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Archived Boards => The Archive => Syrk => Topic started by: Lucika on April 21, 2011, 05:16:49 pm

Title: Act I Demo released!
Post by: Lucika on April 21, 2011, 05:16:49 pm
DL link updated, the original version missed half of the effects folder (but despite that worked fine for me...) - sorry for the mixup!

Dear HLP!

(http://img200.imageshack.us/img200/993/syrk.png)

Normally, we would stand here today with a full-scale release of Syrk: The Unification Wars - Act 1. However, Duke Nukem gave me a call and threatened to blast my head off if I don't delay the release a bit. Also, I just checked my watch and realized that it is, in fact, displaying the wrong time zone and I should apply Valve Time.

Jokes aside, we are going to present you guys a demo today - no worries, the school project part is done, but the thing is, this project just grew a bit from real good to awesome and we feel that we need some more time to iron out some exciting new ideas and to polish what we already have. The release should not be pushed that far behind, but I don't want to give an exact date as of yet.

So, the main thing is the 3 mission demo of Syrk: TUW - Act 1. This demo is fully functional but it will only include some of the features of the mod. The missions, however, are fully playable and should be a lot of fun.

As such, the demo will contain

- 5 sample music tracks will appear from the original Syrk: Act I album (2 in-flight tracks, 2 briefing tracks, 1 menu track)
- As an added bonus, a high quality version of one of the briefings can be found here (http://www.syrk.fsmods.net/Demo/06%20-%20FS1%20Style%20Briefing.mp3)
- 3 fully playable missions, with all new weapons, ships and factions
- Samples from the Tech Room database

Act I will feature the following awesome things:

- Even more all original music (5 in-flight tracks, 6 briefing tracks, 2 stand-alone tracks, menu and debriefing tracks)
- 18 fully playable missions (Act 1), with new weapons and ships being available as well as the ones in the demo
- Detailed Tech Room descriptions covering weapons, ships, factions and details of the Unification War
- Highly detailed skyboxes and menu backgrounds
- Awesome new effects
- A whole new mainhall and interface
- Upgraded versions of Steve-O's ships
- Maybe even Shivans? :nervous:

Coming soon! Really! We are no BWO here :P

We thank you for your patience and we wish you the most enjoyment while playing through this demo. Your feedback will be appreciated, if you choose to give it (in spoiler tags, please).

Download links
Syrk Demo (http://uploading.com/files/2d964eaf/Syrk%2BDemo.rar/) (Uploading.com mirror)
Syrk Demo (http://syrk.fsmods.net/Demo/Syrk%20Demo.7z) (FreeSpaceMods.net mirror)
Syrk Demo (http://sectorgame.com/f2s/downloads.php?action=downloads&id=587) (Sectorgame.com mirror)


Patches
Countermeasure patch tbm (http://www.mediafire.com/?r7a4zfrz0lk5515) (punch it to \freespace2\Syrk Demo\data\tables\ . Create the \data\ and \tables\ directories.)
Updated campaign file (http://www.mediafire.com/?j5ceel3ougr7ase) For those who don't know, place this in /FreeSpace 2/<Syrk Demo's folder>/data/missions

Lucika, on behalf of the Syrk Development Team
Added fsmods mirror and made the download links actually stand out from the rest of the text. --Vader
Title: Re: Act I Demo released!
Post by: General Battuta on April 21, 2011, 05:21:30 pm
Congrats on the release.
Title: Re: Act I Demo released!
Post by: Nyctaeus on April 21, 2011, 05:25:32 pm
Downloading :D
Gz guys.
Title: Re: Act I Demo released!
Post by: Lucika on April 21, 2011, 05:28:20 pm
Thank you both. :)
Title: Re: Act I Demo released!
Post by: headdie on April 21, 2011, 05:31:41 pm
thanks guys

dont forget to call by Our Board (http://www.hard-light.net/forums/index.php?board=201.0) or #syrk-public on irc if you have any comments or issues
Title: Re: Act I Demo released!
Post by: TopAce on April 21, 2011, 05:38:22 pm
...fingers crossed....

...fingers crossed....
Title: Re: Act I Demo released!
Post by: ShadowsOfLight on April 21, 2011, 06:08:18 pm
P.S. Bonus HQ music track: here (http://syrk.fsmods.net/Demo/06%20-%20FS1%20Style%20Briefing.mp3)
Title: Re: Act I Demo released!
Post by: Lucika on April 21, 2011, 06:14:13 pm
P.S. Bonus HQ music track: here (http://syrk.fsmods.net/Demo/06%20-%20FS1%20Style%20Briefing.mp3)

Whoops, I missed that. OP edited :)
Title: Re: Act I Demo released!
Post by: Talon 1024 on April 21, 2011, 06:16:34 pm
I just finished downloading the Syrk demo now.  Unfortunately, it's missing a lot of effects, so I couldn't see where I was firing my weapons and I couldn't tell whether I was hitting the enemies or not.  Secondly, the fighter you're given at the start is weak, and it's a bit too maneuverable to be able to keep it under control.  Thirdly, the first mission seems to be throwing overkill enemies at your measly little Elysiums.  I don't know...  Maybe I suck, but that's my first impressions.
Title: Re: Act I Demo released!
Post by: Lucika on April 21, 2011, 06:23:20 pm
What the hell?! You are right, this upload has been corrupted. I swear there were weapon effects when I tested the freshly compiled .vp - I apologize. Will be getting back to that in a bit.
As for the difficulty, we haven't had much problems with completing it :nervous:
Title: Re: Act I Demo released!
Post by: Snail on April 21, 2011, 06:26:41 pm
Did you have beta testers?
Title: Re: Act I Demo released!
Post by: Lucika on April 21, 2011, 06:30:02 pm
Of course we did. Yay for the horrible image this creates about me and my dev team. Seems to me that I missed an effects folder when compiling one .vp out of multiple ones. That still doesn't explain why did it work fine before uploading. New version will be uploaded soon.

EDIT: In 6 minutes.
Title: Re: Act I Demo released!
Post by: Nyctaeus on April 21, 2011, 06:35:28 pm
Finished. I have similar feelings as Talon. All fighters are too weak and too maneuverable. All combat in Syrk is just too fast in my opinion - ships are too weak. I suggest you should make fighting in Syrk a bit longer. And I don't see most of weapons, only shotgun-like gun with unlimited ammo [I like it :D]. I saw the VP file, you placed all sounds in wrong folder. You should place all sounds of weapons in "sounds" folder. After all, I like the demo. You've all done great work with music and skyboxes :yes:.
Title: Re: Act I Demo released!
Post by: SypheDMar on April 21, 2011, 06:39:56 pm
The campaign needs a grammar nazi. The support ship's techroom description has leftovers of the Hygiea. First mission is pretty bland. Despite having one transport blow up, I was still allowed to continue. Also, I received an RTB directive and ignored it until the mission played itself. I don't think this needs to be slower. I think it needs to be funner.

By the way, the music is nice.
Title: Re: Act I Demo released!
Post by: Lucika on April 21, 2011, 06:42:36 pm
OP updated. :)

Title: Re: Act I Demo released!
Post by: Satellight on April 21, 2011, 06:46:01 pm
Finished. I have similar feelings as Talon. All fighters are too weak and too maneuverable. All combat in Syrk is just too fast in my opinion - ships are too weak. I suggest you should make fighting in Syrk a bit longer. And I don't see most of weapons, only shotgun-like gun with unlimited ammo [I like it :D] (...). After all, I like the demo. You've all done great work with music and skyboxes :yes:.

I feel exactly the same. But, after being stunned by the skybox in mission #1 I had to wake up to fight  :D. I remember the lack of radar in the early mission of TVWP and I felt the contrary in this mission : these "space superiority fighters" don't stole their names, I had to reduce my joystick's sensibility to play  :lol:
Title: Re: Act I Demo released!
Post by: est1895 on April 21, 2011, 07:00:13 pm
It won't let me download!  Perhaps Freespacemods would be a better download site? :hopping:
The URL keeps changing to http://upload.com  :banghead:
Title: Re: Act I Demo released!
Post by: Jessnec on April 22, 2011, 01:33:20 am
It won't let me download!  Perhaps Freespacemods would be a better download site? :hopping:

Mirror:
http://syrk.fsmods.net/Demo/Syrk%20Demo.7z (http://syrk.fsmods.net/Demo/Syrk%20Demo.7z)
Title: Re: Act I Demo released!
Post by: Dilmah G on April 22, 2011, 01:57:27 am
Bit late to the party here, but good job on the release, Lucika! :D
Title: Re: Act I Demo released!
Post by: Jeff Vader on April 22, 2011, 01:58:06 am
It won't let me download!  Perhaps Freespacemods would be a better download site? :hopping:
You fail somehow. Works for me. FSMods mirror now added to the first post.
Title: Re: Act I Demo released!
Post by: The E on April 22, 2011, 02:15:44 am
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 (http://www.hard-light.net/forums/index.php?topic=72780.0), drop me a line and I'll set you up.
Title: Re: Act I Demo released!
Post by: TopAce on April 22, 2011, 02:58:02 am
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.
Title: Re: Act I Demo released!
Post by: The E on April 22, 2011, 02:59:04 am
They're in the tables, and thus accessible via F3.

EDIT: A few other issues: Sound effects for AR-T7 seem to be missing
Title: Re: Act I Demo released!
Post by: TopAce on April 22, 2011, 04:17:16 am
A bit of gameplay suggestion: Use your dumbfires. They're good.
Title: Re: Act I Demo released!
Post by: headdie on April 22, 2011, 04:57:54 am
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
Title: Re: Act I Demo released!
Post by: starwolf1991 on April 22, 2011, 05:56:30 am
Looking forward to this. Grabbing it the first opportunity I can get. Congratulations on the release  :D
Title: Re: Act I Demo released!
Post by: Lucika on April 22, 2011, 06:02:41 am
Thank you for updating the OP, Vader. That's what I get for sleeping until 13:00 ;)
Title: Re: Act I Demo released!
Post by: TopAce on April 22, 2011, 06:42:57 am
Grab the updated campaign file here (http://www.mediafire.com/?j5ceel3ougr7ase).

For those who don't know, place this in /FreeSpace 2/<Syrk Demo's folder>/data/missions
Title: Re: Act I Demo released!
Post by: Commander Zane on April 22, 2011, 08:27:17 am
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.
Title: Re: Act I Demo released!
Post by: headdie on April 22, 2011, 11:49:06 am
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
Title: Re: Act I Demo released!
Post by: Snail on April 22, 2011, 01:35:42 pm
Should Syrk be moved to the partially released projects section?
Title: Re: Act I Demo released!
Post by: NeonShivan on April 22, 2011, 02:46:25 pm
Congrats on the demo release. Hope your Act 1 release comes out great!
Title: Re: Act I Demo released!
Post by: TopAce on April 22, 2011, 03:09:47 pm
Missions 1 and 9 have been tweaked based on feedback. See the improved versions in Act I. Day of delivery: CONFIDENTIAL
Title: Re: Act I Demo released!
Post by: Shivan Hunter on April 22, 2011, 06:00:37 pm
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.
Title: Re: Act I Demo released!
Post by: Shivan Hunter on April 22, 2011, 06:12:48 pm
[EDIT] double post, can someone delete this one
Title: Re: Act I Demo released!
Post by: Spoon on April 22, 2011, 06:40:51 pm
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.
Title: Re: Act I Demo released!
Post by: bigchunk1 on April 22, 2011, 11:19:36 pm
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?
Title: Re: Act I Demo released!
Post by: TopAce on April 23, 2011, 03:07:54 am
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.
Title: Re: Act I Demo released!
Post by: Lucika on April 23, 2011, 06:22:46 am
Mission 1 walkthrough (first try!) and notes: http://www.youtube.com/watch?v=uE2fS8wn6_0
Title: Re: Act I Demo released!
Post by: General Battuta on April 23, 2011, 08:52:19 am
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.
Title: Re: Act I Demo released!
Post by: Shivan Hunter on April 23, 2011, 12:33:44 pm
Yeah, I used secondaries. It says a lot about your gameplay balance that they're the ONLY useful weapons in the game. Primaries are more than useless; I might as well not equip them at all and simply maximize engine power. Consequently, the other fighter (not the Angel) is completely useless since it has no secondary banks.

make primaries useful, and fighters should die easier. I found myself hammering away endlessly at enemy fighters and giving absolutely no thought to my own nigh-invulnerable fighter. pre-Shivan FS1 gameplay is a good thing to emulate.
Title: Re: Act I Demo released!
Post by: bigchunk1 on April 23, 2011, 01:55:19 pm
Ok I beat the first mission

Spoiler:
Iota 3 was at 4% when the mission ended! Beat it on first attempt after seeing walkthrough.
I figured it's best to fly under the attacking Panther fighters to avoid their dorsal turrets. That helped a lot.
Now that I know what I'm doing I like M1. Still think it's hard though. I was on very easy.

Skyboxes look really cool. Especially Pluto. Props to whoever came up with them.

I really like what you all are going for in terms of gamplay. It is something very new and different. It also gives a glimpse of how space combat was like before the terran-vasudan war. Fenris cruisers are valuable and tough! Keep it up!

Ship maneuverability seems to be ok for me since I use the mouse. I would imagine people who use joystick or keyboard will have some frustration with aiming. Might want to make available a 'joystick' fighter with lower maneuverability but more firepower or something. Primary weapon placement on the the non-default ship is wide. Reminds me of a Thoth or a Horus.

Those refineries look pretty cool. Don't be next to one when it explodes!

Those cruiser turrets miss a lot but they are punishing when they hit. I learned my lesson after trying to attack one of the pirate cruisers in M3.

Freding was cool. Missions seem to have a lot to look at. I like the atmosphere you are all trying to set. The attention to it goes far.

Picky:
Mission 3 has a departure directive after your fail to destroy the first wing of transports, even though it's a secondary objective.

All in all great stuff. I very much look forward to act 1.
Title: Re: Act I Demo released!
Post by: General Battuta on April 23, 2011, 03:21:00 pm
Okay, more or less liveblog of thoughts playing the demo.

Going through the first CB, writing's decent, few complaints there. For some reason I had the impression this was set in the FS-verse, but it seems like a sort of parallel take on it? A lot of the terminology (Human Empire, so on) speaks to a different setting.

The first CB is well written but I have no idea who these factions are and no idea which one I'm part of. That could be a problem, hopefully I'll pick up on it in the briefing though.

Actually I do have one thing I really want to rag on. Did you have to lift a line wholesale from Halo Reach? That made me frown.

Briefing gridlines can be aligned (I believe by pressing ctrl-shift-L) if you are so inclined. They look a little ramshackle. There are some typos in the weapons as well but this is minor stuff.

I think my big issue coming out of the briefing is that I have no idea what's going on or who I'm fighting with. By this time in FS1/FS2 you knew what the war was about and what side you were on. However there's nothing else egregiously wrong with it; I know what I need to do.

===========================================================================

Pretty skybox, though it's a bit fuzzy and painted-on. I think you can probably get a better source to give it a sense of depth. The stars don't feel like points of luminance, they're more like droplets of paint.

I missed the first few messages because there were no beeps.  :nervous:

Wingmen behavior is a little weird. I can't give them orders, and the enemy has very long-range weapons. They don't break to attack until after the enemy gets in weapon range of the transports. Their tactics suck and this is frustrating. Wish I could give them some pointers with the command menu.

I lost a transport and command told me to depart even though there were still friendly transports under attack. Don't we want to help save them?  :wtf:

The Brackley jumped in and then immediately jumped back out, that was kinda janky.

I warped home, got a failure debrief, hit accept to replay, and got sent on the to the next mission.  :blah:

There's a lot of potential here but I think you probably should've tested it a little longer.
Title: Re: Act I Demo released!
Post by: General Battuta on April 23, 2011, 03:37:47 pm
Second mission, I can't follow any of the chatter because there are no beeps and I'm too busy shooting things to watch for messages. Why are they talking about base positioning in the middle of a dogfight?

There are so many friendlies, I barely even get a chance to shoot anything! I think you should consider taking the number of friendlies down a little.

I like the support ship, cool model.

I can't tell what the hell is going on, the messages are going too fast. Something happened with a ship called the Sunshine and now someone's talking about his brother. But I don't even know what the Sunshine was, or what other ship was involved.

We blew up the poor Diablo. It seemed totally helpless and could not hit a single thing. Everything takes a ton of hits to kill so I can't actually tell if I'm really helping, which robs me of my sense of agency as a player.

The Diablo blewing up blew me up. :(



Title: Re: Act I Demo released!
Post by: TopAce on April 23, 2011, 03:43:51 pm
Quote
The first CB is well written but I have no idea who these factions are and no idea which one I'm part of.

Agreed. It wasn't clear to me, either.

Quote
Briefing gridlines can be aligned (I believe by pressing ctrl-shift-L) if you are so inclined.

It will be so in the full Act I release. If I haven't aligned it yet, then I will now.

Quote
I missed the first few messages because there were no beeps.

The absence of beep sounds is due to faulty packaging. It was placed in the wrong folder or what.

Quote
Wingmen behavior is a little weird. I can't give them orders

It's intentional. You are Alpha 3, not the squad leader.

Quote
and the enemy has very long-range weapons.

I hope this will be fixed soon.

Quote
They don't break to attack until after the enemy gets in weapon range of the transports.

It's been fixed. It will be so in Act I release.

Quote
I warped home, got a failure debrief, hit accept to replay, and got sent on the to the next mission.

Get the patched campaign file from the first post.
Title: Re: Act I Demo released!
Post by: General Battuta on April 23, 2011, 03:44:35 pm
Cool, thanks for the reply. Sounds good.
Title: Re: Act I Demo released!
Post by: Shivan Hunter on April 23, 2011, 03:47:06 pm
Something happened with a ship called the Sunshine and now someone's talking about his brother. But I don't even know what the Sunshine was, or what other ship was involved.

Spoiler:
I had to look behind me to see this. As you're chasing a wing of enemies right after they warp in, the Sunshine warps in right in front of an enemy gunship, and they both explode. This is guaranteed to happen 180 degrees behind the player if he's chasing the enemies- why?! I didn't know what was going on the first time either. And the dialogue is a little wonky but as ttuta and I said, without emptymsg.wav we have no idea when messages are playing.
Title: Re: Act I Demo released!
Post by: Nemesis6 on May 06, 2011, 01:34:52 pm
Straight off the bat, the first mission is way too hard. My wingmen don't react to incoming waves. That's to say they don't intercept them, and so I have to fight them all alone, which I can't.
Title: Re: Act I Demo released!
Post by: TopAce on May 06, 2011, 01:46:42 pm
Do they sit still with "No Orders" or are too late to react to the enemy attack?
Title: Re: Act I Demo released!
Post by: Lucika on May 06, 2011, 02:21:50 pm
Something happened with a ship called the Sunshine and now someone's talking about his brother. But I don't even know what the Sunshine was, or what other ship was involved.

Spoiler:
I had to look behind me to see this. As you're chasing a wing of enemies right after they warp in, the Sunshine warps in right in front of an enemy gunship, and they both explode. This is guaranteed to happen 180 degrees behind the player if he's chasing the enemies- why?! I didn't know what was going on the first time either. And the dialogue is a little wonky but as ttuta and I said, without emptymsg.wav we have no idea when messages are playing.

Forgot to react to this. Why would everything need to happen with the player necessarily noticing it, especially if it has nothing to do with the mission's outcome or events? You're a nameless cog in a great machine, not James Bond. If you're interested, you can check it on the second try.

Straight off the bat, the first mission is way too hard. My wingmen don't react to incoming waves. That's to say they don't intercept them, and so I have to fight them all alone, which I can't.
Not even if you stay close to the transports as recommended? They do go out and attack when they get close.
Title: Re: Act I Demo released!
Post by: General Battuta on May 06, 2011, 02:26:10 pm
Quote
Forgot to react to this. Why would everything need to happen with the player necessarily noticing it, especially if it has nothing to do with the mission's outcome or events? You're a nameless cog in a great machine, not James Bond. If you're interested, you can check it on the second try.

Because there's a whole bunch of messages about it, and if players don't know what the heck's going on they're going to assume it's important and check the event log, which means breaking the flow of gameplay.

FreeSpace 1 and 2 were both very good about giving the player cues to see important events. One of the basic tenets of game design is that you should avoid confusing the player - you want to keep the gameplay space centered on them, even if the narrative space isn't.

Having a bunch of text (without audio cues) scrolling past at the bottom of the screen freaks players out and makes them look around to figure out what's going on.
Title: Re: Act I Demo released!
Post by: Nemesis6 on May 06, 2011, 02:26:23 pm
Something happened with a ship called the Sunshine and now someone's talking about his brother. But I don't even know what the Sunshine was, or what other ship was involved.

Spoiler:
I had to look behind me to see this. As you're chasing a wing of enemies right after they warp in, the Sunshine warps in right in front of an enemy gunship, and they both explode. This is guaranteed to happen 180 degrees behind the player if he's chasing the enemies- why?! I didn't know what was going on the first time either. And the dialogue is a little wonky but as ttuta and I said, without emptymsg.wav we have no idea when messages are playing.

Forgot to react to this. Why would everything need to happen with the player necessarily noticing it, especially if it has nothing to do with the mission's outcome or events? You're a nameless cog in a great machine, not James Bond. If you're interested, you can check it on the second try.

Straight off the bat, the first mission is way too hard. My wingmen don't react to incoming waves. That's to say they don't intercept them, and so I have to fight them all alone, which I can't.
Not even if you stay close to the transports as recommended? They do go out and attack when they get close.

Well, two enemy wings will jump in, and one of two things happen -- They ignore either as they're both flying directly toward the transports while shooting at them, or they all fly at one wing, leaving the other wing free to do whatever.

Anyway, I can't really finish this campaign; I don't really want to because it's too hard.
Title: Re: Act I Demo released!
Post by: Shivan Hunter on May 06, 2011, 06:02:57 pm
Something happened with a ship called the Sunshine and now someone's talking about his brother. But I don't even know what the Sunshine was, or what other ship was involved.

Spoiler:
I had to look behind me to see this. As you're chasing a wing of enemies right after they warp in, the Sunshine warps in right in front of an enemy gunship, and they both explode. This is guaranteed to happen 180 degrees behind the player if he's chasing the enemies- why?! I didn't know what was going on the first time either. And the dialogue is a little wonky but as ttuta and I said, without emptymsg.wav we have no idea when messages are playing.

Forgot to react to this. Why would everything need to happen with the player necessarily noticing it, especially if it has nothing to do with the mission's outcome or events? You're a nameless cog in a great machine, not James Bond. If you're interested, you can check it on the second try.

Because everything in the campaign is by definition meant for the player's consumption. Either it's part of the plot, or atmosphere, or whatever, or it's just random extra stuff that doesn't have any impact. You had a good moment going in an otherwise very, very bland mission; why ruin it by having it directly behind the player?

Also, Nemesis6, knock it down to Very Easy or just cheat on the first mission. It gets easier (the second mission pretty much plays itself)
Title: Re: Act I Demo released!
Post by: Madmigas on February 03, 2014, 04:44:54 pm
Does anyone have the countermeasure patch file? The mediafire link to this file seems to be dead =/

Thx in advance
Title: Re: Act I Demo released!
Post by: X3N0-Life-Form on February 04, 2014, 08:37:00 am
You mean this?
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
OK, I've extracted the countermeasure entry from tables. Install instructions should be identical
http://www.mediafire.com/view/yf94nx8bhsezcef/syrk_cm-wep.tbm

Disclaimer: I haven't tested the file, but in theory, it should work just fine.

Also, if I remember correctly, the syrk demo was pretty bad, like alpha-state bad with bugs, balance issues, pacing issues and stuff.
Title: Re: Act I Demo released!
Post by: Veers on February 04, 2014, 09:05:26 am
Na, fairly right. We released it very pre-maturely.

Music is fantastic though, and the story line was very good. Although, that's still our secret (I think) :)
Title: Re: Act I Demo released!
Post by: X3N0-Life-Form on February 04, 2014, 09:32:23 am
I still listen to the OST every now an then.

Aww hell, I'm gonna zip up my Syrk folder and see if it's light enough to be uploaded :)