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Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: fightermedic on December 08, 2011, 01:21:01 pm

Title: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 08, 2011, 01:21:01 pm
The Campaign Restoration Team is proud to present you yet another revamped campaign:
TITAN REBELLION
The Shivans are sealed away beyond Capella. The Alliance is at peace, for now. Lurking in the shadows is a clandestine organization: NeoIntel.  Their mission is to preserve the peace at any cost.  Terran or Vasudan.  Soldier or civilian. None will be spared in NeoIntel's quest for peace!

(http://img830.imageshack.us/img830/1755/titanhj.jpg) (http://imageshack.us/photo/my-images/830/titanhj.jpg/)

A campaign not finished in its initial release, it has now not only been completed by creating the 3 missing missions, but also the FSCRP team reworked all other missions and added new backrounds and custom ships. Furthermore the campaign received full voice acting via TTS software.
Requirements are fs_open_3_6_14_RC1 and the latest mediavps
Please report any bugs or tell us any other feedback you may have got.

Download it here: http://www.mediafire.com/download.php?ralzr4f37ebrp8k
 or here http://www.freespacemods.net/download.php?view.821

Credits go the original creator and to all the guys in the team who have worked on it over the years, especially to Macfie for giving it some final polishing!

Have fun!
Title: Re: [Release] Titan Rebellion 1.0
Post by: AndrewofDoom on December 08, 2011, 04:36:17 pm
I remember playing the incomplete version when I was a wee youngster. Perhaps I shall play this.  :nervous:
Title: Re: [Release] Titan Rebellion 1.0
Post by: yuezhi on December 09, 2011, 12:04:38 am
you guys are are fire! keep up the good work. :yes:
Title: Re: [Release] Titan Rebellion 1.0
Post by: Alex Heartnet on December 09, 2011, 02:15:46 am
Played through the whole campaign!  And found a few bug-related stuff...

Spoiler:
General:  Some lines of voice acting are not played while in the heat of battle.  However, I think the new sound code is to blame.

Mission 1:  The Panzer's cargo display shows 'Nothing'.  Perhaps it should read 'Commandos' before it docks with the Angut, and 'Mizraim' after it undocks?
I love how the Panzer has a male comm animation but a female's voice.
Mission 2:  No mission debriefing if you jump back to base immediately after launching.
The vanilla Freespace 2 AI does not know how to use Trebuchets (or dumbfires).  Instead I would do some table editing to allow the Eyrines and Aries classes to use Stiletto II's, and give them those instead..
Given that you are posing as GTVA forces, support ships should be made avalible for this mission.
Mission 3:  After one Loki is scanned, mark all of them as scanned so as not to clutter your 'Target Next Unscanned Vessel' control.
'Target Next Unscanned Vessel' also targets vessels that cannot be scanned, like the shipyard-railgun and the Triton freighters (as opposed to their cargo).
Having a few of mjn.mixael's consturction drones floating around would be a nice touch to add.  They would of course get blasted in a later mission.
Mission 6:  Again, the transport has a male comm animation but a female voice.
Also, flying directly into Cyclops torpedos is bad for your health.
Mission 8:  Needs moar bombers :P
Mission 9:  Not too fond of the nebula color.  Too bright.
Mission 12:  Fix the red recommendations text in the debriefing.  It talks about Aeolus cruisers, but there are none in this mission anymore.
Mission 13:  There is too long a delay between the spoken dialogue and the Titan actually firing its guns.
Mission 15:  There is an obiective to 'Smash' a certain cruiser's missle turret.  Smash it?  Just say to destroy it, like every other objective.
Again, can we have a few construction drones?  It just seems appropriate for a few to be flying about.

That last mission is just...wow.  HUGE fleet battle!  Making it must of been a pain.

All of these are minor things, there seems to be a notable lack of major bugs.
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 10, 2011, 05:31:31 am
once again, thank you very much for your excellent feedback alex
we will adress those things for future versions :)
Title: Re: [Release] Titan Rebellion 1.0
Post by: Alex Heartnet on December 10, 2011, 01:01:23 pm
Wait!  I got more feedback.  I found two problems with the final mission.

Spoiler:
Beta and Gamma wings need to have an order to destroy the Shade after they complete all of their waypoints.  I found that if you give them slow, heavy bombers, they are ~8k from the Shade once they complete their waypoints, and end up just sitting there.

The Titan should not fire its beams while it is exploding.  It just looks odd for the Emperor to declare victory then announce how he lost another one of his warships.
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 12, 2011, 01:45:55 pm
actually i think i gave attack orders to the wings, strange, gotta check it

regarding the titans beams, i kind of liked it when she goes down with a huge last barrage ;)
Title: Re: [Release] Titan Rebellion 1.0
Post by: achtung on December 16, 2011, 11:34:51 am
Finally got around to mirroring this. Now that finals week is over I can get the others done in short time.

 http://freespacemods.net/download.php?view.821
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 16, 2011, 11:44:26 am
Finally got around to mirroring this. Now that finals week is over I can get the others done in short time.

 http://freespacemods.net/download.php?view.821


you might want to update fall of epsilon pegasi to 1.1 - i think it's still 1.0 on fsmods
thank you btw :)
Title: Re: [Release] Titan Rebellion 1.0
Post by: crizza on December 16, 2011, 01:30:35 pm
Played through it, at least untill the final mission, which is awesome too, but...

Spoiler:
...wether Beta nor Gamma wing arrive to finish the shade in time and it is very painfull to kill the Shade on my own.
When it goes down, the allied fleet is almost everytime destroyed apart of the Scion and the Pharaoh quickly follows.
The stealth bombers are a pain in the ass too...
or am I just too bad? -.-
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 16, 2011, 03:31:08 pm
Played through it, at least untill the final mission, which is awesome too, but...

Spoiler:
...wether Beta nor Gamma wing arrive to finish the shade in time and it is very painfull to kill the Shade on my own.
When it goes down, the allied fleet is almost everytime destroyed apart of the Scion and the Pharaoh quickly follows.
The stealth bombers are a pain in the ass too...
or am I just too bad? -.-

no, it's a rather difficult mission
you will never have the time to finish any job in this mission
head towards the stealth ships as soon as they appear, they are very easy to kill while they still are flying towards the pharaoh, the same goes for the interceptors attacking beta and gamma, once those show up, ignore everybody else

you should very frequently switch all power to the engines in this mission too ;)
Title: Re: [Release] Titan Rebellion 1.0
Post by: crizza on December 16, 2011, 07:50:01 pm
Switching power towards the engines is allright...my whole wing flies Ares...with Trebs(my wingmen can use trebs, can't they?!)
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 17, 2011, 02:51:55 am
the ares is a bit slow a ship for this mission,
and the ai is not really capable of using trebs right
Title: Re: [Release] Titan Rebellion 1.0
Post by: MatthTheGeek on December 17, 2011, 03:20:29 am
Unless you have implemented improved AI, or unless the mission has good-secondary-time events, then no, your wingmen won't fire Trabs.
Title: Re: [Release] Titan Rebellion 1.0
Post by: crizza on December 17, 2011, 06:16:36 am
THis could explain some things.
How is it possible, that my wingmen can actually target the stealthies?

Edit: Using another fighter worked just fine.
Now I'll try to steal the table and pof of the Pharaoh, as I love the design.
Great campaign.
Title: Re: [Release] Titan Rebellion 1.0
Post by: Hellstryker on December 17, 2011, 09:49:01 am
How many missions long is this campaign, just out of interest?
Title: Re: [Release] Titan Rebellion 1.0
Post by: Hellstryker on December 18, 2011, 02:22:20 am
Sorry for the doublepost but er, this is a problem...

ERANGE: String error. Please Report.
Trying to put into 127 byte buffer:
fighter2v-01-debris-normal.tga
ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
SHELL32.dll! StrStrW + 6897416 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
atioglxx.dll! atiPS + 15563856 bytes
<no module>! <no symbol>
SHELL32.dll! StrStrW + 3160670 bytes
<no module>! <no symbol>
fs2_open_3_6_14_RC1.exe! <no symbol>

Happens as soon as I try to load the first mission.
Title: Re: [Release] Titan Rebellion 1.0
Post by: MatthTheGeek on December 18, 2011, 03:56:15 am
1) Lrn2debuglog (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359)

2) Y u RC1 when RC2 is out (http://www.hard-light.net/forums/index.php?topic=79332.0) ?
Title: Re: [Release] Titan Rebellion 1.0
Post by: Hellstryker on December 18, 2011, 05:12:57 am
1) KnowhowjustlazyDx http://pastebin.com/fER1MTre

2) 'Cuz RC2 had the same problem, and since it calls for RC1 I figured there may be a sliiiightly off chance it'd fix it, but nope.

So as far as I can tell it seems to be a normal map on a Zod fighter causing the issue o_O
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 18, 2011, 05:20:46 am
sorry i have no idea what might be the problem
btw the campaign has 16 missions
Title: Re: [Release] Titan Rebellion 1.0
Post by: MatthTheGeek on December 18, 2011, 05:22:42 am
Problem : complete texture file name is too long.

Why ? because that includes all the directory hierarchy behind it. And you made the mistake of installing FSO in Program Files.

Move everything to C:/Games or whatever and that should fix it.
Title: Re: [Release] Titan Rebellion 1.0
Post by: Hellstryker on December 18, 2011, 05:26:21 am
Well okay I did some MVP digging, that's certainly weird. No such file as 'fighter2v-01-debris-normal.dds' actually exists. There's fighter2v-01-debris.dds and fighter2v-01-normal.dds, but not the thing the log is talking about.  :wtf:

Problem : complete texture file name is too long.

Why ? because that includes all the directory hierarchy behind it. And you made the mistake of installing FSO in Program Files.

Move everything to C:/Games or whatever and that should fix it.

And if that's -still- an issue then somebody should write GoG and tell them to change the default install directory. >_>
Title: Re: [Release] Titan Rebellion 1.0
Post by: CaptJosh on December 18, 2011, 08:50:57 pm
It's not a FS2 issue. Windows will only accept a combination of filename and path a certain length.
Title: Re: [Release] Titan Rebellion 1.0
Post by: mmm99 on December 19, 2011, 03:09:27 am
Just wanted to say great job with upgrading these campaigns I love it.

Played Fall of Epsilon Pegasi that was great and I am in the middle of titan rebellion which is pretty good to.

Keep up the good work. :yes:
Title: Re: [Release] Titan Rebellion 1.0
Post by: MatthTheGeek on December 19, 2011, 03:43:56 am
And if that's -still- an issue then somebody should write GoG and tell them to change the default install directory. >_>
It's not GoG's job to tell people how to properly use a computer.
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 19, 2011, 10:08:49 am
Just wanted to say great job with upgrading these campaigns I love it.

Played Fall of Epsilon Pegasi that was great and I am in the middle of titan rebellion which is pretty good to.

Keep up the good work. :yes:

thank you for your kind words :)
Title: Re: [Release] Titan Rebellion 1.0
Post by: starlord on December 19, 2011, 11:57:49 am
excellent work fightermedic! that unfinished classic lives on now!
Title: Re: [Release] Titan Rebellion 1.0
Post by: mralexs on December 19, 2011, 05:17:21 pm
hey, on the first mission, my wingmen destroyed the cruiser instead of disarming it... should that happen?
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on December 20, 2011, 12:05:56 pm
hey, on the first mission, my wingmen destroyed the cruiser instead of disarming it... should that happen?
erm no, it shouldn't
but without you actively helping them destroying that ship i don't think they can manage to do so, can they?
Title: Re: [Release] Titan Rebellion 1.0
Post by: mralexs on December 20, 2011, 02:59:02 pm
they kept hitting it with primaries and hornets... and i told them to disarm it
Title: Re: [Release] Titan Rebellion 1.0
Post by: CaptJosh on December 20, 2011, 10:04:28 pm
On anything that a fighter can kill, disarm and disable can be rather broken. Better to order them to cover you while you disarm it yourself, IMO.
Title: Re: [Release] Titan Rebellion 1.0
Post by: veketon on December 26, 2011, 06:26:21 pm
Wow!  I can hardly believe this!   :D  I remember making the original version of this campaign something like ten years ago!  I never finished it because I was graduating and moving to another state at the time.

Shoot, now where did I put my FS2 discs?
Title: Re: [Release] Titan Rebellion 1.0
Post by: Admiral Nelson on December 27, 2011, 08:35:25 am
Heh, now we don't have to track you down on Facebook. :)
Title: Re: [Release] Titan Rebellion 1.0
Post by: MrTealTwo on June 26, 2012, 03:01:44 pm
Such a great campaign, and has this nice Volition -esque feel to it ^^,
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on July 10, 2012, 10:53:09 am
glad you liked it
always nice to see that the hours working on this have not been spent in vain :)
Title: Re: [Release] Titan Rebellion 1.0
Post by: WouterSmitssm on October 17, 2012, 01:45:13 pm
hows going is this finished
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on October 17, 2012, 04:48:25 pm
yes this is finished, for a looong time now ;)
Title: Re: [Release] Titan Rebellion 1.0
Post by: yuezhi on October 17, 2012, 04:59:28 pm
*facepalm
Title: Re: [Release] Titan Rebellion 1.0
Post by: Macfie on October 17, 2012, 05:32:35 pm
hows going is this finished

Yes, hence the title, (Release) Titan Rebellion 1.0
Also available on freespacemods.net
http://www.freespacemods.net/download.php?view.821
Title: Re: [Release] Titan Rebellion 1.0
Post by: starlord on October 18, 2012, 01:28:32 am
I'm curious. Did you get an upgraded model for the titan? You kept complaining about the old ones' geometry errors...
Title: Re: [Release] Titan Rebellion 1.0
Post by: Macfie on October 18, 2012, 11:20:57 am
I don't remember whether or not we got a new model.  It's been almost a year since we released it.  I don't remember any problem when we were doing the final testing.
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on October 18, 2012, 12:16:09 pm
i think it's the model that has been used from the start - the only problem i remember were some missing textures, and as far as i am aware i had fixed that before releasing, can't guarantee that though
Title: Re: [Release] Titan Rebellion 1.0
Post by: hansebee on February 20, 2013, 12:25:20 pm
I simply want to say that besides Blue Planet this is one of my favourite campaigns. The "black glove" and covert ops stuff is just great, I was really intrigued what was going to happen next. And no "stealth fighter scan-every-subsystem BUT stay-away-from-any-fighter" nonsense.

thumbs up.

Someone should install a rating system on the mod list. ;-)
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on March 06, 2013, 06:33:59 pm
I simply want to say that besides Blue Planet this is one of my favourite campaigns. The "black glove" and covert ops stuff is just great, I was really intrigued what was going to happen next. And no "stealth fighter scan-every-subsystem BUT stay-away-from-any-fighter" nonsense.

thumbs up.

Someone should install a rating system on the mod list. ;-)

actually, i might just as well try to add a rating poll on release threads, not quite sure if it is possible in the campaign list itself
and thanks for your kind words
Title: Re: [Release] Titan Rebellion 1.0
Post by: Govenator on October 29, 2015, 12:08:51 am
Wow just played this campaign.  Very impressive.  The last mission crazy with all those ships.
Title: Re: [Release] Titan Rebellion 1.0
Post by: fightermedic on November 04, 2015, 11:35:28 am
thank you, appreciate it :) i am quite happy with the last misson myself, it's not so easy to make a working BOE-style mission, i think this one actually works quite well
Title: Re: [Release] Titan Rebellion 1.0
Post by: noretoc on April 29, 2017, 10:54:23 pm
I know this one has been out a while, but I tried it for the first time today and I think a mission is bugged.  So at the end of mission 2, when the mission objective is to destroy the beam cannons on the Heliopolis, there doesn't seem to be a way to cycle to them.  When I first target the Heliopolis I automatically target the beam cannon, destroy one, but them as I cycle through the subsystems It never shows the other cannons.  It shows weapon, and I have taken out the weapons, and disable the ship, but the mission doesn't end because I still haven't destroyed a beam cannon which isn't shooting anything (because the ship is disable).  The mission just hand there showing "destroy bean cannon" as an objective.  Any help would be appreciated.

(Hope im posting in the right place)
Title: Re: [Release] Titan Rebellion 1.0
Post by: Admiral Nelson on April 30, 2017, 07:24:17 am
Hi noretoc; bean cannons are *turrets* not *subsystems*.  You want to use K and SHIFT-K to cycle amongst the turrets to find the beam turrets you need to destroy.
Title: Re: [Release] Titan Rebellion 1.0
Post by: noretoc on April 30, 2017, 03:44:53 pm
Doh!  Thank you very much!