Hard Light Productions Forums

Hosted Projects - FS2 Required => Exile => Topic started by: Nyctaeus on November 06, 2017, 02:53:34 pm

Title: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on November 06, 2017, 02:53:34 pm
(http://oi66.tinypic.com/148g4za.jpg)
INTRODUCTION (http://www.hard-light.net/forums/index.php?topic=91646.0) | DOWNLOAD (http://www.hard-light.net/forums/index.php?topic=91672.0) | DISCUSSION (http://www.hard-light.net/forums/index.php?topic=91647.0)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Goober5000 on November 06, 2017, 06:20:24 pm
Excellent!  Downloading now.

And yeesh, "25 action-packed missions and cutscenes" with each one "15-20 minutes long [sometimes even longer]"?  Wow.  I am impressed already. :yes:
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 06, 2017, 07:09:53 pm
It's 27 now, just fixed an announcement. Not all of them are that long, of course, but still Exile should keep you involved for long hours :).
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on November 06, 2017, 07:12:18 pm
Excellent!  Downloading now.

And yeesh, "25 action-packed missions and cutscenes" with each one "15-20 minutes long [sometimes even longer]"?  Wow.  I am impressed already. :yes:
It is... Quite long. Longer than 25-mission campaign used to be... And more intense :P. We have hope that our mission style won't be exhausted for players.

I owe you my personal thanks for trust you evinced us when we requested hosting. Took us longer than we initially expected, but still we succeed :).
Title: Re: [RELEASE] Into the Dark Waters
Post by: PVD_Hope on November 06, 2017, 08:15:37 pm
Wow! Thanks so much guys!

Downloading now. :D
Title: Re: [RELEASE] Into the Dark Waters
Post by: Firesteel on November 06, 2017, 08:54:36 pm
Congrats! I'm downloading it though I have no idea when I'll actually be able to play it. Looks great though!
Title: Re: [RELEASE] Into the Dark Waters
Post by: Lykurgos88 on November 07, 2017, 06:57:57 pm
Wohoo! I have been waiting for this one! I liked Shadow Genesis so I expect something similar in quality (or better)  ;)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Goober5000 on November 07, 2017, 11:10:18 pm
I owe you my personal thanks for trust you evinced us when we requested hosting. Took us longer than we initially expected, but still we succeed :).

You are very welcome, and I in turn am very happy to see how it has borne fruit. :)  In fact, this is one of the most successful hosted projects on HLP, in terms of planning, publicity, speed of release after hosting, and size of release.  Congratulations!
Title: Re: [RELEASE] Into the Dark Waters
Post by: JCDNWarrior on November 08, 2017, 05:07:17 am
Congratulations on release, Nyctaeus! I look forward to see what people think of the campaign.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Vidmaster on November 09, 2017, 02:42:25 pm
Looking forward to it, the weeking is getting closer :-)
Title: Re: [RELEASE] Into the Dark Waters
Post by: kimo on November 10, 2017, 02:53:18 pm
Congratulations on release! I remember beginning of this "Mysterious Project" years ago on polish FS forum and I am really glad it was completed :) I just finished campaign and it was very enjoyable (even if I had to fly Encantona so many times :P)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on November 10, 2017, 03:41:36 pm
Congratulations on release! I remember beginning of this "Mysterious Project" years ago on polish FS forum and I am really glad it was completed :) I just finished campaign and it was very enjoyable (even if I had to fly Encantona so many times :P)
Awww... It's you :P. I remember you. I re-released your planet pack (http://www.hard-light.net/forums/index.php?topic=80734.0) here. We used it well. Nice to see you here after all of these years!

I don't remember if Exile was ever annouced on fs.pl. Shadow Genesis definitely was. Exile was born on HLP if I remember correctly... Still I'm glad you enjoyed it :D.
Title: Re: [RELEASE] Into the Dark Waters
Post by: kimo on November 11, 2017, 09:05:06 am
Yeah, I'm still lurking around ;) I'm glad my planets were usefull for something :)
Also I'm sure you anounced (or at least mentioned) one more project (other than SG) on fs.pl, but perhaps it was not future Exile.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on November 11, 2017, 12:53:09 pm
Yeah, I'm still lurking around ;) I'm glad my planets were usefull for something :)
Also I'm sure you anounced (or at least mentioned) one more project (other than SG) on fs.pl, but perhaps it was not future Exile.
If you think about Ultima Cena, it's actually veeery old grandfather of Exile. ItDW inherited some assets and plot ideas.
Spoiler:
...like Malia device deep in unknown space
.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Goober5000 on November 11, 2017, 02:43:56 pm
Speaking of freespace.pl, when is that site coming back? :p
Title: Re: [RELEASE] Into the Dark Waters
Post by: Col.Hornet on November 11, 2017, 02:56:51 pm
Speaking of freespace.pl, when is that site coming back? :p

That's a thing that will not happen, ever I suppose. Drive, which contained all the forum data was wiped out :P
Title: Re: [RELEASE] Into the Dark Waters
Post by: Goober5000 on November 11, 2017, 03:05:23 pm
Sad. :(  For some while, people were saying that they thought it would eventually come back.  Foxer told me he was trying to restore an old backup.
Title: Re: [RELEASE] Into the Dark Waters
Post by: praseodym on November 25, 2017, 02:57:42 am
Hi,

great release. However, I have  a problem in the first mission. Pressing "A" does not work, nothing happens afterwards. I am running Ubuntu 14.04 and 3.7.4, so, 3.8.0 will not work due to dependency problems with the compiler. Any ideas?

Thanks
praseodym
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 25, 2017, 07:41:54 am
Spoiler:
You should keep pressing A, I mean press it again and again many times :P. Keeping it pressed and not releasing should also work. You know, it's a Call of Duty-style fully scripted dramatic moment. Engine should trigger after about 15 seconds, just after Rosie is killed.
Title: Re: [RELEASE] Into the Dark Waters
Post by: TrashMan on November 26, 2017, 06:45:20 am
I think you messed up something in the mission chain.

Mission where the shivan destroyers instantly jumps again and gets behind your lines, and you only have a tiny force of a bomber wing +2 fighter wings to disable it - I didn't disable it in time and it jumped. Game continued to the next mission. Next mission you had to destroy it. I did. I get a failure and cannot progress.
I also cannot re-do the previous mission in the chain, meaning, I'm stuck
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 26, 2017, 07:14:18 am
Yeah, it's already reported in bug report thread. We plan to release a patch today. I think it should work without the need to restart your campaign.
Title: Re: [RELEASE] Into the Dark Waters
Post by: MitoPL on November 26, 2017, 06:07:28 pm
Nah. I've already mentioned the A key problem on Discord, just press whatever you've got bound to "Forward thrust" function. By the way, A is the default key for that function.
Title: Re: [RELEASE] Into the Dark Waters
Post by: praseodym on November 27, 2017, 04:12:45 pm
Ok, will try it. Normally, my "A"fterburner  :lol: is there, forward thrust is "U" here
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 27, 2017, 06:33:10 pm
Oopps, we didn't consider alternate key bindings, I guess we should change the message to something like "Keep pressing forward thrust (by default A) to start the engines".

BTW, we released a hotfix for the Punishment mission problem. Grab it from  library thread (https://www.hard-light.net/forums/index.php?topic=91672.new#new).
Title: Re: [RELEASE] Into the Dark Waters
Post by: AdmiralRalwood on November 27, 2017, 09:50:18 pm
Oopps, we didn't consider alternate key bindings, I guess we should change the message to something like "Keep pressing forward thrust (by default A) to start the engines".

BTW, we released a hotfix for the Punishment mission problem. Grab it from  library thread (https://www.hard-light.net/forums/index.php?topic=91672.new#new).
Just make it say "press $A$" and it will automatically use the appropriate binding.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 28, 2017, 02:03:56 pm
Good to know, but a bit too late for 1.1 patch. So the message will have third and final version in 1.2 :P.
Title: Re: [RELEASE] Into the Dark Waters
Post by: praseodym on November 30, 2017, 02:40:19 pm
Working now, thx
Title: Re: [RELEASE] Into the Dark Waters
Post by: eragon2890 on December 02, 2017, 02:30:03 pm
I am having a great time playing the campaign, no rpoblems at all!

But one question - will the 27 missions/cutscenes be for all four planned acts together, or does the currently released first act/campaign have 27 missions on it's own? that's a bit unclear for me :-)
Title: Re: [RELEASE] Into the Dark Waters
Post by: CKid on December 02, 2017, 03:01:51 pm
This release has 27 missions.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on December 04, 2017, 12:40:04 pm
I am having a great time playing the campaign, no rpoblems at all!

But one question - will the 27 missions/cutscenes be for all four planned acts together, or does the currently released first act/campaign have 27 missions on it's own? that's a bit unclear for me :-)
ItDW itself is 27-mission long campaign. Second act will be probably similar in that case.
Title: Re: [RELEASE] Into the Dark Waters
Post by: eragon2890 on December 04, 2017, 02:12:16 pm
Allright , I have put ~15 hours into it am in mission 20 (approximately - the one with scanning anolomies). I really LOVE the campaign! but this mission is one exception... finding even one of these anomalies is simply impossible! LEt alone 5.  The mining mission earlier was unique too, but it was great fun, and refreshing, and I really enjoyed it. But this is really just, very, very frustrating. There is no direction indicator when you begin to get a signal, and the patches of space they are in are so small that I have literally been flying around for almost two hours doing absolutely nothing and still have to find a single anomaly. And I am flying at a speed of about 30. It's undoable.

Is there some kind of trick I am missing?

Other than this mission, I really LOVE the campaign, but if I can't find these things, I won't be able to play the rest of it which I am really looking forward too! :)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on December 04, 2017, 02:26:38 pm
Limit range of your radar to 1000. Anomalies are shaking blips similar to unindentified objects from classic FS nebula missions. They are invisible, but emitt the sound of beacon. Radar is a key to find them.
Title: Re: [RELEASE] Into the Dark Waters
Post by: CT27 on December 04, 2017, 03:13:37 pm
I found that mission frustrating as well.  If you have to do a mission like that in Exile 2, I'd suggest having to search for less anomalies.
Title: Re: [RELEASE] Into the Dark Waters
Post by: MitoPL on December 04, 2017, 06:56:19 pm
Actually, I *think* first one/two anomalies don't show up on radar.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on December 05, 2017, 01:19:06 am
That's strange, neither we or the testers complained about this mission's difficulty. As Nycti said, searching the anomalies should be no harder than searching targets in the nebula in classic FS2 - you've got a blinking dot in the radar and once you direct your fighter towards it, just fly forward till custom HUD bar fills in.

Ok, we'll test the mission again and think what we can do to make it more intuitive and player-friendly.
Title: Re: [RELEASE] Into the Dark Waters
Post by: eragon2890 on December 05, 2017, 12:51:16 pm
Limit range of your radar to 1000. Anomalies are shaking blips similar to unindentified objects from classic FS nebula missions. They are invisible, but emitt the sound of beacon. Radar is a key to find them.

What is the key for that? I want to try it, but all teh shortcuts on the internet don't work (And I did not rebing anything): alt-5, and others...
Title: Re: [RELEASE] Into the Dark Waters
Post by: eragon2890 on December 05, 2017, 12:54:21 pm
nevermind found it it's the

'

key. Also just found first anamoly in seconds! Maybe it would be a good idea to clearly explain this in the mission briefing :) But thanks for the help~

Edit: few misions further now, no further problems! I really like this campaign :)
Title: Re: [RELEASE] Into the Dark Waters
Post by: CT27 on December 05, 2017, 03:14:08 pm
I don't remember that on my radar, but that could be an explanation for why the mission took me a while.  I'll try to pay more attention next time.
Title: Into the Dark Waters - Stuck in mission 15
Post by: Viriatus79 on December 12, 2017, 07:08:05 am
Good work on this mod, been playing and so far it is one of the best I´ve seen around in quite some time. But (oh darn, here it comes...  ;) ), I´ve hit a snag. I´m currently stuck in mission 15. Kinda weird actually, all primary objectives completed, all ships of the convoy exit at the Delta Lacertae node and I this is where I´m really stuck! Can´t engage subspace drive to exit mission and I´m stuck with a buch of friendlies and that pesky Sathanas (Tyrant). Activated time warp hoping for a message to exit the mission but nothing, well into the 80/90 minutes gameplay! Nobody reported this yet guys? Thanks for the help in advance...   
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on December 12, 2017, 08:01:54 am
(http://i0.kym-cdn.com/entries/icons/original/000/012/300/you-had-one-job34-580x425.jpg)
Jumping into the portal :P. Make sure that you are in close proximity of center of the node.

Also did U use chackpoints?
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 08:09:13 am
 :lol: That was a good one!  :D Well, back to the "problem", yes, I´ve used the checkpoint, at least twice in order to repeat this mission. So I hit the ALT+J key combination  while the last ship jumps out or just stay there? I´m almost sure I´m relatively close to the jump node as the last ship jumps out. Let me go at it again and see what happens. Thanks for the advice Nyctaeus!  :)

(http://i0.kym-cdn.com/entries/icons/original/000/012/300/you-had-one-job34-580x425.jpg)
Jumping into the portal :P. Make sure that you are in close proximity of center of the node.

Also did U use chackpoints?
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 09:30:00 am
Well, I´ve tried it again. at least two more times. I´ve placed myself right smack in the middle of the Delta Lacertae jump node position but to no avail. The whole convoy escapes, and the last ship passes right by me and the mission does not end, I don´t jump out. Even with all enemy wings destroyed and only the Sathanas present. I´m stuck and unable to leave this mission. I think I´m going to give up on this... Thank for the help anyway!  :doubt:

:lol: That was a good one!  :D Well, back to the "problem", yes, I´ve used the checkpoint, at least twice in order to repeat this mission. So I hit the ALT+J key combination  while the last ship jumps out or just stay there? I´m almost sure I´m relatively close to the jump node as the last ship jumps out. Let me go at it again and see what happens. Thanks for the advice Nyctaeus!  :)

(http://i0.kym-cdn.com/entries/icons/original/000/012/300/you-had-one-job34-580x425.jpg)
Jumping into the portal :P. Make sure that you are in close proximity of center of the node.

Also did U use chackpoints?
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on December 12, 2017, 10:51:18 am
Okay... That issue never occured before. We will investigate it today.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 12:33:37 pm
Thank you so much. Might it be because of the mission "selection" that I´ve made during the campaign? I mean, I´m not new to the Freespace 2 Universe. The original Freespace, Freespace 2 with the 3.8.0 build and newest Media VPs. Babylon 5 project, Diaspora, Wing Commander Saga and many others mods...ran through all of these! But it still might be me, I guess...  :D Maybe enabling the possibility of making the jump ourselves to end this particular mission? Thank you, once again!  :rolleyes:

Okay... That issue never occured before. We will investigate it today.
Title: Re: [RELEASE] Into the Dark Waters
Post by: MitoPL on December 12, 2017, 03:34:37 pm
Dying 5 times, even by cheats, should allow you to proceed to the next mission anyway, you know.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on December 12, 2017, 05:01:47 pm
I think I found the problem. A mission goal requires several transports to be destroyed or departed. Unfortunately, one of them, Nandi, is loaded from mission Exile07 and sexp doesn't include situation where it's been destroyed back in that mission (so it never arrives in current mission). I suspect this is the case.

Noted for 1.2 patch.

A workaround: delete (or rename) file data/scripts/exile07ships and replay the mission without using a checkpoint, you should be able to advance.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 06:25:36 pm
Thank you for that MitoPl, that is also stated in the “help tips” when we start Freespace 2 (at the main menu start), but this mod is so good that this kinda bugged me when it happened. The story, the ship models, the soundtrack, everything is so well made that is almost addictive. I’d be happy to help by reporting a (possible) bug.  :yes:

Dying 5 times, even by cheats, should allow you to proceed to the next mission anyway, you know.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 06:28:43 pm
Thank you so much for the help Macielos! I will do so!  ;)

I think I found the problem. A mission goal requires several transports to be destroyed or departed. Unfortunately, one of them, Nandi, is loaded from mission Exile07 and  doesn't include situation where it's been destroyed back in that mission (so it never arrives in current mission). I suspect this is the case.

Noted for 1.2 patch.

A workaround: delete (or rename) file data/scripts/exile07ships and replay the mission without using a checkpoint, you should be able to advance.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 13, 2017, 11:17:14 am
Worked like a charm, Macielos! Thanks again for all the help!  :yes:

I think I found the problem. A mission goal requires several transports to be destroyed or departed. Unfortunately, one of them, Nandi, is loaded from mission Exile07 and sexp doesn't include situation where it's been destroyed back in that mission (so it never arrives in current mission). I suspect this is the case.

Noted for 1.2 patch.

A workaround: delete (or rename) file data/scripts/exile07ships and replay the mission without using a checkpoint, you should be able to advance.