Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: 0rph3u5 on April 30, 2019, 04:08:44 pm

Title: [Re-release] Light of Antares, Omnibus version (1.1.1)
Post by: 0rph3u5 on April 30, 2019, 04:08:44 pm
(https://fsnebula.global.ssl.fastly.net/storage/0a/2e/1aa79a7595d85cacad3f10bae664dfa58f4bb84b176d32fc489af48881bc.png)

Antares, the great battlefield of Terran-Vasudan War, was changed by the arrival of Shivans; allegiances shifted and alliances were struck.
Passing through the system on their way to Ribos appeared to be an easy task for the pilots and crew of the GTD Myrmidon, however in the attempt to do so they became locked into a life-and-death struggle with a group of Hammer of Light-fanatics.

-link removed-

Note: This release will eventually folded into a Memories of the Great War-"omnibus" release. (DONE)



(https://media.moddb.com/images/members/5/4078/4077319/screen0075.png)

(https://media.moddb.com/images/members/5/4078/4077319/Light_of_Antares_2019_re-release_promo_2.png)

(https://media.moddb.com/images/members/5/4078/4077319/Light_of_Antares_2019_re-release_promo_3.png)

Summary of changes since the 2007 release:
- Overhauled Mission 3, mostly so the Shivans don't dominate the field as much.
- Overhauled Mission 4, so the mission is less likely to fail completely in the final minutes.
- Overhauled the end of Mission 5.
- Added a new Epilogue.
- Added a number of helpful counters to the directives in regards to time sensitive objectives.
- Upgraded the campaign persistence features for the cruisers "Priest", "Illuminated", "Ravana", "Kumbhakarna", "Damocles", "Deadalus" and "Icarus". If they are not destroyed in Mission 3, or Mission 4 respectively, they will be in Mission 5.

Hidden Text: Development history • Show
Light of Antares (sometimes with the added article) was originally created and released in 2007 - during the glorious months in between my graduation from secondary school and my year of military service. It is one of those campaign that are quickly slapped together in a fit of creative mania. Over the years I have been planning to re-release it several times, each time accompanied with a new beta-testing phase. As the script for Vega must burn (https://www.hard-light.net/forums/index.php?topic=95603.0) is still "out at the editor", I took some time away and finally done everything but a total overhaul of the mission dialogue.

Back then its premiere feature was that I got into my head to design the mission around the "All Teams at War-flag" meaning combat between multiple forces in the same mission. Up until that point, no other campaign had done so, as far as I knew/know.

Silent Threat: Reborn (https://www.hard-light.net/forums/index.php?board=140.0) was also still a year away at that point, so the field for FS1-era campaigns seemed very much open.

CREDITS:

Based on Conflict: Freespace by :v:

Uses the Freespace Port (https://www.hard-light.net/forums/index.php?board=39.0)

Scenario/Mission Design - Jan ''0rph3u5'' Dombert

Scripts - "Axem"

Beta Testers:
2007 release:
- "Macfie"
- "Trashman"
2009 update candidate:
- "Rodo"
- "Solatar"
2016 update candidate:
- "Taranis"
- "Lykurgos88"

Hammer of Light-reskins:
- Hammer of Light-logo - remastered by "Galemp" and "MjnMixael"
- PVF Anubis – by “Kestrellius” & Jan ''0rph3u5'' Dombert
- PVF Horus – by “Kestrellius” & Jan ''0rph3u5'' Dombert
- PVF Seth – by “Kestrellius”
- PVF Toth – by “Kestrellius”
- PVB Osiris – by “Kestrellius”
- PVB Amun – by “Kestrellius”
- PVS Scarab – by “Kestrellius”
- PVC Aten – by “Galemp”
- PVD Typhon – by “Galemp”

The "core"-package also contains:
- PVFg Cleopatra aka PVM Naunet – by “Axem”, with textures by “Black Wolf”
- PVCa Ramses aka PVCa Bastet – by “Black Wolf”
- GTF Hercules, Recon-variant – by “Galemp”
- PVM Duat - by "Oddgrim"

The campaign also comes bundeled with Axem's Message Box-script as an optional package.
(Note: the packages "Message Box-Script" and "Message Box-Script+small HUD" are mutually exclusive)

Hidden Text: continuity • Show
With regards to continuity:
- Light of Antares keeps close contunity with Rain on Ribos IV (originally released in 2007; updated release TBD) and the upcoming Vega must burn, as well as another project currently in my back pocket.

Hidden Text: Beta Videos • Show
Access to the videos has been restricted temporarily as I've recieved a copyright complaint through YouTube against them.

Hidden Text: Loading Screen Texts • Show
[Mission 1] The Antares Accords (2322), part 1

After the first battles of what would be the Fourteen Year War, diplomats from the Galactic Terran Alliance and Parliamentary Vasudan Empire convened a summt in the Antares-system. The resulting Antares Accords were signed on April 11th 2322.

[Mission 2] The Antares Accords (2322), part 2

The Accords lay out the rules of war and general rules of engagement by which both parties officially abide by during the ongoing conflict.

[Mission 3] The Antares Accords (2322), part 3

The Accords also regulate the protections for civilian and medical craft as well as multi-purpose planetary and space-born infrastructure.

[Mission 4] The Antares Accords (2322), part 4

Branding the terms of the Accords a diplomatic failure of the civilian leadership, the Admiralty Board was able to seize power on Earth in 2323.

[Mission 5] The Antares Accords (2322), part 5

By an acknowledgement of the status quo ante of 2321, the Accords provided a much needed reprieve for the PVE which was facing a growing threat that the GTA would limit the PVE's further expansion into unclaimed space.

Hidden Text: Medals in Light of Antares • Show
All medals require the player to set the difficulty to at least "Medium" and not to use cheats. Also, due to engine limitations only one medal csn be earned per mission.

Mission 2 - Military Defense
- The Shivan attack force must arrive.
Spoiler:
This requires one of the fighters from either Rama or Brahma wing to escape.
- The Shivan attack force was defeated.

Mission 2 - Commendation Medal (1)
- Successful Mission Completion
- Virgo wing must be defeated before it get closer than 550 meters to the reactor.

Mission 3 - Legion of Merit
- Successful Mission Completion
- At least one of the Shivan cruisers was destroyed.
- That kill must be awarded to the player to earn this medal.

Mission 4 - Distinguished Flying Cross
- Successful Mission Completion
- The player was awarded the kill for at least half of all HoL fighters destroyed in this mission.

Mission 4 - Commendation Medal (2)
- Successful Mission Completion
- All three cruisers survived the mission.

Mission 5 - Meritorious Unit
- Successful Mission Completion
- The Temple was never disabled during the mission.
- The Temple never reached a distance to the Myrmidon of less than 2500 meters.

Mission 5 - Distinguished Service Cross
- Successful Mission Completion
- At least one of the Shivan cruisers was destroyed.
- That kill must be awarded to the player to earn this medal.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Nightmare on April 30, 2019, 06:49:27 pm
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?
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: PIe on April 30, 2019, 07:55:14 pm
Not to detract from your work but "memories "is misspelled in the banner image.  Congrats on the release.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: AdDur on April 30, 2019, 09:50:29 pm
OK, just played it. Short, yet fun to play campaign. I like campaigns set between well known events. Missions are rather simple, but I don't regret time spent with Light. I'm impatently waiting for rest of Memories re-release. I really liked the confusing battles of this campaign with three sides - using shivans as an asset that may every moment kill you was interesting experience.

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'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.

Sometimes I had a feeling of... emptiness. I mean missions 2 and 4 could use some more dialogues between wingmen (maybe about unexpected "ally"), maybe some HoL boasting (like mission later)? Especially mission 4, where for most time you just snipe enemies with your interceptors. It was nice, relaxing mission, but i felt a lack of something.

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.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 01, 2019, 02:49:09 am
Not to detract from your work but "memories "is misspelled in the banner image.

Exhausting makes a bad companion. The banner in Knossos itself should be fixed.

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?

Now. The omnibus release doesn't even have a vague release date - heck, if I had not promised Galemp the maps for the Horus and Anubis, this might have lingered on my harddrive a lot longer.



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.

Canonwise: The Phoenix V gets introduced to player in Freespace 1 during Act 2, I think for La Ruota dell Fortuna or Where Eagles Dare. Which would be two weeks after these events.

However it is here to give you a little firepower for mission 3 and mission 5 - you don't see it but LoA uses a variation of the P5 that tells the AI to use it specificially against ships that are cruisers and larger, instead of bombers.



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.

Which build are you using? - Because it was transfering the hull value of the Myrmidon from mission 1 to mission 2 in the 2007 original and I didn't change a thing about that.

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.

Don't tell them about the exploit. ;)

As for the heavy damage, for sake of continuity it is assumed that the mission keeps going even after the Temple is destroyed.
Spoiler:
Two wings of Nephilims will warp in, flanking the Myrmidon, they can unleash a serious barrage on the destroyer if you are not good enough.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: AdDur on May 01, 2019, 05:55:34 am
Maybe then, as in case of Interceptor it would be nice to mention about introducing Phoenix, or getting shipment of it on Myrmidon?

Version 1.0.0 of Antares, with 3.8.0-3 FSO.

Yeah in my second proper playtrough i saw this nice strike... It was devastating.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: woutersmits on May 03, 2019, 03:46:00 am
Error: Error parsing sexp variables - unknown persistence type encountered.  You can continue from here without trouble.
File: sexp.cpp
Line: 3672

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 162 bytes
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

i get this error
https://fsnebula.org/log/5ccbff72cb0d33530ac8bac2 (https://fsnebula.org/log/5ccbff72cb0d33530ac8bac2)
with log
on every mission
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Nightmare on May 03, 2019, 03:55:45 am
Probably you should've use a nightly build instead of 3.8.0?
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: woutersmits on May 03, 2019, 04:23:51 am
https://fsnebula.org/log/5ccc08bacb0d335300c8bab3 (https://fsnebula.org/log/5ccc08bacb0d335300c8bab3)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_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
[...]
[ 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_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190502_1da2c03_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

bugged campaign
gives errors
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 03, 2019, 05:41:09 am
Error: Error parsing sexp variables - unknown persistence type encountered.  You can continue from here without trouble.

That's one from using the a build that doesn't have the new persistence scheme - was not aware that it wasn't in complete build.

Solution use a Nightly 3.8.1 - they are easy enough to get on Knossos.



As for second one, no clue.

I can only guess that it has something to do with a ship arriving or a weapon being fired, but none of the ship types arriving or possibily arriving around, or the weapons that potentially be fired, that point in the mission are uncommon across campaigns (SF Scropion, SF Manticore, GTC Fenris, PVFr Bast, PVFr Satis, PVT Isis, PVFr Ma'at, VC 3, VAC 4, PVS Scarab) for that bug to exist "just here".

The second mission was known to create problems with older versions of the Freespace Port MediaVPs due to the differences between the original Karnak and previous versions of the HTL Karnak - but that was sync'ed aged ago. Light of Antares is specifically set to use the newest avalible MediaVPs (including Freespace Port MediaVPs) for that reason - also why there is no manual install package this time.


Another guess would be that it is an issue to unique to Nightly released on May 2nd - since it is newer than the campaign I have testing data on it. I used the Nightly released on April 15th for testing.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: woutersmits on May 03, 2019, 03:42:14 pm
are you sure you tested probely it just crashes
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Nightmare on May 03, 2019, 05:06:59 pm
At which mission does it actually occur?
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: woutersmits on May 04, 2019, 01:31:48 am
second
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: woutersmits on May 10, 2019, 04:43:29 am
https://fsnebula.org/log/5cd547a0cb0d3341c5a14604 (https://fsnebula.org/log/5cd547a0cb0d3341c5a14604)
keep getting errors
crashes
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_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
[...]
[ 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_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20190415_4824428_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
asame errors are you sure you tested good
https://fsnebula.org/log/5cd54aefcb0d3341c0a14604 (https://fsnebula.org/log/5cd54aefcb0d3341c0a14604)
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 10, 2019, 05:32:15 am
keep getting errors
crashes
[...]
asame errors are you sure you tested good


Pretty sure - that Beta-level mission 99% identical to the release version (the 1% is the adding Debriefing text)

... and it is still the same error - one, which I might add, have not been able to replicate yet. I can see where it supposed to happen in the log (it's around 2:30+ in the video), but no crash on my end.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Goober5000 on May 10, 2019, 04:15:38 pm
Woutersmits and I did some debugging.  I believe there is a problem with the PVI Karnak model, caused by invalid model geometry, that shows up in rare cases... which somehow Woutersmits was hitting on every playthrough.

The problem occurs when testing for collisions between Theta 2 and the Luxor.  The collision happens when testing the Karnak's submodel 0, leaf_index 4516.  The magnitude of the plane normal is 0.998625040, which is not quite 0.999.  Here is the full debug stack trace...

Code: [Select]
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

I can split the bug report out from the campaign thread if you like.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 11, 2019, 03:40:51 pm
Thanks for doing the heavy lifting!  :yes:

On the subject of a topic split:
While it is not a problem unique to the campaign (e.g. I experienced a CTD on ST:R's "Blood of the Innocent" recently, which, in light of the explaination, might be the same issue) it is also a relevant issue until the FSPort MediaVPs recieve an update. So a split is not required.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Galemp on May 13, 2019, 12:44:44 am
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.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Asteroth on May 14, 2019, 12:10:12 am
Yes! It seems I'm a bit late, but I've also had this CTD issue with collisions with the Karnak.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 14, 2019, 04:39:02 am
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.

Thanks very much!

Meanwhile, I added the Beta-Videos from my youtube-channel to the first post, so people can look at them if they are struck by that bug and the campaign does not progress.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: AdDur on May 14, 2019, 06:12:39 pm
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?
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 15, 2019, 03:42:11 am
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?

Honestly, that's a case of the mechanics of the mission having to trump the rules of the FS universe for a bit:
Spoiler:
If the escorts don't jump in close to the convoys, they tend to have no effect on actually stalling you from attacking the freighters.

But on that front, the new Epilogue provides a bit of redcon - - someone outside the Vorpal Swords is actually using them to test unstable prototype technology. Jump drives are not explictily mentioned but do I really have to?
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: AdDur on May 15, 2019, 04:59:12 am
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.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 15, 2019, 05:17:23 am
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.

Originally, I didn't much care - design trumps all. But over years, I developed a "fix", but never quite deployed it (mostly because "continuity"-storys rarely develop enough substance to sustain them; Light of Antares and Hellgate: Ikeya being exceptions that prove a rule).

The updated version of Rain on Ribos IV is going to do catch some of that. Basiccally, I am working off the assumption that a "Race to the Drive" took place and in-universe characters can acctually speculate on some of the technical details (its a single Command Briefing Stage in which Tombaugh Command goes "please stop the baseless speculation while we figure this out"). The concept of a "Race to the Drive" will also feature as background detail in other projects.

Maybe one day I will do a full "re-master" that also fixes the continuity to ST:R (ST:R released after MoGW so I speculating quite a bit), which also fills in the dialogue and ties MoGW closer to The Lost Generation. But before the that I would like to finish all the stuff that needs tying together.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: AdDur on May 15, 2019, 05:21:52 am
So, Rains will be next campaign released or will it be Vega?
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 15, 2019, 06:27:09 am
Vega must burn has priority, esspecially because it does technical groundwork, but Hellgate: Ikeya might be out before that (there isn't really that much to do there). Rain on Ribos IV is still ways off, esspecially since after Vega must burn I am going to switch back to The Lost Generation to apply the newly developed methods.

EDIT: re: apply developed methods, e.g.
One of the big technical issues with The Lost Generation - Ashcroft (seperate from a conricopia of writing issues) is the technical structure of the Mission 10, which diverges a bit depending on your loadout choice(s). This causes some issues, because interactions between events has become chaotic. One of the missions in Vega Must Burn will have a similar "one mission, two scenarios"-structure, but by building it from ground up I seek to find a scheme to tame that possible chaos.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: AdDur on May 15, 2019, 03:09:34 pm
Lost Generation was NTF campaign, right?


Well, it sounds really interesting, and i eagerly anticipate your next releases. 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.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: starlord on May 15, 2019, 04:13:39 pm
Sorry if this is off topic, but where does shivans and men stand in this? Is it still ongoing?
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on May 16, 2019, 01:41:18 am
Lost Generation was NTF campaign, right?

The Lost Generation is series title for three FS2-era campaigns, each with a strong narrative emphasis.
- TLG - Ashcroft is a NTF-campaign set in the time from before Proving Grounds to slightly after Endgame.
- TLG - Jaarin is a GTVA-campaign set in the Nebula sometime between Slaying Ravana and A Monster in the Mist.
- TLG - Santiago (aka TLG - Serqet) is a GTVA-campaign set at the NTF-Front between Surrender, Belisarius! and the aftermath of Rebels & Renegades.

Only Ashcroft has a preview topic yet, mostly because Jaarin doesn't produce compelling visuals (Curse you, Full Nebula envoirment *cartoonish shaking of fist at cloud*) and Santiago still needs a full script.

Sorry if this is off topic, but where does shivans and men stand in this? Is it still ongoing?

Of Shivans and Men is and has always been seperate from this. It's still ongoing but there are both technical and narrative issues with whole sweep of the project I didn't anticipate when I wrote it, e.g. how to manage the pay-offs across multiple story lines and how to make some of the set-pieces but not turn them into custcenes. I can't tell you when any episodes will come out, but they will be coming.

However the world building I've been doing is already bleeding into stories like Vega Must Burn, The Lost Generation - Jaarin and The Lost Generation - Santiago. (... as the common critique of the The Lord of Rings teaches us: World Building does not make a story.)

... and there is also the fact that being able to see the tech behind Wings of Dawn (https://www.hard-light.net/forums/index.php?topic=95368.0)'s VN segments provided some really interesting opportunities...

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.

It's the internet, so a "Uhm, actually..." was expected to some degree :) - esspecially since I do it myself a bit too often.

With these campaigns it is actually not annoying, they are like "apprentice's pieces" to me, full of rough edges and hard turns - and even years on, I am far from achieving some kind of mastery.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Goober5000 on May 16, 2019, 09:02:17 pm
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?

Call it a blooper.  Vasudan fighters make intersystem subspace jumps even in the main FS1 campaign.  (See sm3-01, Exodus.)
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on March 13, 2020, 09:23:54 pm
Support for this release has been discontinued.

I will continue to fix any bug you find, however any fix will go only towards a future release as part of the Memories of the Great War - Omnibus. This is due to a substantial divergence between the Memories of the Great War - Omnibus version of the "core"-package and the same package found in this release, I will not be able keep up with supporting two different builds.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on January 09, 2021, 06:57:56 am
Obsolete now, replacement deployed:

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/MoGW-omni)
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: themaddin on January 09, 2021, 07:36:53 am
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.

Glad to see you're making progress on this fine project, definitely planning to replay!
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on January 10, 2021, 01:24:59 am
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.

Adressed for 1.0.1.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Mobius on January 10, 2021, 04:22:24 am
(https://media.discordapp.net/attachments/741584237605683282/797772482983624714/Immagine.png)
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on January 10, 2021, 07:30:32 am
and it goes back for 1.0.2

I am so tired of this ... tangled web ...
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: Mobius on January 10, 2021, 09:43:55 am
Aaaand just completed it. What a classic.  :yes:

Spoiler:
I noticed however that in the very last cutscene, the departing HoL Horus fighter collides with the Temple's fighterbay, and manages to get away from it after the destruction of the warship.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on July 01, 2021, 08:22:02 am
Omnibus update 1.0.3 is in the works, as a precursor to 1.1.

This update will mostly consist of updates to the Knossos dependencies (e.g. ditching Mjn.mixael's Mainhalls temporarily) and adding the 1.1 changes to the custom HUD gauges and the loading screens. Minor adjustments to the in mission dialogue - a few german-to-english translation issues - will also happen.

Should any player encounter (other than Knossos dependency issues) any issues, please report them as soon as possible.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on July 05, 2021, 05:53:43 am
The update to the Omnibus from v1.0.2 to v1.0.3 will be out on Friday, ca. 1800 UTC+2

Changelog:
- Resolved the issue with the custom HUD gauges; Custom HUD gauges will no longer use elements from FS2 vanilla but custom elements.
- Resolved the issue of the PVC Aten not using the 4.4.2 MVP model and so texture replacement information being lost. This has been resolved by importing the altered Aten-model from v1.1.
- Now uses Axem's Extended Loading Screen Script to replace the loading screens with a design made to display short text of additional world building while you wait.
- Minor changes to the wording in some dialogue.

Known Issues:
- The issue with the HTL Karnak is still recorded as unresolved. The ability to skip Light of Antares Mission 2 remains intact.
- The issue with Terran Huge Turret, Vasudan Huge Turret, Terran Turret#Orion, Terran Turret#Acadia and Vasudan Turret#Typhon not displaying the MVP graphical enhancements remains unresolved.
- In Mission 2, Virgo wing may accidentally be destroyed by random collisions, if the low-poly version of the Karnak is used.
- In the Epilogue to Light of Antares, during the first scene, accidental collisions occured for unknown reasons. The ships involved have their collision detection with each other disabled as a stop-gap measure. In further updates one of ships' class will be adjusted to preserve texture replacement information and fix turn rates and acceleration.
- In the Epilogue to Light of Antares, during the first scene, due to afore mentioned issues with a ship's acceleration and turn times, the camera does not pan far enough to the right for scene display a ship warping out.
- Due to disabling the support for Mjn.mixeal's HD Mainhalls (reason: dependecy conflict on Knossos) both Hellgate: Ikeya and Light of Antares will default to the standard Galatea mainhall of the FS Port.
- The new loading screens are optimal at a resolution 1920x1080; at lower resolutions the text and loading bar may "spill" over elements that are supposed to host them. The new loading bar does not scale to higher resolutions either.
Title: Re: [Re-release] Light of Antares, 2019 Update
Post by: 0rph3u5 on July 11, 2021, 01:10:02 pm
For the pleasure of those who don't want to replay the campaign - here are loading screen blurbs:

Spoiler:
[Mission 1] The Antares Accords (2322), part 1

After the first battles of what would be the Fourteen Year War, diplomats from the Galactic Terran Alliance and Parliamentary Vasudan Empire convened a summt in the Antares-system. The resulting Antares Accords were signed on April 11th 2322.

[Mission 2] The Antares Accords (2322), part 2

The Accords lay out the rules of war and general rules of engagement by which both parties officially abide by during the ongoing conflict.

[Mission 3] The Antares Accords (2322), part 3

The Accords also regulate the protections for civilian and medical craft as well as multi-purpose planetary and space-born infrastructure.

[Mission 4] The Antares Accords (2322), part 4

Branding the terms of the Accords a diplomatic failure of the civilian leadership, the Admiralty Board was able to seize power on Earth in 2323.

[Mission 5] The Antares Accords (2322), part 5

By an acknowledgement of the status quo ante of 2321, the Accords provided a much needed reprieve for the PVE which was facing a growing threat that the GTA would limit the PVE's further expansion into unclaimed space.
Title: Re: [Re-release] Light of Antares, Omnibus version (1.0.3)
Post by: 0rph3u5 on December 31, 2021, 03:24:45 pm
Version 1.1 of the Memories of the Great War - Omnibus will be on Knossos next weekend (January 7th - 9th)

It will feature the Omnibus version of 2007's Rain on Ribos IV, with an (almost) all new final act that should make the Lucifer's attack on Ribos a scene to remember.

Additionally, you will have the opportunity to join the crew of the GTCv Roland in a brand-new, 3-mission Memories of the Great War-stroy, Aldeberan Anacrusis; The ink on the ceasefire agreement barely had time to dry...

There will also be a few additions and bug-fixes to the campaign featured in the previous versions of the Omnibus:

Hellgate - Ikeya
- various bug fixes and corrections to the text
- Mission 3 will now feature an additional graphical representation for the progress of the primary mission objective.

Light of Antares
- various bug fixes and corrections to the text
- Mission 2's final phase has been tightened (the rate of accidentally skipping this phase should be near zero now) and some guidance events have been re-enabled.
- Mission 3 has recieved some quality of life improvements for those playing on Medium or below.
Title: Re: [Re-release] Light of Antares, Omnibus version (1.0.3)
Post by: Goober5000 on January 01, 2022, 02:30:31 pm
:yes:
Title: Re: [Re-release] Light of Antares, Omnibus version (1.0.3)
Post by: 0rph3u5 on January 07, 2022, 12:36:23 pm
Bugs in Rain on Ribos IV have forced to put a TBD on release of Aldebaran Anacrusis.  :(