oops."
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That's why it's called part 2! Come on it's obvious from the title alone, and the writer being Douglas Adams.
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FYI, the bpcomplete option in the installer does not install the mod image referenced in the mod.ini!
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Thanks, that should be fixed now.
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So the way I understand it, WiH 1 and 2 are only the first two parts of the full series. Considering the ending of Act 5 (or lack thereof, if you take my meaning), am I correct in assuming there's another campaign still waiting to be released that will continue/finish the War in Heaven campaign series? I would hate to see it scrapped completely; the entire Blue Planet storyline, from AoA to WiH 2 are truly my favorite campaigns, even over the original fs2 campaigns. The storytelling is some of the best I've seen, even over professional game developer storytelling. So is there more to come, or am I holding my breath indefinitely?
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The campaign is still being worked on AFAIK, but given how it's not a professional setup, years can fly by without any new release. It's all being done out of love and personal dedication from volunteers. Personally I'm optimistic enough to hope to play the remaining War in Heaven campaign before 2020 comes along!
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Things are very slow right now because I gotta make my next book. But you never know when somebody will go nuts and crunch out a few missions in a couple months!
One way or another, the story will be finished. (The Granite Hunter forum game helped get some interesting story material out into the open.)
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You just made my day, General Battuta. I understand (or perhaps I don't, but I have a general idea) of the immense amount of work you and the Blue Planet team put into this, and I will gladly wait ten years for a new campaign. I just hadn't heard any word whatsoever regarding its continuation, so I was getting worried. On an entirely different topic, has your post count exceeded your IQ yet? :p
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Hello! I just played the latest BP, downloaded with the installer. But in the first mission of act III, having just destroyed the "unknown alien" fighters, the game crashed and gave me the below output. Any idea what this can be & how to fix it? Attaching the BP log as well.
Thanks!!
ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4_SSE2.exe! SCP_DumpStack + 213 bytes
fs2_open_3_7_4_SSE2.exe! ReleaseWarning + 318 bytes
fs2_open_3_7_4_SSE2.exe! sexp_debug + 220 bytes
fs2_open_3_7_4_SSE2.exe! eval_sexp + 5719 bytes
fs2_open_3_7_4_SSE2.exe! eval_when_do_one_exp + 267 bytes
fs2_open_3_7_4_SSE2.exe! eval_when + 475 bytes
fs2_open_3_7_4_SSE2.exe! eval_sexp + 930 bytes
fs2_open_3_7_4_SSE2.exe! mission_process_event + 297 bytes
fs2_open_3_7_4_SSE2.exe! mission_eval_goals + 268 bytes
fs2_open_3_7_4_SSE2.exe! game_simulation_frame + 739 bytes
fs2_open_3_7_4_SSE2.exe! game_frame + 302 bytes
fs2_open_3_7_4_SSE2.exe! game_do_frame + 397 bytes
fs2_open_3_7_4_SSE2.exe! gameseq_process_events + 199 bytes
fs2_open_3_7_4_SSE2.exe! game_main + 522 bytes
fs2_open_3_7_4_SSE2.exe! WinMain + 222 bytes
fs2_open_3_7_4_SSE2.exe! __scrt_common_main_seh + 253 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1081 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1028 bytes
[attachment deleted by admin]
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Don't destroy them ;)
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Wait. No window with a fancy text on it after the crash? :P
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Read the assertion maybe?
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Wait. No window with a fancy text on it after the crash? :P
Yes, that's pasted into my post...
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I am pretty sure this is the mission called First Contact.
Now that's how you bork First Contact:
Among the ways and the walls there was a path of fire. But that path has gone out. This is known to us by the faculty that is ours alone, the forbidden sight, that which in its totality devoured the silver panontos but which in fraction grants us our sight.
This is wrong. This is not as it should be. It shall be corrected.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE_20151121_71cf169.exe! <no symbol>
fs2_open_3_7_3_SSE_20151121_71cf169.exe! <no symbol>
fs2_open_3_7_3_SSE_20151121_71cf169.exe! <no symbol>
At least, that's what happened for me when I killed the two unknown fighters :rolleyes:
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LazPL: Welcome to BP, where we will crash the game when you do something you really shouldn't. That crash is entirely intentional :P
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If you can't see the message from the aliens when the crash pops up, though, that's a bug!
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If you can't see the message from the aliens when the crash pops up, though, that's a bug!
I'll replay it and see what gives! Thanks!
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It's been years since I properly checked this, so please bear with me. Lest time I lpayed this War in heaven hadn't even begun asking for voice actors.
War in Heaven parts 1 and 2 represent the full 5 acts of war in heaven or 3 out of 5 acts with the remaining 2 still needing to be written?
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3 out of 5 acts have been released. Only the first two have voice acting.
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Two small comments with minor spoilers:
Can Levi die consistently? The scene is so much more epic when he loses his ****, but it doesn't seem like this happens every playthrough. Can the space suit's helmet be darkened/blacked out? The low poly face inside of it looks really out of place compared with how nice the rest of the game looks. It kinda ruins the mood in that one particular scene.
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Hello guys
Just a tiny hiccup. There are no radar icons yet. Just green lines. So I made a radar-shp.tbm file for this. I did the same for my downloaded Shadow Genesis.
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Hi
I'm trying to reinstall BP but whenever I start the game I'm getting 'error!' messages. Whats the best build to play BP with, because I'm not having any luck with 3.6.17 (BP) 3.7.4 or 3.8.0
Thanks!
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Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
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Here you go. Let me know if you need anything else.
==========================================================================
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 2 Open version: 3.7.4.20160704
Passed cmdline options:
-missile_lighting
-3dshockwave
-soft_particles
-post_process
-fxaa
-enable_shadows
-mod blueplanet2,blueplanet,mediavps_2014
Building file index...
Found root pack 'C:\Games\Freespace 2\blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\blueplanet2\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\adv-bp2.vp' ... 33 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'C:\Games\Freespace 2\blueplanet\' ... 0 files
Searching root 'C:\Games\Freespace 2\mediavps_2014\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\Freespace 2\' ... 15 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 19001 files.
TBM => Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM => Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.
Sample rate: 44100 (44100)
EFX enabled: NO
Playback device: Generic Software on Speakers (Realtek High Definition Audio)
Capture device: <not available>
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x960 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce GTX 960/PCIe/SSE2
OpenGL Version : 4.5.0 NVIDIA 385.41
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".
Using extension "GL_ARB_texture_float".
Using extension "GL_ARB_draw_elements_base_vertex".
Using extension "GL_EXT_framebuffer_blit".
Using extension "GL_EXT_geometry_shader4".
Using extension "GL_EXT_texture_array".
Using extension "GL_ARB_uniform_buffer_object".
Found extension "GL_EXT_transform_feedback", but can't find the required function "glBeginTransformFeedbackEXT()". Extension will be disabled!
Using extension "GL_ARB_draw_instanced".
Using extension "GL_ARB_texture_buffer_object".
Found special extension function "wglSwapIntervalEXT".
Compiling new shader:
Particle Effects
Loading built-in default shader for: effect-v.sdr
Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
Loading built-in default shader for: effect-v.sdr
Loading built-in default shader for: effect-particle-f.sdr
Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
Loading built-in default shader for: effect-distort-v.sdr
Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
Loading built-in default shader for: deferred-v.sdr
Loading built-in default shader for: deferred-f.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
Loading built-in default shader for: deferred-clear-v.sdr
Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling new shader:
Post Processing
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: post-f.sdr
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Vertical blur pass
Compiling new shader:
FXAA
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: fxaapre-f.sdr
Shader Variant Features:
Max texture units: 4 (32)
Max client texture states: 4 (8)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 16384x16384
Max render buffer size: 16384x16384
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: YES
Using trilinear texture filter.
OpenGL Shader Version: 4.50 NVIDIA
... OpenGL init is complete!
Size of bitmap info = 797 KB
Size of bitmap extra info = 52 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 message = Failed to open file.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM => Starting parse of 'bp2-trigger-sct.tbm' ...
TBM => Starting parse of 'bp2-tcard-sct.tbm' ...
TBM => Starting parse of 'bp2-stupid-sct.tbm' ...
TBM => Starting parse of 'bp2-equip-sct.tbm' ...
TBM => Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM => Starting parse of 'bp2-csc-sct.tbm' ...
TBM => Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error message = Failed to open file.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
WARNING: "Too many icons in icons.tbl; only the first 105 will be used" at missionbriefcommon.cpp:295
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
sounds.tbl(line 629): Error: Missing required token: [#Flyby Sounds End]. Found [$UEF: 0 T_flyby1.wav, 0, 0.75, ] instead.
ERROR: sounds.tbl(line 629):
Error: Missing required token: [#Flyby Sounds End]. Found [$UEF: 0 T_flyby1.wav, 0, 0.75, ] instead.
File: parselo.cpp
Line: 331
Still opened files:
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Please make sure that you have installed BP using the installer. You are using a wildly outdated version of the mod.
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Hi E, I was struggling to get the installer to work so i tried installing manually.
Just tried the launcher again and seems to be working so fingers crossed it solves the problem thanks!
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Hello all,
LONG time fan of this mod, and trying to install it once more on my new laptop.
When i tried to use the installer, it keeps saying that "There was a problem accessing the remote sites. please check your connection and try again"
i also tried using java enabled one as well as the .exe and same result.
a manual download of all files results in me being unable to extract any of the files, which is frustrating beyond belief. Tried using win zip and kept getting error messages when attempting an unzip.
Any help would be greatly appreciated. Thank you.
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Try using 7zip to unzip them.
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Try using 7zip to unzip them.
Just tried that one, got the same "access denied" message, so thats now three different programs ive been blocked from... I'm scratching my head here as it seems like my system has locked itself down and i dont know which permissions to change to allow these programs to function properly.
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Just tried that one, got the same "access denied" message, so thats now three different programs ive been blocked from... I'm scratching my head here as it seems like my system has locked itself down and i dont know which permissions to change to allow these programs to function properly.
Sounds like something is off with your computer.
This Stack Overflow page might be helpful https://superuser.com/questions/387158/why-does-7-zip-exe-return-access-is-denied-with-these-arguments-parameters (https://superuser.com/questions/387158/why-does-7-zip-exe-return-access-is-denied-with-these-arguments-parameters)
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So, is there no hope for there being a voice acting in the future? I absolutely loved the VA for both War in Heaven 1 and Age of Aquarius, and I doubt I'd be as immersed in the final chapter of the trilogy without it.
All anyone ever needs to do to get me to record for this is drop me a line. I'd love to reprise the GTC Duke, or take on a new role if she doesn't show up again.
And hi, long time, no log in. I turned in voice acting lines for basically every male part for War in Heaven part 1 but I dropped off of playing before it was implemented and don't even know if any of my recordings got used. I recently reinstalled X-Wing: Alliance to show my nephew what Star Wars games used to be like, though, and it's put the Freespace bug back on me again. :) Can't wait to try some of the new stuff.
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I reinstalled FS2 recently and tried to download BP, but the manual links are broken and FSOpen Installer doesn't list the mod. Help.
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Use the manual links from the Knossos website. It's in the top nav-bar.
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Better yet, just install and use Knossos.
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That did the trick, thanks!
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Sorry for the dead links. I'm going to contact the hoster and tell hm to re-up the files if possible.
A few months back there was a problem with a few licences and the server had to move. I'm sorry for the inconveniance.
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I'll take the opportunity to point the link to Knossos for now.
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Can you guys add glow point overrides again pls like you did in the first release of act 3. Graphics really looked good with glowpoint overrides
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Would it be possible to add an optional cockpit mod like it was done here? https://www.hard-light.net/forums/index.php?topic=71151.msg1666291#msg1666291 (a single .vp file to drop in the blueplanetcomplete-1.0.5 folder)
I would do that myself if I had the skill, for now I tried adding the "show ship" in the flags section of the bp-shp.tbm file, but it did not work :(
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AFAIK it requires some specification in the ships.tbl too. A BP cockpit mode was done before, so wouldn't it just have to be added to Knossos?
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Maybe they are not in Knossos because they don't work anymore? adv-bp2-cockpits worked with Blue Planet: War in Heaven, but now it's Blue Planet Complete and it does not work anymore.
There are actually 2 tables inside that mod: "bp2-shp.tbm" and "bp2-pit-shp.tbm". There are however also models (.pof) and maps (.dds). In the .dds files I spotted the static MFDs (Multi-Functional Displays) that I remember seeing when I played with the cockpit mod a few years ago, but that type of file is not present in other cockpit mods, so maybe they are not important. I mean, there are even sound files packaged in this .vp mod.
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IIRC they were made by Dragon who once was part of the BP team (but remained somewhat separate) but left HLP later, so it was most likely only his pet project.
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Hello!
I absolutely have cockpits working or can get them to work in any contemporary/popular mod: FSPort (MediaVPs), MediaVPs 3.8, and Blue Planet Complete at least.
It's been awhile since I configured them, and have installed them in such a way that I think they pretty much work in *any* mod.
Durandal7 is correct, you have to edit the ship tables and some other scripting asset to get the cockpit to load for certain ships, and to use the right hud.
Honestly, if someone wanted to just look at how I did it sometime, I'd just show you all my files.
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Hello!
I absolutely have cockpits working or can get them to work in any contemporary/popular mod: FSPort (MediaVPs), MediaVPs 3.8, and Blue Planet Complete at least.
It's been awhile since I configured them, and have installed them in such a way that I think they pretty much work in *any* mod.
Durandal7 is correct, you have to edit the ship tables and some other scripting asset to get the cockpit to load for certain ships, and to use the right hud.
Honestly, if someone wanted to just look at how I did it sometime, I'd just show you all my files.
It would be awesome to have these as options in the next Media VP update :-)
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so it is now about 5 years since release and I really enjoyed acts 1-3. Has acts 4-5 ever been voice acted? Was kind of left hanging and would be nice to finish the mission.
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Acts 4 and 5 of WiH aren't out yet. I doubt there will be more VA as it consumes a lot of time that the team dedicates to making playable content when they find the time to do that.
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Ok, I'm trying to get Blue Planet to run but I'm getting some crazy error messages. My Debug Log can be found:
here (https://fsnebula.org/log/5e118d69cb0d330e698b7ede).
Can anyone tell me what this means and how to fix it?
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In Knossos' options screen, set "Preferred Engine Stability" to "RCs", update FSO, then go to the Blue Planet tile, open the FSO options and set the build to use to the 19.0.0-RC2 build.
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In Knossos' options screen, set "Preferred Engine Stability" to "RCs", update FSO, then go to the Blue Planet tile, open the FSO options and set the build to use to the 19.0.0-RC2 build.
Wait, will that affect my other mods if I set the preferred engine stability to RCs? I don't want to screw up my other mods just to play Blue Planet.
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Most mods depend on recent builds; they should work as there souldn't be anything that changes how the game itself plays. Sometimes debug warnings start showing up but that means usually that something has been wrong before.
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Why does BP need some fancy new build anyway?
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MVP-4-0?
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In Knossos' options screen, set "Preferred Engine Stability" to "RCs", update FSO, then go to the Blue Planet tile, open the FSO options and set the build to use to the 19.0.0-RC2 build.
Wait, will that affect my other mods if I set the preferred engine stability to RCs? I don't want to screw up my other mods just to play Blue Planet.
It will not. You can always choose which build to use for which mod; setting the engine stability setting just tells Knossos which builds it downloads (By default, it will only get stable builds; by setting it to RCs, you allow Knossos to get the RC builds as well).
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Ok so I did the instructions above...and when I press Play, now I can't even see ships in the ships database, maybe just their running lights or a couple of textures, if I see anything at all. When I run fast debug, the game starts without a problem...but why do I have to press the "run fast debug" button to playFS Blue instead of the play button?
Anyway, that debug log is here: https://fsnebula.org/log/5e1231d3cb0d330e638b7ed3
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There are two possibilities: one is that the tech room tends to be very very dark for some reason, and you could try to use The Lab (press F3 in the main menu) to look a bit into how the things look.
The other is this:
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : AMD Radeon HD 7660G
OpenGL Version : 4.5.13399 Core Profile/Debug Context 15.201.1151.1008
FSO had some problems with old HD series AMD GPUs several times in the past, and some problem might also affect you. I'd recommend checking if the drivers are fully up to date.
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I use to have a 5770 and in pretty much any build newer than October 31st, 2017 would only show some of the textures. Now I have an RX-570 and things are looking great.
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Hi there!
Can someone tell me the AI profile name/s for BP AoA and WiH - I need it / them for the autoaim table to go with mah joystick :-)
NB - RETAIL FS2 didn't work (Not that I thought that it would but it was worth a try anyway)
Cheers :-)
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AoA is BP, WiH is BP2, Tenebra is BP2 R2. FSBlue uses the retail profile. You can always check this yourself by inspecting the correct table in the vps, in this case bp-aip.tbm.
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AoA is BP, WiH is BP2, Tenebra is BP2 R2. FSBlue uses the retail profile. You can always check this yourself by inspecting the correct table in the vps, in this case bp-aip.tbm.
Awesome, thank you :-)
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Hi there!
Can someone tell me the AI profile name/s for BP AoA and WiH - I need it / them for the autoaim table to go with mah joystick :-)
NB - RETAIL FS2 didn't work (Not that I thought that it would but it was worth a try anyway)
Cheers :-)
Ok, I'll bite: what about this makes Iain Baker's joystick not work?
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He's adding autoaim to the mod to help with joystick aiming.
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And I've always dreamt that using a joystick would make it easier... :nervous:
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Hmm, autoaim.... Meh, I'm from the old school. In my day, we didn't have no new-fangled autoaim functions, we just played with our joysticks like normal people!
(...In retrospect, maybe I should have used less sexually suggestive language. But that would have been less fun.)
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Hmm, autoaim.... Meh, I'm from the old school. In my day, we didn't have no new-fangled autoaim functions, we just played with our joysticks like normal people!
(...In retrospect, maybe I should have used less sexually suggestive language. But that would have been less fun.)
:lol: :lol: :lol:
I'm only using it because my cheapo HOTAS has a deadzone issue which makes precise aiming bloody difficult. A little aim-assist compensates for this quite nicely :)
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Ok so I did the instructions above...and when I press Play, now I can't even see ships in the ships database, maybe just their running lights or a couple of textures, if I see anything at all. When I run fast debug, the game starts without a problem...but why do I have to press the "run fast debug" button to playFS Blue instead of the play button?
Anyway, that debug log is here: https://fsnebula.org/log/5e1231d3cb0d330e638b7ed3
Very silly fix, but turning shadows on or off has helped me with this in the past.
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Ok so I did the instructions above...and when I press Play, now I can't even see ships in the ships database, maybe just their running lights or a couple of textures, if I see anything at all. When I run fast debug, the game starts without a problem...but why do I have to press the "run fast debug" button to playFS Blue instead of the play button?
Anyway, that debug log is here: https://fsnebula.org/log/5e1231d3cb0d330e638b7ed3
Very silly fix, but turning shadows on or off has helped me with this in the past.
I can try this. Where and how can I turn shadows off? I've, uh, been out of the loop until recently (https://www.hard-light.net/forums/index.php?topic=96176.0). :nervous: :confused: :nervous: :P
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If you're using Knossos, there's a little drop down button for each mod you have installed. In that menu select "FSO Settings." Under the "Graphics" list there should be an item that says "Enable Shadows." It's a rather intensive feature that will slow down lower end GPUs.
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If you're using Knossos, there's a little drop down button for each mod you have installed. In that menu select "FSO Settings." Under the "Graphics" list there should be an item that says "Enable Shadows." It's a rather intensive feature that will slow down lower end GPUs.
Thank you for this. I'll experiment with it and see if it solves the problem(s).
EDIT: Oooooooooh-kay. So I went into the FSO settings and disabled shadows and pressed play. After waiting 15 minutes for the Freespace SCP screen to go away/finish loading/whatever, I alt-tabbed and saw an error message (didn't understand what it said) and pressed "Debug" 6 times, THEN Blue Planet activated and I went straight to the Tech Menu to see if the ships appeared properly.
Good news: they did.
Bad news: I couldn't switch campaigns out of The Blade Itself; it just wouldn't let me switch to any other campaign in Blue Planet. I'd click on Freespace Blue or War in Heaven 1 or 2 or AoA and it just wouldn't take. I'm running a debug now, it says:
Error: game settings.tbl(line28):
Error: Missing required token: [#END]. Found [$Movie subtitle font: 1] instead.
File: parselo.cpp
Line: 290
Incidentally, this is the error message I got the first time.
Should I be running this in 19.0.0-RC2 instead of 3.8.0-3? What's the deal?
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That means your build is too old and doesn't have proper game_settings.tbl support.
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That means your build is too old and doesn't have proper game_settings.tbl support.
And I fix that how?
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Use a more recent build?
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Use a more recent build?
I'm using 19.0.0-RC2 and/or 3.8.0-3. Aren't those the most recent builds?
Anyway, here's my most recent debug log: https://fsnebula.org/log/5e22b619cb0d330e678b7ede
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Use 19.0.0-RC2 or RC1. The log reports you're using 3.8.0, so I wonder if you're selecting the build properly.
You can also see how ships look in the Lab: Press F3 in main menu, select some ship, select some background, and then try having fun with some of the checkboxes and sliders provided in menus. I think it allows you to turn shadows on and off so you can see how they affect your visuals.
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Why does BP require some random new build instead of latest stable? And why doesn’t Knossos auto install the right build?
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IIRC Darius updated BP to work with the 4.0 MVPs which require some recent build.
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I managed to get Blue Planet working again by deleting that particular pilot and recreating her. It's weird that my other pilots didn't have a problem activating AoA or WiH but that particular one couldn't switch out of TBI. And Mito, thank you for letting me know about F3. Another poster told me about it in another thread (I'm trying to find suitable logistics ships for my own only-a-gleam-in-my-eye-at-present mod), but I didn't realize you could mess with the backgrounds and checkboxes and such. :cool: :nod: ;7 :drevil:
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The Lab is extremely underrated. Just as lighting settings which don't seem to be very common knowledge.
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Well most of these things are more or less unknown, not documented on the wiki (atleast not in a way you'd find them without knowing that they're there).
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The BP update was months ago.
Unless something has changed in the mvps there's no reason why it needs a newer build than 19.0.0.
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The log says he's running BP on 3.8.0 somehow.
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The log says he's running BP on 3.8.0 somehow.
Yeah, I switched a number of the mods I downloaded from or to 3.8.0 and 19-RC2 to try and debug them. I admit that I have no idea what I'm doing. Hell, I still can't get Wings of Dawn's text to appear, but that's because I gave up on that for the moment because I want to finish Silent Threat or Freespace 2 Blue.
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The log says he's running BP on 3.8.0 somehow.
Yeah, I switched a number of the mods I downloaded from or to 3.8.0 and 19-RC2 to try and debug them. I admit that I have no idea what I'm doing. Hell, I still can't get Wings of Dawn's text to appear, but that's because I gave up on that for the moment because I want to finish Silent Threat or Freespace 2 Blue.
This is a known bug, search for wings of dawn font problem.
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Can I just say how much I love reading through the Blue Planet tech descriptions on this page (https://wiki.hard-light.net/index.php/Blue_Planet_ships_data)? There's a certain snark to some of them, indicative of somebody who's seen it all.
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Can I just say how much I love reading through the Blue Planet tech descriptions on this page (https://wiki.hard-light.net/index.php/Blue_Planet_ships_data)? There's a certain snark to some of them, indicative of somebody who's seen it all.
:yes: :yes: :yes:
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And maintains its heretical Vasudan bias. ;)
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I suggest to rebalance the "Keeper of hell" mission a bit. Getting through this one was a torture with many repeatings. It is "almost" impossible to beat that mission.
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Yeah, even with perfect wingmen commands and picking subspace jump missiles, it's very inconsistent to win on medium.
You have the two Ravanas to disarm, the ambush squad of Nahemas, the corvette, the cruisers, and the bomber attack.
The Corvette you can destroy almost instantly by killing the reactor. Fine.
The jump missiles are no trebs, and even against the cruisers it takes two double fires to take out one beam, their hitbox is also wacky to hit with your main guns.
Your wing of bombers are terrible at actually killing Shivan warships, their warheads do more damage to you than them it seems.
You can tell your wingmen to guard the keeper, but as they jump from multiple angles, there's no garantee they'll be in position to do much good. If you do it from the start though, you'll almost certainly die from the Nahema ambush, as you'll likely be shredded going for quick kills, they can chase you down (!), or you waste too much time dog fighting them and aren't in a position to disable the cruisers.
In short, it's a very "Ramirez, do EVERYTHING" mission.
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Yes that one was brutal :D I am glad I did it once (with the Keeper having 1 % left... ^^)
Another thing: I tried out that capital ship mission. Does my captial ship not fire that blue forward (main) guns at an enemy capital automaticly? It seems only to fire them if I overload?
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The Katana does fire them (if you didn't disable the gauss cannons via turret controls) but the reload times are pretty long. Overloading the guns gives you instant firepower. But it's not like these cannons actually deal a lot of damage, I think mass drivers (2km range) and torpedoes are the main damage deliverers here.
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Gauss cannons are anti-subsystem snipers, yeah. They're very good at it, though. We had to do a lot of rebalancing in early BP2 dev cause the UEF warships were supposed to be inferior but they kept disarming the GTVA ships.
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Cool thanks :)
I still try to beat that capital ship single mission but the strike corvette is too hard to fight sadly.
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Use beam jamming to get close to the corvette once it arrives and then try to stay under its belly. The Diomedes has got a huge blind spot there and you can really use it well. Gliding also helps to use your main guns while you're there. There's also a decoy transport that you can use to draw the fire away.
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Thanks I will try that out soon :)
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Thanks for this incredibly awesome mod. Some say Age of Aquarius was not as good as War in Heaven, but I disagree. together they're simply perfect. I can't put into words how much I love freespace and this mod!
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I might be missing something, but whenever I try to start the Blue Planet mod from Knossos, I get a "No Executable found for this Mod" error.
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I suggest you to enter the FSO Settings of the mod, and then select some (preferably recent) build, and make sure it's being pointed to an existing, valid exe. Then just save the settings.
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I have major problem with the mission delenda est. I have tried just about everything I can think of to make it work but it continues to crash just a few minutes in. I have disabled every advanced graphics option in the fso graphics section. I have disabled motion debris under gameplay. I have tried using troubleshooting options 'only 2d sound' and 'disable geometry shader for effects'. I have disabled vertical synch. I have done all of this at the same time. I reinstalled everything associated with the game "GOG, the game, knossos, ect. I feel like I'm missing something obvious but If anyone has any suggestions at all I would really appreciate it. I just started playing Blue planet recently and have been really enjoying it so far. It is just on this one mission that this keeps occurring over and over again.
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Completed the mission 'delenda est' only by disabling all sound in the audio section (Sucks to have to do this of all missions without sound). I have no idea why this worked. Not even disabling advanced sound in audio and enabling only 2d stereo sound in troubleshooting worked. If anyone has any ideas I would appreciate it.
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Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
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I'm attaching my fs2_open.log, as well as the mdmp file (converted to txt) made when the crash occured. I also copied the error message it gave me when I tried to run fast debug. It froze before I even got to the home screen. I'm thinking maybe a sound file is copied to many times or is configured incorrectly? Thanks for the assistance.
[attachment eaten by a Shivan]
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I'm sorry, I'm completely out of touch. I have no idea what the problem might be.
Knossos was supposed to make everything simpler and more error-proof but I don't know what counts as a stable build these days or how recently BP has been altered.
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The duplicate sound warning is a known issue I haven't gotten around to fixing yet; I assumed it to be harmless, but apparently it isn't.
It would be somewhat helpful if you could click through those warnings (just press the "Continue" button in the warning popup) and reproduce the actual crash.
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Unfortunately no matter what options I try, run fast debug will not let me continue to the main menu. Fortunately I have not encountered any other bugs on other missions. It's just delenda est when the sound is on that there is an issue. Hopefully it can be fixed at some point. It even crashes when I run the mission as a simulator mission.
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Grasping at straws here, but do we have a known stable build BP definitely runs correctly on...?
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Things I think should be mentioned:
Int3(): From C:\projects\fs2open-github-com\code\osapi\dialogs.cpp at line 415
Are you running your FSO builds from some othe place than Knossos mod library?
Searching root 'C:\Games\FreespaceOpen\FS2\' ... 13 files
Looks like there might be some unwanted/misplaced files within FS2 or FS2/data. Would you mind checking the directories?
There's also this: -no_enhanced_sound
-snd_preload
I wonder what happens if you disable any of these flags? I think that the latter one is enabled by default in BP though...
Another thing is that I don't see any MV_Advanced or bpc-advanced archives downloaded. It might be worth a try, maybe that can make a difference. Try going to mod details -> Modify and using this interface to download these. You could remove them later on.
Also definitely upload a debug log with your attempts of clicking through all warnings. Might give some more info.
I think 19.0.0 FSO *should* be working fine, but just in case, could you try running a latest nightly? Navigate to Knossos settings (gear symbol in topright corner) and then mark the "Show builds in mod list" checkbox and select "Nightlies" in the "Preferred engine stability:" box above it. Navigate to Home, update FSO mod, and then select the new build in BP's FSO settings.
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I tried it again after installing all of the advanced files and got all the way to the end then on the very last scene, seconds before end mission it crashed (On delenda est). I then manged to get into the fast debug and ran it twice-both times it crashed mid level. I'm uploading the data file for both crashes.
I don't think that i am running from the wrong folder? The Knossos application defaults to c\program files 86x which is where i installed that but the mod library and fso builds are reccomended to be in c:\games\freespace open. Both mods and fso builds are in this folder?
You mentioned possible misplaced or unwanted files, is there anything in particular I need to look out for?
I re-enabled the no_enhanced_sound flag, but I didn't see a - snd preload flag.
I downloaded the advanced archives and unfortunately it didn't prevent the crash, although I did finish the level only to have it crash in the very last cut scene.
I will look into seeing if a nightly build will solve the issue.
[attachment eaten by a Shivan]
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Last attachment
[attachment eaten by a Shivan]
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Thanks for the tip I successfully completed the mission using the latest nightly build "fs2_open_20_1_0_20200719_f03df9e_x64_SSE2"
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That specific crash (which is a result of a small change in the way we calculate which frame to start a comm ani on triggering a bit of leftover Volition debug code) has been fixed in recent nightlies.
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Yay, I guess. That's another one issue located.
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Do you think it will ever be possible to play Freespace blue the vanilla campaign remaster with a cockpit? Aside from the ini files as many of those don't look very good. I really liked fightermedic's cockpit mod but I don't think that is compatible with the blue planet mod. The UEF cockpits were cool although sometimes it seemed that they took up to much of the screen.
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If there's ever a voice acting drive for Part 2 (or subsequent parts) my vocal talents are at your disposal, as ever. If I drift away from the forums again, a private message will bring me back; the forum's set to notify me of those by e-mail. :) And I will be super annoyed if the GTC Duke makes an appearance in later parts and I don't get to reprise the role. ;)
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Just finished Blue Planet after Knossos brought me back to FS2... my god, what you guys have done is just... beyond everything. Well done to all involved. Will there be an Act 4, or is it all done now?
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I was mucking around in the VP viewer the other day and I noticed that there are voice files for Steel's half of the conversation in 'Everything Is Permitted'. Any reason these weren't used, and is there anyway to put them back in? Cheers :-)
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I was mucking around in the VP viewer the other day and I noticed that there are voice files for Steel's half of the conversation in 'Everything Is Permitted'. Any reason these weren't used, and is there anyway to put them back in? Cheers :-)
BP's mission files are not contained in a single VP file and can be accessed directly in \FS2\blueplanetcomplete-1.0.10\data\missions. You can tinker with the mission file (bp2-19.fs2) directly using Notepad (:drevil:) or FRED (in Knossos, mouseover the Blue Planet banner -> Details -> Options -> Run FRED2).
In FRED, message audio is called using the Events Manager (Editors -> Events, or SHIFT + E). Check through all the entries in the Messages box on the right until you select the message(s) you want to replace the audio, then in the "Wave file" dropdown box below, replace emptymsg.ogg or non_critical_med.ogg by manually entering the exact file name of the audio (including the file extension). If you do this right, when you press the little play button beside the Browse button, you should hear Steele's magnificent voice. Once you've replaced all the audio, save your changes by pressing the OK button and saving the mission file.
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Also note that Samuel Bei has voice acting in Universal Truth 2. Like, it's ingame.
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https://fsnebula.org/log/5f2848654a7fd9c4e25a5600
Hi folks,
just upgraded to the latest versions, but it crashes at start of the mission. Any ideas?
Thanks in advance
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https://fsnebula.org/log/5f2848654a7fd9c4e25a5600
Hi folks,
just upgraded to the latest versions, but it crashes at start of the mission. Any ideas?
Thanks in advance
This is a bug that will be fixed soon (https://github.com/scp-fs2open/fs2open.github.com/pull/2618). In the meantime, please make sure that your commandline uses either the -aa or -fxaa option, not both.
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Hello fellow Terran pilots,
I was replaying all of the FS franchise (because why not?) and came across an error in FS2 Blue. I have downloaded all updates so I have that troubleshoot squared away. The mission, Lion at the Door, leaves your fighter without any weapons and have none in the loadout that can be equipped (so if you open the weapon loadout menu, you won't even be able to start the mission due to Player One not having a single weapon). Any help would be great.
Thank you all
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Hello fellow Terran pilots,
I was replaying all of the FS franchise (because why not?) and came across an error in FS2 Blue. I have downloaded all updates so I have that troubleshoot squared away. The mission, Lion at the Door, leaves your fighter without any weapons and have none in the loadout that can be equipped (so if you open the weapon loadout menu, you won't even be able to start the mission due to Player One not having a single weapon). Any help would be great.
Thank you all
Known issue. (https://www.hard-light.net/forums/index.php?topic=96771.0) Try restarting the campaign. It's a pain that far in, but it seems to have worked for the guy who made that thread.
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Hey guys, I've loved playing FS2 ever since I was a kid when I found a demo disk for it that my cousin had. A few years ago when I found out about mods, especially BP and WiH I got super excited to play them, and man are they so good. I just want to say that I would so love to see the next act get completed, or if there is any list of progress or maybe potential release date I'd love to see them. Or if there is anything we can do to help with the project (idk how). I'm dying to get my hands on the end of the story!
I'm glad to see people are posting on here and I hopefully that means the story is still being worked on when possible and hasn't been abandoned.
Cheers and thanks for the awesome work so far! This mod has really done wonders for the game's story!
:) :) :)
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BLUF: After a 10 odd year hiatus, and mostly thanks to COVID-19, I've gotten back into Freespace. Replaying BP, especially WiH, has been ****ing incredible; and the team who made it what it is deserve some words of praise and some additional publicity.
To be honest, I barely remembered WiH as it used to exist. My decade old memory is a blur of cool fighters, torpedoes, hectic capship battles and some very well written fiction. But with the new gauges, full voice-acting, and what I assume is probably a rebalancing of the missions(?), this mod is a straight-up standalone game that's well capable of fetching a price on the shelf of a digital store somewhere, and definitely a great goddamn way to embrace social-distancing. Playing it again was like playing WiH for the first time.
And the WiH I just finished plays like a gritty blend of DCS, Mass Effect, BSG, and Blackhawk Down. God-****ing-damn. I never realised what an impact (good) VA makes to a mod, but the paid casting of the lead roles sells the story extremely well, and hearing the raw emotion through actually realistic ACM calls over the radio in missions like Delenda Est and Post Meridian builds the atmosphere of a good gunfight like nothing else I've seen in the FS mod-verse. In addition to that, the EW and TACCOM displays capture the most disgustingly green/gunfight boner inducing military-nerdery that keeps most of the DCS community alive. That, and the rectification of a stoppage on the gun mid-gunfight and other little 1%ers like that really capture the idiosyncrasies of doing your job in a combat unit. And to be honest, it was done so well at times that I would honestly compare the experience to some of my own real life funtimes sweating through a helmet whilst screaming into a radio, un-****ing the gun, and working out what to do next. So good job guys, I mean it.
And that doesn't even scratch the surface of the story-telling depth the mod has now. With the Fiction Viewer pieces, a new soundtrack, and actually good voice-acting of the narrative, I would definitely rate it in the top five pieces of fiction I've experienced this year. I was 100% engrossed until the very end (currently playing through part 2, which is equally as amazing, even without VA). All the narrative ancillaries and e-mail excerpts, INTREPs and whatnot, do a great job of painting what life on the losing side of a war (and maybe being in contact with another race?) must feel like. The only part of the story I feel didn't age particularly well was the writing of the romance sub-plot, but I fully acknowledge that they're probably the hardest narrative component to pull off in an FS context, that most people seemed to have enjoyed it, and I probably have my enjoyment affected by the fact that some of the lines remind me of a very young Dilmah G's attempts at romance and the self cringe-factor really gets me good. That aside, I can concede that it was very well acted, and on the whole, our community is way too small to make a mountain out of a molehill in what is overall, a very, very good mod.
So what was the point of that? Well, to say thanks. Playing WiH was a real ****ing good time, and I'm thoroughly impressed just how far people will go to create good fiction on this platform. FSO is easily the most underutilised platform in the developed world and we should all refer five of our friends and have them refer five of their friends and swap bank details at some point...or...something. But really, this is excellent, and I absolutely will be attempting to broaden the coverage here in Oz. You guys as the team did really well, and even during rainy days such as these, you should feel good that you helped create a ****ing great work of art.
And finally, does the fact my forum handle somehow appears in the end credits make this post incredibly masturbatory, and indicative of narcissism gone wild on the BP team of 2009 with naked attempts at jerking each other off in public? Honestly - I did very little here apart from play test some of the very early versions of the mod and give some half-assed mil-nerd advice in between hardcore teenage ****posting on the forum. The WiH I played is nothing like the one I remember, and that's why I love it. Great job guys. I really hope this gets finished.
-
BLUF: After a 10 odd year hiatus, and mostly thanks to COVID-19, I've gotten back into Freespace. Replaying BP, especially WiH, has been ****ing incredible; and the team who made it what it is deserve some words of praise and some additional publicity.
To be honest, I barely remembered WiH as it used to exist. My decade old memory is a blur of cool fighters, torpedoes, hectic capship battles and some very well written fiction. But with the new gauges, full voice-acting, and what I assume is probably a rebalancing of the missions(?), this mod is a straight-up standalone game that's well capable of fetching a price on the shelf of a digital store somewhere, and definitely a great goddamn way to embrace social-distancing. Playing it again was like playing WiH for the first time.
And the WiH I just finished plays like a gritty blend of DCS, Mass Effect, BSG, and Blackhawk Down. God-****ing-damn. I never realised what an impact (good) VA makes to a mod, but the paid casting of the lead roles sells the story extremely well, and hearing the raw emotion through actually realistic ACM calls over the radio in missions like Delenda Est and Post Meridian builds the atmosphere of a good gunfight like nothing else I've seen in the FS mod-verse. In addition to that, the EW and TACCOM displays capture the most disgustingly green/gunfight boner inducing military-nerdery that keeps most of the DCS community alive. That, and the rectification of a stoppage on the gun mid-gunfight and other little 1%ers like that really capture the idiosyncrasies of doing your job in a combat unit. And to be honest, it was done so well at times that I would honestly compare the experience to some of my own real life funtimes sweating through a helmet whilst screaming into a radio, un-****ing the gun, and working out what to do next. So good job guys, I mean it.
And that doesn't even scratch the surface of the story-telling depth the mod has now. With the Fiction Viewer pieces, a new soundtrack, and actually good voice-acting of the narrative, I would definitely rate it in the top five pieces of fiction I've experienced this year. I was 100% engrossed until the very end (currently playing through part 2, which is equally as amazing, even without VA). All the narrative ancillaries and e-mail excerpts, INTREPs and whatnot, do a great job of painting what life on the losing side of a war (and maybe being in contact with another race?) must feel like. The only part of the story I feel didn't age particularly well was the writing of the romance sub-plot, but I fully acknowledge that they're probably the hardest narrative component to pull off in an FS context, that most people seemed to have enjoyed it, and I probably have my enjoyment affected by the fact that some of the lines remind me of a very young Dilmah G's attempts at romance and the self cringe-factor really gets me good. That aside, I can concede that it was very well acted, and on the whole, our community is way too small to make a mountain out of a molehill in what is overall, a very, very good mod.
So what was the point of that? Well, to say thanks. Playing WiH was a real ****ing good time, and I'm thoroughly impressed just how far people will go to create good fiction on this platform. FSO is easily the most underutilised platform in the developed world and we should all refer five of our friends and have them refer five of their friends and swap bank details at some point...or...something. But really, this is excellent, and I absolutely will be attempting to broaden the coverage here in Oz. You guys as the team did really well, and even during rainy days such as these, you should feel good that you helped create a ****ing great work of art.
And finally, does the fact my forum handle somehow appears in the end credits make this post incredibly masturbatory, and indicative of narcissism gone wild on the BP team of 2009 with naked attempts at jerking each other off in public? Honestly - I did very little here apart from play test some of the very early versions of the mod and give some half-assed mil-nerd advice in between hardcore teenage ****posting on the forum. The WiH I played is nothing like the one I remember, and that's why I love it. Great job guys. I really hope this gets finished.
I haven't browsed the forum in a bit, but jumped on today after a few months and saw this. I second every word of praise here, as always. BP really is the game I measure other games by and there are very few that reach its height.
I will happily contribute my efforts where I can to see this project finished.
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Hello again, pilots
I have recently reinstalled my OS and that has caused me to lose a pilot profile I had played through every type of mod on. That being said, I know that in the mission Universal Truth from Age of Aquarius campaign has a specific fighter you can obtain (because I had previously obtained it [also don't want to name-drop and spoil things]) by doing certain actions throughout the campaign. I'm currently on said mission and finding it excruciatingly hard to rack up a lot of kills on Insane without said fighter. Yes, I'm aware I will most likely have to restart the campaign to obtain it, but if someone could PM me or reply to this (If allowed [not even sure this is allowed]) the steps to take, I would greatly appreciate it as I cannot for the life of me find any answers anywhere else.
Thank you all
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Man we should probably update those install instructions, huh?
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Man we should probably update those install instructions, huh?
Yea, they're getting a little long in the tooth :p
I mean, there's even an IRC link at the bottom...does anyone even use that anymore, or are we all on Discord now :nod:
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I hope I'm not overlooking something obvious but I'm having trouble with Blue Planet on Linux. I'm running via the latest version of knossos downloaded from github, on a laptop running Ubuntu 20.04.2 with an 1920x1080 screen.
At this resolution the window gets pushed down under the taskbar at the top of the screen, so that the bottom 30 or so pixels are completely cut off, and under my bottom taskbar so that when I swing my mouse all the way down the taskbar takes the focus away from the game window. Obviously that makes flying around impossible.
I don't get this problem running FS2 retail, or the Freespace Port, or any other fan campaign I've tried. Just Blue Planet.
Does anyone know how to fix this?
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Running in Window mode? Go to FS2 setting before starting BP and untick any window mode
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I have "windowed mode" and "fullscreen window" both off.
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Hey all, am new here but just went through the full playthrough of the Blue Planet parts on youtube which are currently out and was amazed to say the least.
Have played a ton of space sims along with other games but this story was by far one of the best I have seen, and i've been gaming for near 20 years. This mod instantly made me seek out more, and here I am. Have also spread the word about this community to some of my old Freelancer buddies.
Was a bit sad that there arent any new parts of the mod out, but do hope that some day we can see a conclusion.
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Just finished playing through Blue Planet and wanted to say thank you to all involved. I was blown away by the inensity of the story telling, the missions, the voice acting, the immersion. Absolutely an emotional roller coaster too. For all the hard work that's gone into making this mod, I truly thank you.
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The inspirations drawn from Babylon 5 and Assassin's Creed are subtle enough to not ruin it, yet obvious enough for a fan to notice at first glance. Being a huge fan of both series this is simply amazing for me :-)
I just love it. This is one of the best games I ever played. Not mods. Not campaigns. Games! Just started Act 3. The lack of voice acting makes following the story in-mission a bit more difficult but what the heck. This is one of the games/stories I with would never end...
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I'm currently having an issue with Blue Planet Complete, where, upon loading the second mission, I simply receive an in-game error that says, "Unable to load mission," (see screenshot) and then I am returned to the main screen of FS2. I'm only encountering this with the second mission of Blue Planet: War in Heaven 1. I tried loading the original FS2 campaign and had no issues. I'm currently running fs2_open_21_5_0_20211004_a1ae1d80a_x64_SSE2.exe file. Here are my command line options that I have set:
-3dshockwave -soft_particles -aa -fb_explosions -fb_thrusters -enable_shadows -no_vsync -fps -dualscanlines -targetinfo -orbradar -rearm_timer -stretch_menu -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -mipmap -res 1920x1080 -ambient_factor 0 -spec_point 2.0 -spec_static 0 -spec_tube 2 -bloom_intensity 0
If you need any more information, I'd be happy to provide it. If you'd like to contact me on Discord regarding this, that works too - my Discord is:
Crypthammer#3046
Thanks for the assistance.
[attachment deleted to save space]
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That bug happens with the 21.5.0 Nightly Builds. Idk why it happens but use one of the older Nightly Builds and it should load
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That bug happens with the 21.5.0 Nightly Builds. Idk why it happens but use one of the older Nightly Builds and it should load
See attached image for what my selection options are. In the main Knossos settings (accessed via the gear in the upper right), I have the 21.5 build available, but not when I go into the individual mod settings. When I select any of the others, I encounter the same problem. I also have this problem with Jaded's modpack for Blue Planet (I assume because it uses the original Blue Planet Complete modpack as a dependency). Also, with Jaded's, if I select the 1.2.0 option, it tells me that FSO isn't installed. Not a huge deal because I can at least start the game by selecting 1.1.0, but it's just odd to me. Either way, I still run into the above problem once I start the mod.
[attachment deleted to save space]
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Did you find a resolution? I have the same error, at the same point, using 21.4.0. This is a fresh install of Freespace 2 and BP on a fresh download of Knossos, as I was having problems in other campaigns as well.
Log file is here: https://fsnebula.org/log/61be5200206c31575c2001de
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This is identical to a problem I'm still having with Battle Of Neptune
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That bug happens with the 21.5.0 Nightly Builds. Idk why it happens but use one of the older Nightly Builds and it should load
this isnt just nightly mods im running default install and have the same issue and i have no other options to fix.
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I'm having issues running Blue Planet on Linux. I have the same problem praseodym describes above with the taskbar, but I can work around that. However, on the very first mission I get a lua error:
LUA ERROR: [string "proBox-sct.tbm - On Game Init"]:87: attempt to index a nil value
------------------------------------------------------------------
stack traceback:
[C]: ?
[string "proBox-sct.tbm - On Game Init"]:87: in function 'GetTextFromGauges'
[string "proBox-sct.tbm - On Game Init"]:64: in function 'UpdateText'
[string "proBox-sct.tbm - On Game Init"]:54: in function 'MakeList'
[string "proBox-sct.tbm - On Game Init"]:198: in function 'proBoxOn'
[string "String: proBoxOn()"]:1: in main chunk
------------------------------------------------------------------
------------------------------------------------------------------
I can click "Continue" and the mission will load, but then nothing happens...I'm just flying around, and there's no dialog or missions updates. The mission appears completely broken.
This is Blue Planet Complete, installed via Knossos, version 1.1.5. Any ideas for how I can fix?
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Hey everyone, I've recently discovered Freespace and have played Multiple Mods for the game and haven't encountered any errors until now. I have just started Age of Aquarius in Blue Planet Complete and everything works fine until the first mission, and below is the message I get as soon as I click the "commit" icon in the bottom right corner to start the mission. I can click continue and the mission will start, and I have the objective to make contact with earth... yet nothing will happen; I just undock and can fly around but I get no dialogue, the mission just will not progress any further.
Any help would be appreciated as I'm fully invested into the freespace universe and It's so gutting to not be able to continue the story!
LUA ERROR: [string "proBox-sct.tbm - On Game Init"]:87: attempt to index a nil value
------------------------------------------------------------------
stack traceback:
[C]: ?
[string "proBox-sct.tbm - On Game Init"]:87: in function 'GetTextFromGauges'
[string "proBox-sct.tbm - On Game Init"]:64: in function 'UpdateText'
[string "proBox-sct.tbm - On Game Init"]:54: in function 'MakeList'
[string "proBox-sct.tbm - On Game Init"]:198: in function 'proBoxOn'
[string "String: proBoxOn()"]:1: in main chunk
------------------------------------------------------------------
------------------------------------------------------------------
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Same error again?!
https://fsnebula.org/log/62754130a91fb7a060f34085
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All these "proBox-sct.tbm" errors come from using version 22.0. Unfortunately there's a bug in 22.0 that is fixed in recent nightly builds. You'll need to set Knossos to show engine builds, prefer nightly stability and update your FSO "mod" to get it.
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Wanted to update today, it shows
INFO:Thread-10:util.download: Downloading "https://cf.fsnebula.org/storage/85/61/1153ff1762590272d9f20b31a9cb82f08cb31a23c61a1d061f639990ac3b"...
INFO:Thread-2:util.call: Running ['7z', 'x', '-o/home/$USER/FS2/temp/tmpx_jeaf7a/content', '/home/$USER/FS2/temp/tmpx_jeaf7a/bpc-audio3.7z']
WARNING:Thread-2:tasks.work2: Missing file "data/voice/briefing/atreusporn.ogg" from archive "bpc-audio3.7z" for package "bpc-audio3" (Blue Planet Complete)!
ERROR:Thread-2:tasks.work2: Failed to unpack archive "bpc-audio3.7z" for package "bpc-audio3" (Blue Planet Complete)!
and
INFO:Thread-1:util.call: Running ['7z', 'x', '-o/home/$USER/FS2/temp/tmpti491qlq/content', '/home/$USER/FS2/temp/tmpti491qlq/bpc-audio2.7z']
WARNING:Thread-1:tasks.work2: Missing file "data/music/addamb2.ogg" from archive "bpc-audio2.7z" for package "bpc-audio2" (Blue Planet Complete)!
ERROR:Thread-1:tasks.work2: Failed to unpack archive "bpc-audio2.7z" for package "bpc-audio2" (Blue Planet Complete)!
and
INFO:Thread-4:util.call: Running ['7z', 'x', '-o/home/§USER/FS2/temp/tmp_rwyj46i/content', '/home/$USER/FS2/temp/tmp_rwyj46i/bpc-audio1.7z']
WARNING:Thread-4:tasks.work2: Missing file "data/music/2ndrAmb.ogg" from archive "bpc-audio1.7z" for package "bpc-audio1" (Blue Planet Complete)!
ERROR:Thread-4:tasks.work2: Failed to unpack archive "bpc-audio1.7z" for package "bpc-audio1" (Blue Planet Complete)!
and
INFO:Thread-9:util.call: Running ['7z', 'x', '-o/home/$USER/FS2/temp/tmpijmx1hax/content', '/home/§USER/FS2/temp/tmpijmx1hax/bpc-visuals1.7z']
WARNING:Thread-9:tasks.work2: Missing file "data/effects/ABeam2Core.dds" from archive "bpc-visuals1.7z" for package "bpc-visuals1" (Blue Planet Complete)!
ERROR:Thread-9:tasks.work2: Failed to unpack archive "bpc-visuals1.7z" for package "bpc-visuals1" (Blue Planet Complete)!
and
INFO:Thread-6:util.call: Running ['7z', 'x', '-o/home/$USER/FS2/temp/tmpc2yc1zw9/content', '/home/§USER/FS2/temp/tmpc2yc1zw9/bpc-visuals5.7z']
WARNING:Thread-6:tasks.work2: Missing file "data/maps/aeolus-htl-glow.dds" from archive "bpc-visuals5.7z" for package "bpc-visuals5" (Blue Planet Complete)!
ERROR:Thread-6:tasks.work2: Failed to unpack archive "bpc-visuals5.7z" for package "bpc-visuals5" (Blue Planet Complete)!
and
INFO:Thread-3:util.call: Running ['7z', 'x', '-o/home/$USER/FS2/temp/tmp2f_gpra4/content', '/home/§USER/FS2/temp/tmp2f_gpra4/bpc-visuals4.7z']
WARNING:Thread-3:tasks.work2: Missing file "data/maps/0-laser1-normal.dds" from archive "bpc-visuals4.7z" for package "bpc-visuals4" (Blue Planet Complete)!
ERROR:Thread-3:tasks.work2: Failed to unpack archive "bpc-visuals4.7z" for package "bpc-visuals4" (Blue Planet Complete)!
and
INFO:Thread-2:util.call: Running ['7z', 'x', '-o/home/$USER/FS2/temp/tmpmizvd_sb/content', '/home/$USER/FS2/temp/tmpmizvd_sb/bpc-visuals2.7z']
WARNING:Thread-2:tasks.work2: Missing file "data/maps/CeresBars-trans.dds" from archive "bpc-visuals2.7z" for package "bpc-visuals2" (Blue Planet Complete)!
ERROR:Thread-2:tasks.work2: Failed to unpack archive "bpc-visuals2.7z" for package "bpc-visuals2" (Blue Planet Complete)!
and
INFO:Thread-7:util.call: Running ['7z', 'x', '-o/home/$USER/FS2/temp/tmpq04nv71l/content', '/home/$USER/FS2/temp/tmpq04nv71l/bpc-advanced3.7z']
WARNING:Thread-7:tasks.work2: Missing file "data/event.log" from archive "bpc-advanced3.7z" for package "bpc-advanced3" (Blue Planet Complete)!
ERROR:Thread-7:tasks.work2: Failed to unpack archive "bpc-advanced3.7z" for package "bpc-advanced3" (Blue Planet Complete)!
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I'm getting something similar. Repeated "verify the files" attempts yield long downloads followed by no improvement.
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I'm getting something similar. Repeated "verify the files" attempts yield long downloads followed by no improvement.
Me too :(
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Updated BP today to 3.0.3
Error - No executable was found for this mod.
It worked fine yesterday. Pls help...
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I think you need to activate the nightly builds in Knossos' settings and update FSO and run a file integrity check for BP
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BP Complete 3.0.6 was just released.
This is a maintenance update. Included changes are:
- A bugfix for the missing interface art issue
- Inclusion of MJN's Mainhall files for FSBlue
- Some very small audio updates and bugfixes
- A switch to the Reinhard Jodie tonemapper. Lemme know how you feel about that one please!
A bigger update is in the works too, but we're holding that one off until 22.2 is released. This coming update will feature upgrades to existing content.
EDIT: 3.0.7 is now being uploaded becuase of an issue caused by my butterfingers.
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BP Complete 3.0.8 is currently being uploaded to Knossos.
This is a very small update. Feel free to delete earlier versions of BP Complete from your FSO directory, and apologies for hogging your hard drives over the past month!
- Knossos has been forced to use the FSO 22.2 RC5 build for this release, which is the last known working RC build.
- Another change to the tonemapper to justify uploading an entirely new version just to do the above.
The new tonemapper is cool though! Feel free to steal lighting_profiles.tbl.
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Hiya i am having some odd problems with BP 3.0.9 its saying i am missing FSO 22.2.0 RC5 which is the build i am running it i am using. I was going to go back to my previous version which worked but knossos seems to have deleted all my previous versions of the mod.
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Hiya i am having some odd problems with BP 3.0.9 its saying i am missing FSO 22.2.0 RC5 which is the build i am running it i am using. I was going to go back to my previous version which worked but knossos seems to have deleted all my previous versions of the mod.
Same issue. 3.0.8 was working just fine with RC8, but 3.0.9 now demands RC5. Unfortunately, I can't find a way to get Knossos to download RC5 or accept a manually-downloaded version.
UPDATE: Turns out all I had to do was go to Options > Modify for Blue Planet Complete and hit OK. This triggered the download of RC5.
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Yeah I did that but the mod and the mod has settled for using RC6 instead of 5, so will see how that goes
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RC6 should also work for now.
Sadly there's not much I can do about Knossos issues, which if anything has been given me a lot of issues trying to do this :blah:
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Yeah I did that but the mod and the mod has settled for using RC6 instead of 5, so will see how that goes
Run "Modify", it will then reinstall RC5
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I've tried it several times, but it won't install that version. So far i have had no issues with RC6 so i will stick with that and will no longer install updates. As everytime i install updates for mods, these things start happening and Knossos just throughs errors after errors.
-
RC9 seems to fix the BPC crash issue.
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Are there any plans to add in the new MediaVPS ships into Freespace 2: Blue? Are there any technical issues preventing it? Or barring that a way to do it myself?
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The update is in the playtesting phase.
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Keeping the dream alive guys, nice work.
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Are there any plans to add in the new MediaVPS ships into Freespace 2: Blue? Are there any technical issues preventing it? Or barring that a way to do it myself?
Are you referring to the new Argo? I played FS2 Blue recently on FSO 22.2 and 4.6.7 MVPs and didn't notice other updated ships missing.
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It's so weird, I have it set for 4.6.7. and 22.0 and a new pilot and it's using the older Loki model, Argo, Herc I and a few others.
The more recent big ones, Ravana, Demon, Orion, Eyrinyes, Ares are all the new versions.
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Blue Planet Complete 3.1.1 is coming soon to a knossos near you!
This update was build for and tested on FSO 22.2.
This update contains a workaround for an AI bug that was making all AI in FSBlue and to a lesser extent BP1 a lot weaker then they should be. (https://github.com/scp-fs2open/fs2open.github.com/issues/4516) This bug should be fixed properly for FSO 22.4, but either way a lot of missions needed to be looked over for balance changes.
In addition to that, FSBlue has seen a couple of changes:
- Quite a few FSO AI enhancements have now also been enabled for FSBlue. This means that the AI can use trebuchets against bombers and capital ships across the entire mod, and in general is a bit more consistent throughout.
- The campaign can now optionally use MjnMixael's Aquitaine and Soyakaze main halls. (https://www.hard-light.net/forums/index.php?topic=96090.0)
- Nyctaeus's NTF Ship Textures (https://www.hard-light.net/forums/index.php?topic=96819.0) have been integrated.
- The Sixth Wonder has been reworked, with the NTF now committing its bombers and capships to the mission much sooner rather then patiently waiting until the player has destroyed the previous wave.
- Various smaller changes to events in missions: Spawn logic has been tuned, some missions will finish up a little faster when all enemies have been destroyed, some ships that would previously appear out of thin air are now present from the start, some load-outs are a little less restrictive, some more ships have been beam-freed, some missions give you more control over your wingmen then before, and some previously unheard lines will now be spoken.
- Occasionally, Dan Wentz's remixes of FS1 briefing music found their way into the campaign.
But it's not just FSBlue. The entire mod has seen some updates:
- A concentrated effort has been made to ensure that all voice files are of a consistent volume.
- The mod now utilizes the latest version of the MediaVPs
- A lot of table files have been modularized and/or slimmed down. This should make both maintaining the mod itself and incorperating future MVP changes easier.
- BP's ships now use MV_Radaricons and FSU's new explosion sound effects.
- Some weapons' visual effects have been updated, using either old or new MediaVP assets.
- BP's sound effects have now been updated to both utilize FSO's Enhanced Sound feature and be in line with the MediaVPs volume and distance attenuation. BP's beam weapons no longer sound quieter then FSU's.
- Small oversights in BP's sound assignments have been corrected: Some weapons didn't have sound at all, those have now been given new sound effects, either already present in the Mod's files, present in the MediaVPs or borrowed from Red Faction.
- As a bonus, GTA, GVA and UEF ships now have somewhat different lock/missile alert sounds: Tev ships use Battle for Neptune's (https://www.hard-light.net/forums/index.php?topic=97225.0) sounds, Vasudan ships use the vanilla FS2 sounds, and Federation ships use FS1 sounds.
- A couple of minor bugs in AoA and WiH's missions were fixed.
- Some music is now slightly higher fidelity, and there are a couple of extra tracks.
This update has been quite extensive. Please let us know about any issues, or changes you don't care much for.
it's also okay to say that you like things
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Sounds absolutely amazing!
Been meaning to try FSBlue, and it seems now is a good time to do it.
Thanks!
I'll come back if I see anything weird.
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Neato, I'll be sure to check it out.
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Ran into an "attempt to load mission failed" bug during WIH 1. Got a debug: https://fsnebula.org/log/636ee0cb696ed475c4ccee47
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Is that an update available I see? Yes, yes it is. :V
Very nice! All the ships are working and there's a lot of under-the-hood tuning to the missions, sound fx and friendly/enemy AI. Excellent stuff so far! Currently just sunk the Ravana.
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3.1.2 is now uploading!
This update simply strips out the uses of the "set-sound-enviroment" sexp in a couple of missions, as they were causing crashes in FSO 22.2 for people who didn't have EFX enabled.
Incidentally, I also made some changes to how the EFX system works for BP which I may have forgotten in a changelog. In FSO, having EFX enabled may or may not give a pretty echo-y effect. In BP that's been standardized to just be turned off with a couple of exceptions (And there the effect is a lot milder).
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When next campaign releases
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Probably not until we reach the actual time period that it's supposed to take place. ;)
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Well, "Blue 2" is a good consolation prize in the mean time. I actually just finished B1 a few weeks ago and it's pretty amazing how all these little updates to ships and AI, even some mission objective "tightening" results in a much snappier campaign.
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Awesome news, can't wait to try out the new improvements!
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3.1.2 is now uploading!
This update simply strips out the uses of the "set-sound-enviroment" sexp in a couple of missions, as they were causing crashes in FSO 22.2 for people who didn't have EFX enabled.
3.1.3 is now uploading!
It does the above, but properly.
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BPC 3.1.
45 is now uploading!
This update deletes a few leftover files (the 'cleaned' folders in voice files) that were causing problems on pre-release builds. The current release is still designed to work on FSO 22.2, this is merely a convenience feature for adventurous people.
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Knossos update failed, re-upload now being attempted.
Sorry about that, there's little I can do about it on my end except just upload another version atm.
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Hi guys. Quick question - where can I get my grubby little mits on the model, table etc. for this fine ship?
https://wiki.hard-light.net/index.php/File:Gtdhecate-tei.jpg
I notice BP doesn't use it anymore in favour of the newer model of the standard Hecate, but I would like to use it in what I'm working on if that is ok?
Cheers :-)
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The HecateMk2 should still just be in the table files itself (afaik only the model was upgraded to the newer one).
You can download BPC 1.0.0 via knossos, and you should be able to find the old new hecate in there.
Go to explore, blue planet complete, and download the desired version from the dropdown list.
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BPC 3.1.6 is now uploading!
For some bizarre reason, FRED decided at some point to mark literally every event in every mission as something that needed to be written to the event log. This caused numerous slowdowns. This has now been corrected.
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What will be the next campaign? Is it War in Heaven Part 3?
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What will be the next campaign? Is it War in Heaven Part 3?
Last I heard, the campaign has been suspended indefinitely due to time constraints on the team. Life has moved on, and the team has had to move on with it, and that means they're largely unable to continue the campaign. I'm sure someone from the BP campaign could answer better, but I've seen this question asked multiple times (and I've asked myself at least once), and that seems to be the standard answer.
I heard there was a completion of the story in short story form somewhere, but I'm not sure where, and I keep holding out hope that someday it will be finished in campaign format, so I've intentionally avoided it. Maybe someone could provide a link to that here.
Maybe when GeneralBattuta and the team are retired and 80 years old, and Freespace is now VR, we'll see the campaign completed, and I think it will be worth the wait. 🤣
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What a shame this great campaign died this silent death.
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It should be noted that GeneralBattuta and a few others have expressed a desire to continue, but none of them currently have the time or energy to do so.
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I heard there was a completion of the story in short story form somewhere, but I'm not sure where, and I keep holding out hope that someday it will be finished in campaign format, so I've intentionally avoided it. Maybe someone could provide a link to that here.
Here it is: https://clarkesworldmagazine.com/dickinson_12_15/
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BP is essentially on deep hibernation. There is a slight sliver of hope that one day, there will be new BP, but neither I nor anyone else on the team can honestly say when that will happen.
But it is not dead. For all of us, BP is a labour of love, a point of deep and lasting pride, and a cornerstone of the relationships we made while making it. Speaking for myself only, I count the members of the BP team as some of the longest, truest friendships I have ever made. I cannot watch Icarus without having deep emotions, despite how cheesy the music choices are. The discussions that take place here, or on discord, or even in real life for some of us, where we meet someone random who by the purest of chances happened to play this silly little fanfic of ours and who took enjoyment and long-lasting fascination from it are some of the most rewarding interactions we have.
BP is asleep. It may wake up one day, unforeseen and sudden. It may not. But as long as there are people enjoying it, it is not dead.
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A fully voice-acted Tenebra could get some momentum going. ;7
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Bpc version 3.2 is now available!
This update was made for FSO 23.0
Features:
- Enhanced hud, fonts and text scaling, especially at higher resolutions.
- Full integration of FSO's new lighting features (https://www.hard-light.net/forums/index.php?topic=98195), including a thorough check of background lighting to fix inconsistencies and the restoration of glowpoints that cast actual lights!
- Integration of Lafiel's radar icon script, as well as Warmachine's VSYNTH toggle! Toggle radar icons on with a hotkey!
- Various sound, effect and texture enhancements from Warmachine, including Kestrellius’s formidable effects and PBR maps for TEI ships!
- Some extra effects from Diaspora (we were already using a bunch of BTRL stuff), mostly aimed at making it easier to tell different weapons apart and gauge their relative power.
- Further tweaks to sounds, with a new "internal detonation" sound effect that takes the place of deathroll sounds for big ships.
- You can now rebind the hotkey used by the "turrethotkey" script, thanks to EatThePath!
Bugfixes:
- An update to FSBlue fixing some leftover issues (eg mistakes made by Grizzly) and implementing the proper fix for the AI scaling bug (https://github.com/scp-fs2open/fs2open.github.com/pull/4929).
- Fixed an mvp bug with the Sathanas that prevented its forward flak guns from firing properly.
- Made some tweaks to techroom unlocking to fix entries showing up too early or not at all.
- fixed a bug that caused the 640x480 error message to appear for ultra-widescreen users.
- Various smaller fixes and tweaks that I forgot to write down.
Notes:
- If you are using your own keybinds, you may want to rebind "vsynth toggle" and "target priority subsystem". Their BP defaults are "Alt+Z" and "D", respectively.
- You can tweak the way lighting looks by using the command line settings: Simply go to Options>FSO Settings, and change the -light and -ambient flags. (https://wiki.hard-light.net/index.php/Command-Line_Reference#Lighting) A setting of "1" uses the mod's default settings as defined in lighting_profiles.tbl, and functions as a multiplier. Try setting -ambient to 0 to take full advantage of the formidable light from background effect!
- If you want to use the glowpoints-casting-lights for your own projects, you need the glowpoints.tbl file and the $Glowpoint overrides: (https://wiki.hard-light.net/index.php/Ships.tbl#.24Glowpoint_overrides:) table entries. They're in bpc-core.
- The rebindable turret hotkey has been implemented in an old script, and it’s unfortunately not compatible with the much newer versions of the script on the scripting repository.
- Alternate configurations for the radaricon script are included in bpc-core/data/config/radaricons/
- A special thanks to EatThePath for letting us have a big repository of unused Warmachine effects as well as helping us out with scripts. Had I yet mentioned that Warmachine is good? (https://www.hard-light.net/forums/index.php?topic=96541.0) Half this update wouldn't have been here without it.
- Special thanks to the FSO coders who were on the ball with providing timely fixes for all the bug reports we handed in.
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The 3 BPC Advanced VPs won't let me download them. They get as far as the "extracting" part, and then fail.
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It keeps failing for me too.
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Ugh, that's a knossos issue. I'm doing a re-upload right now, lemme know if it works.
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apperently all things should be good now.
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I'm getting a "No executable was found for this mod" error on 3.2.2 if I have "Mod default" selected for Knossos settings, and a "'Blue Planet Complete' (3.2.2) requires 'FSO' which is missing! (>= 23.0.0)" error when I specifically select FSO 23.0.0-RC8 from the dropdown menu for FSO build in the FSO Settings section. I have FSO 23.0.0-RC8 currently, and it seems to work fine with Jaded's FSPort and with MediaVPs 4.6 base FS2 campaign. Not sure what I'm missing here, but I'd really like to watch the Wargods win the final fight against the Carthage just like in the original BP campaign... right, yeah, I'm ready to cry. :(
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Knossos might, and in fact probably should, consider version 23.0.0-RC8 to be less than 23.0.0, since RC8 is a pre-release test version. My advice is to your engine stability preference in knossos settings to stable and update FSO so you get the final stable build of 23.0.0
Knossos seems to have some hard to pin down problems with not doing updates properly.
One possible thing to check, if you are using the knossos search feature be sure to clear it out before launching the mod. The search applies not just to mod listings but also to engine version listings, so it can cause that no-executables error.
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You may want to activate the nightlies, too, in Knossos, to install them
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While there's some juicy stuff in the 23.0 nightlies already, unless it's actually required the stables really are the better option for the typical player.
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I'm getting a "No executable was found for this mod" error on 3.2.2 if I have "Mod default" selected for Knossos settings, and a "'Blue Planet Complete' (3.2.2) requires 'FSO' which is missing! (>= 23.0.0)" error when I specifically select FSO 23.0.0-RC8 from the dropdown menu for FSO build in the FSO Settings section. I have FSO 23.0.0-RC8 currently, and it seems to work fine with Jaded's FSPort and with MediaVPs 4.6 base FS2 campaign. Not sure what I'm missing here, but I'd really like to watch the Wargods win the final fight against the Carthage just like in the original BP campaign... right, yeah, I'm ready to cry. :(
I had the same error appear with the latest BP release.
Go to your Knossos settings, in the tab "Knossos" tick the "Show Engine Builds in MOD List", (it's off by default)
Now FSO/SCP should show up as a separate mod item, with an "update" to 23.0 available. -> do the update and BP should launch normally.
You can leave the "Preferred Engine Stability" on Stable or whatever you prefer.
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I had the same error appear with the latest BP release.
Go to your Knossos settings, in the tab "Knossos" tick the "Show Engine Builds in MOD List", (it's off by default)
Now FSO/SCP should show up as a separate mod item, with an "update" to 23.0 available. -> do the update and BP should launch normally.
You can leave the "Preferred Engine Stability" on Stable or whatever you prefer.
I have that set already and it's not displaying an update as of 2 days ago. I haven't had the chance to check in a couple days though, so maybe there's an update now. I'll try setting it to "stable", though, and see if that fixes my problem.
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Ah ok, then I assume setting it to "stable" is needed, since as EatThePath pointed out, RC8 counts as a "lower" version than the final 23.0 release
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BPC Update 3.2.3 is now uploading!
The first actual update that isn't just to fix an upload issue, yah!
Small SFX and lighting revisions:
Shadows are now slightly darker by default.
Some bombs now once again get a flare effect.
A new balor sound, as well as some other sound revisions that should lead to less cutoff when many weapons are firing.
And a few bugfixes:
Fixed an issue in SM1-03 where your wingmen would rush into the Iceni and get shot down.
Fixed an issue in BP2-20 where the player could call a support ship, which would crash the mission.
Added an UI element that erroneously got deleted when cleaning out the files not needed for uploading.
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Ah ok, then I assume setting it to "stable" is needed, since as EatThePath pointed out, RC8 counts as a "lower" version than the final 23.0 release
That was the issue and it runs now, but now for some reason FS2 thinks that my mouse is a joystick, and I have no clue why or how to fix it, and for some reason it's specific to the AoA campaign. I have all of my joysticks unplugged and have turned off vJoy, and set Knossos to the "No Joystick" setting. When I play WiH 1, my mouse works fine, and when I set my yaw axis in the controls settings, it detects as mouse x axis. When I switch to the AoA campaign, using the same control profile, my mouse doesn't work for yaw (but I can still move my cursor around). When I try to rebind my yaw axis, it rebinds it as Joy0 Axis. I'm so confused. Why would that be specific to the campaign?
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In the settings (F2) you have the option "Mouse Input Mode", set it to "Mouse" and not "Joy-0" (or whatever else is shown there as an alternative).
This setting seems to have a tendency to reset itself to Joy-0 (at least for me), so you may have to do this a few times and exit the game.
Those settings are stored per pilot (not per campaign), so maybe also try creating a new pilot and start AoA again.
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The latest update on Knossos doesn't work for me. When I click the "update" button, I get the error "Some metadata could not be saved. Blue Planet Complete: mod.json could not be written".
I've tried to verify file integrity and deleted and reinstalled BP. Same error. Could this be an error in the update and not me?
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BPC 3.3.0/3.3.1
This one's for FSO 23.2.1
Featuring:
- Individually adjusted lighting profiles for AoA and WiH missions.
- The PBR Aurora (https://www.hard-light.net/forums/index.php?topic=98741.0) by Nyctaeus.
- Lots of model fixes, with special thanks to Ertanax, Durendal and No Tea. (https://www.hard-light.net/forums/index.php?topic=98938.0) Should make life a lot easier on mission designers.
- A bunch of smaller tweaks and fixes.
Please note that Knossos will say this is version 3.3.1 whilst in-game will mention version 3.3.0. This is due to an upload issue.
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BPC 3.3.0/3.3.1
This one's for FSO 23.2.1
Featuring:
- Individually adjusted lighting profiles for AoA and WiH missions.
- The PBR Aurora (https://www.hard-light.net/forums/index.php?topic=98741.0) by Nyctaeus.
- Lots of model fixes, with special thanks to Ertanax, Durendal and No Tea. (https://www.hard-light.net/forums/index.php?topic=98938.0) Should make life a lot easier on mission designers.
- A bunch of smaller tweaks and fixes.
Please note that Knossos will say this is version 3.3.1 whilst in-game will mention version 3.3.0. This is due to an upload issue.
Just out of curiosity and hypothetically, if one just wanted to play FS2 Blue and wasn't going to play AOA/WIH at this time...could one just download the FS2Blue link on the BPC FSNebula web page? Or is every link there needed?
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Unfortunately no: fsblue does rely on a few bp core files. You'll at the very least need bpc-core, and there's some audiovisual tweaks that'll probably require audio and visual.
You can safely ignore bpc advanced though.
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BPC 3.3.2!
This one's just there to make sure a few metadata issues got fixed.
Also updated the hud so that the entire weapons load of strategic bombers fits properly.
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https://fsnebula.org/mod/blueplanetcomplete
I think I remember it saying 3.3.2 at some point, but as of right now it's only saying 3.3.1.
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Weird. Knossos.Net definitely still displays it as 3.3.2 on my end.
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Version 3.3.3
This update ensures a nice round number in the versioning scheme.
Also it should hopefully fix an issue with music playback under linux.
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I don't know if this music issue was fixed in 3.3.3, but:
A minor error I noticed in FS2 Blue:
Sometimes in the SOC missions during the briefing...FS1 music plays (not during missions...just in the briefing).
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I did do some experimentation with some FS1 briefing music in the SOC loop to make them a bit more distinct (also, becuase there's some overlap with voice actors) but that shouldn't have made it into the release.