Note: This release will eventually folded into a Memories of the Great War-"omnibus" release.
Not to detract from your work but "memories "is misspelled in the banner image.
Note: This release will eventually folded into a Memories of the Great War-"omnibus" release.
Would you reccomend playing this now or after this is released?
I'm also not sure if Phoenix V existed at the moment the campaign is set, but it's a minor detail and i might (and probably am) wrong.
In mission 2... Shouldn't Myrmidon start a bit damaged? I mean, it's mentioned in briefing that it sustained some damage during the run for Ribos node. Minor damage like havin only 90-80% of hull damage would be fitting, I think.
I actually managed to... break last mission. By hiding in Temple hangar it is possible to destroy it even before the beacons start to jump in - especially that some fighters kept trying to attack me, and therefore haven't attacked Myrmidon battlegroup, just floating around the destroyer. Mission ended normally, but still with debriefing about heavy damage to Myrmidon... which went trough battle without a scratch.
Error: Error parsing sexp variables - unknown persistence type encountered. You can continue from here without trouble.
keep getting errors
crashes
[...]
asame errors are you sure you tested good
Assert: "vm_vec_mag(plane_normal) > 0.999f && vm_vec_mag(plane_normal) < 1.001f"
File: vecmat.cpp
Line: 132
ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 162 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! SCP_DumpStack + 367 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! dump_stacktrace + 68 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! os::dialogs::AssertMessage + 628 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! vm_project_point_onto_plane + 118 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! fvi_sphere_plane + 420 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! mc_check_sphereline_face + 195 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp_poly + 829 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 230 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 264 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 264 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 264 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 264 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! mc_check_subobj + 1224 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide + 1158 bytes
[...]
[ This info is in the clipboard so you can paste it somewhere now ]
Use Debug to break into Debugger, Exit will close the application.
ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 162 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! SCP_DumpStack + 367 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! dump_stacktrace + 68 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! os::dialogs::Error + 250 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! os::dialogs::AssertMessage + 854 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! vm_project_point_onto_plane + 118 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! fvi_sphere_plane + 420 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! mc_check_sphereline_face + 195 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp_poly + 829 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 230 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 264 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 264 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 264 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 296 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide_bsp + 264 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! mc_check_subobj + 1224 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! model_collide + 1158 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! will_collide_pp + 268 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! will_collide_with_big_ship + 290 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! will_collide_with_big_ship_all + 278 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! maybe_avoid_big_ship + 139 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! ai_chase + 2481 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! ai_execute_behavior + 98 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! ai_frame + 2602 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! ai_process + 435 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! ship_process_post + 2356 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! obj_move_all_post + 883 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! obj_move_all + 933 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! game_simulation_frame + 1467 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! game_frame + 627 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! game_do_frame + 183 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! game_do_state + 348 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! gameseq_process_events + 265 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! game_main + 659 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! actual_main + 162 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! SDL_main + 47 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! main_getcmdline + 320 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! invoke_main + 50 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! __scrt_common_main_seh + 302 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! __scrt_common_main + 14 bytes
fs2_open_3_8_1_x64_AVX2-DEBUG.exe! WinMainCRTStartup + 9 bytes
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Hi. The Karnak is my model, and I'll take a look at this. It probably just needs an export, re-smoothing and normalizing, then reimported. Gimme a few days or weeks and I'll have a new POF for you to test.
in mission with destroying convoys near the node, vasudan fighters are exiting the node? But, wasn't fighter-size subspace drive allowing to do it invented much later?
Well, it's understable from mission design point of view... But it should be weird for characters in-universe, isn't it? From their point of view it is impossible - maybe pilots should notice, that it's veeery strange, or it should be said in debriefing that details of mission are classified? GTI would be surely very interested in that thing xd.
Lost Generation was NTF campaign, right?
Sorry if this is off topic, but where does shivans and men stand in this? Is it still ongoing?
Sorry, if my complaining for such details seems as annoying, but for me such details are often the biggest problem in overall great and having feeling as "retail-isch +" campaign you create.
I think i found one more interesting case - in mission with destroying convoys near the node, vasudan fighters are exiting the node? But, wasn't fighter-size subspace drive allowing to do it invented much later?
This wants to download MJNs Mainhalls v1.2.0, which AFAIK is a fully compatibe subset of the recently released v1.3.0 & so takes up some unnecessary space if they're already up to date.