Author Topic: Act I Demo released!  (Read 51813 times)

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Offline The E

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Issues found while digging through the modpack: USSB Hera, USSB Crusher, USSI Heavengate, HEB Gagana, TCF Troy are missing a model file. After that I lost interest in checking, there are quite a few ships missing pofs. I guess those are in your dev versions, you should have taken them out of the tbls for the demo, IMHO.

Also, if you want the remapped/resmoothed Steve-O models, drop me a line and I'll set you up.
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Offline TopAce

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I don't know each of the three mission's ship requirements by heart, but I'm sure those ships you listed aren't in the demo.

Anyway, I'll download this package and see whether it's any different from the one we tested yesterday night. We haven't had time to test the demo as a one-vp package. We had multiple .vps around.
« Last Edit: April 22, 2011, 03:10:43 am by TopAce »
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Offline The E

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They're in the tables, and thus accessible via F3.

EDIT: A few other issues: Sound effects for AR-T7 seem to be missing
« Last Edit: April 22, 2011, 03:46:57 am by The E »
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Offline TopAce

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A bit of gameplay suggestion: Use your dumbfires. They're good.
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Offline headdie

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It looks like countermeasures got accidentally culled
download http://www.mediafire.com/?r7a4zfrz0lk5515 and create a folder called tables in the data folder for the demo and place the file in there

sorry for the inconvenience guys
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Looking forward to this. Grabbing it the first opportunity I can get. Congratulations on the release  :D
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Offline Lucika

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Thank you for updating the OP, Vader. That's what I get for sleeping until 13:00 ;)
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Offline TopAce

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Grab the updated campaign file here.

For those who don't know, place this in /FreeSpace 2/<Syrk Demo's folder>/data/missions
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Offline Commander Zane

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Something I noticed on the first mission, the briefing says to escort the transports while they leave Venus's gravitational field so they can jump, in-mission they're flying towards the planet.

Also on the second mission the debriefing states the refineries were intact, even if they had been destroyed.
« Last Edit: April 22, 2011, 08:34:40 am by Commander Zane »

 

Offline headdie

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got to love simple oversight lol, thanks zane

also if you are having trouble in the 3rd mission with instant missiles of doom give http://www.mediafire.com/?ofys7ieq5hhir5i a try like with the countermeasure fix place the file in data/tables do of the demo folder
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Offline Snail

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Should Syrk be moved to the partially released projects section?

 

Offline NeonShivan

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Congrats on the demo release. Hope your Act 1 release comes out great!
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Offline TopAce

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Missions 1 and 9 have been tweaked based on feedback. See the improved versions in Act I. Day of delivery: CONFIDENTIAL
« Last Edit: April 22, 2011, 05:40:10 pm by TopAce »
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Offline Shivan Hunter

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I just played the first mission.

First off, there are no descriptions anywhere of what the weapons were designed to do. I guess you couldn't be bothered to give the player that information. But that's okay- I had plenty of time to find out in the nigh-unwinnable first mission. The enemy fighters start shooting as soon as they arrive and don't stop until several seconds after I start hounding them, which means they all get a fair amount if time to hammer away at Iota wing.

The Angel turns way too fast, and damage is dealt way too slowly. Primary weapons were completely useless- I just maximized engine power and used missiles to do all the work.

The dialogue could use some work as well, but I couldn't really tell since there's absolutely no indication when a message plays. protip: use emptymsg.wav. Yes, you do need to do this.

The music and backgrounds are good.

I'll write more after I play more.

[EDIT]
Just played the second mission. That one bit with the Sunshine is obviously supposed to be seen by the player, but since the player is gunning for the enemy wing, it happens completely out of the player's view.

Also the Blade is missing a texture on the back near the engines. Not surprising since it's a Trashman ship IIRC, and quite outdated, but this sould be checked out.
« Last Edit: April 22, 2011, 06:13:14 pm by Shivan Hunter »

 

Offline Shivan Hunter

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[EDIT] double post, can someone delete this one

 

Offline Spoon

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I'd only like to note that the second mission completely plays itself (so just sit at your spawn location, time compress and jump out) and that the first mission can be failed but you can just continue on to the next mission.
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[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline bigchunk1

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Guys, this is hard. Has anyone beaten this?

Gameplay is fun, and that skybox is incredible. Weapons seem fun. Interesting gameplay idea making weapons move slowly and ships move quickly. I like how you all are experimenting with a new kind of game. Really great to see at this time of year when hardly anything's being released.

But really now has someone beaten this? I'm on very easy. Those transports are paper, and what am I supposed to do about that cruiser?
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Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline TopAce

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Have you guys used secondaries? With either of the two dumbfire types, mission 1 is a piece of cake, as long as you combine it with proper positioning. There aren't that many fighters, so you don't even need a support or ship or be a sniper. Don't attack the cruiser either; the Brackley was included for a reason.
« Last Edit: April 23, 2011, 03:16:01 am by TopAce »
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Offline Lucika

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Mission 1 walkthrough (first try!) and notes: http://www.youtube.com/watch?v=uE2fS8wn6_0
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Offline General Battuta

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If players aren't able to complete their missions on their own, something's wrong. Either you haven't given them the tools to win, or (if TopAce's suggestions are true), you haven't taught them how to use the tools they need to win. You shouldn't have to give any extragame information.