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Solaris / [CLASSIFIED] // Veil-1 Incident // Findings & Analysis
« Last post by Darius on July 04, 2025, 05:20:48 am »
// COMBINE NAVAL INTELLIGENCE // CLASSIFIED COMMUNIQUE
FROM: RADM. Sofia Kakotchka
TO: ADM. Lucja Romanowska
SUBJECT: Veil-1 Incident – Physical Findings & Analysis of Audio Relic 003-B
DATESTAMP: 2469-0918
CLEARANCE: SC-DELTA :: NAVINT EYES ONLY


Quote
Admiral,

Per directive, I assumed control of the investigative task force dispatched to Veil-1 following total communications blackout at 0409Z. This communique consolidates preliminary findings regarding the Veil-1 incident, including forensic observations, recovered materials, and qualitative analysis of the sole surviving intelligence fragment: Audio Relic 003-B, associated with Interface Research Subject 3A-Delta.

I. PHYSICAL INVESTIGATION – VEIL-1 SITE
Upon arrival at 0431Z, my task force found the station structurally intact, with no signs of kinetic or explosive damage. Yet all core systems — computational, environmental, diagnostic — were completely inert. All memory cores, firmware, isolated black boxes, and even redundant tape storage were rendered completely blank—as if factory-wiped, with no overwrite residue. Emergency backup systems were active and maintaining basic life support.

Organic residue was identified in key crew spaces (medbay, accommodation spaces, command & control). Forensic sampling revealed free amino acid chains, with a total absence of cellular matter and other tissue biomarkers. I believe this may be all that remains of the crew.

The only surviving data was not located on-site. My task force intercepted a routine courier drone enroute to Gunther Relay, carrying a hardcopy payload of updated research data as well as, critically, the final known log of Subject 3A-Delta.

II. AUDIO RELIC 003-B

This header - "Sanctuary Does Not Mean Safe" - is not found in the body of the log itself. It is metadata, inserted manually by the supervising technician or possibly by the subject.

The log is transcribed as Session 004. Though partially degraded by EM distortion, it remains intelligible.

Subject 3A-Delta appears to alternate between lucidness and cognitive derangement. Key features:

- Successful conscious integration into the Precursor Interface.
- Describes non-visual cognition rendered as geometry, rhythmic pattern folding, and conceptual communication.
- Claims to have seen artificial structures inside a black hole’s event horizon, possibly deployed through "folding space".
- Final remarks suggest fragmentation of self: “Maybe I’m leaving a copy behind.”

Following this recording, the subject collapsed. Autopsy notes indicate neural filament proliferation and cortical degradation. Status: deceased.

III. ANALYSIS AND INTERPRETATION

This log may represent the causal precursor to the Veil-1 Incident. While Subject 3A-Delta was removed from active trials prior to the event, it is possible that fragments of his cognitive and conscious self persisted within the interface unit. The system may have retained echoes of earlier sessions that over time iteratively changed the functional architecture of the device.

There is no mention of subsequent subjects in the courier payload, but no doubt follow-up tests were conducted. If so, and if those tests pushed harder than 3A-Delta did, the Interface may have reacted - not just to command input, but to incongruent memory structures left within its own substrate.

Veil-1 may have built the foundations of its own annihilation.

IV. RECOMMENDATIONS

1. Immediate suspension of all live-interface trials, pending full forensic and conceptual review of the Veil-1 incident.
 1a. Total quarantine of the Veil-1 research facility and surrounding space.
 1b. Deployment of battlecruiser assets to enforce the quarantine.

2. Reallocate core BLACK SUN engineering assets toward development of Project MONOLITH
 2a. Research analysis thus far concludes that directed spacetime curvature for destructive purposes remains viable
 2b. Theoretical modeling using seized SOLARIS data suggests regional-scale gravitational collapse is achievable with field manipulation arrays built using existing construction practices and engineering standards.

3. Deprioritise non-weapon applications until further notice:
 3a. Gravity interdictor technology
 3b. Neurocybernetic interface design
 3c. Cognitive overlay augmentation systems
 3d. Civil-scale Precursor-derived megaconstruction projects

4. Begin deep harmonic deconstruction of Audio Relic 003-B, looking for latent intent patterns, fail-safe routines, and/or control signatures.

5. Classify the Veil-1 incident under Directive BLACK SUN/SHADOW CLASS, with cover story prepared in case of external intelligence leaks.
 5a. Recommend acceleration of Operation ORPHEUS to undermine Sulsian regional influence.

Respectfully,
ADM Sofia Kakotchka
Combine Naval Intelligence
Task Force Zaragoza, Lead Investigator
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FringeSpace / Re: FringeSpace Moves to the Unreal Engine
« Last post by neoterran on July 04, 2025, 12:45:54 am »
You guys ever make this ? It seemed overly ambitious at the time but...
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Speaking of obsolete graphics cards, my Mac's Radeon 580 Pro 8 GB can't use shadows AT ALL - drops everything to 2 fps. I assume this is driver related (on Ventura patch from May 2025 so the drivers are in that) and I don't care much, but it case it helps.

It sounds like we don't have a GPU engineer atm... but if anyone wants to know I'm reporting it here. Since it seems appropriate. I know these boards get really low traffic so...
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The FreeSpace Upgrade Project / Just wanted to say thanks
« Last post by neoterran on July 02, 2025, 02:58:52 pm »
Hey all. I used to be active on these forums about 20 years ago, or a little less.

I periodically come back to FSO becuase I love the game what can I say and I get the urge to play again.

This time I had to relearn a few things - difference between the older buggier (but still big improvement over wxlauncher) Knossos and Knossos.NET, for example.

I actually thought I still had to play using a VM  so I set up Knossos.NET on that VM and then I learned it still runs on Mac LOL (Same install).

And wow. finally everything works - I'd seen online that things were working better in the last 2 years but wow It's still super nice to realize through all that struggle my pitiful Mac can still play a retrogame and have it be this good.

Knossos.NET and the upgrade and working campaigns are looking better than I ever played them - even ones i voice acted in like Echo Gate (except the HUD, no biggie).

I just wanted to say Thank You to whoever you are, the game and it's condition means the world to me.
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Solaris / Re: [Interface Anomaly – Session 004] :: Flagged for Oversight
« Last post by perihelion on July 02, 2025, 07:40:37 am »
Quote
It showed me something… more. A structure inside the event horizon of a black hole. That shouldn’t be possible. But it exists. They knew how to fold space like paper. Knew how to hide entire civilisations in folds between reality.
Whoa. I like where this is heading!
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Inferno / Re: RELEASE: Inferno R2
« Last post by CT27 on July 02, 2025, 02:41:34 am »
Sorry for being late in posting my thoughts here.  I have shared these with some others and will paste them here.

I want to start of by saying again thank you to the team for helping to get this campaign to its next phase of completion.  It was very enjoyable.  The music was great, and the weapons were great (I especially enjoyed the new more versatile Cyclops and the new Prometheus cannon...I wish there would have been more missions with that new Prom as the original Nostos release didn't really have a good all around gun like that).  New ships were fun too (I like missions where you fly bombers so a relatively minor issue is I wish there would have been a mission or two where you got to fly a super heavy bomber and use the newest equivalent of the Harbinger/Helios...I remember in old Inferno posts there was supposed to be a new bomb called Executioner or Armageddon).
Gameplay wise I think it was excellent and these issues I brought up were only minor.  Bottom line:  when part three comes out I will certainly play it and am looking forward to that.
I also like the new version mission of the mission where you defend the Vasudan carrier.  In the original, that mission was super difficult, but in this it was challenging but fair.

I had a couple issues with the story however.
1-The beginning of the war:
The beginning of the war in the updated Inferno (this recent release), felt kind of weird.  When the EA came through now, they didn't immediately attack, but they didn't behave diplomatically either.  They started shouting "Unification! Unification!" and not engaging in any real dialogue beyond that from what was said.  Now certainly the GTVA would be open to integrating Sol into the GTVA and I agree with some of the pilots who said its not inherently wrong for Sol/EA to want unification, but when someone shouts at you instead of being more diplomatic, that makes one defensive.  Plus, you see EA craft engaging with criminal elements in the first couple missions and game dialogue says EA officials often would ignore GTVA diplomatic requests for conversation...all this should have raised more red flags IMO in the GTVA and not been so caught off guard.
 If the EA wanted to force a military conflict they should have either been more engaging and friendly at first to catch the GTVA off guard...or they should have just did an outright surprise attack like they did in Inferno Classic as soon as the Sol Gate opened.

2-Vasudan intervention:
In Classic, the Vasudans intervened in the EA war after the Shivans attacked because they felt it would be better to have a united front to face the Shivans.  That made sense.  In this new Inferno, the Vasudans were brought into the war because the EA decided to attack them all of a sudden.  I think that could have been explained a little better.


2-The end of the war (for now):
To be honest I wasn't crazy about the way the war ended.  You have a couple of confrontations with the Nemesis, but none of them really go anywhere.  Whereas Inferno Classic's "Nemesis" mission remains iconic even today.  I'm not saying the GTVA should have outright conquered Sol (or even done as well as they did in Inferno Classic though I wouldn't complain if they did), but I think they should have done better than they did in this new update (though I get the team probably wanted to make the EA seem like more of a credible threat...I thought it did that with that chapter 1 missions).  If the GTVA Terrans were able to push the EA back to the Sol Gate, then when the Vasudans joined in, the GTVA should have done better in Sol than they did.
It felt like the EA was constantly able to pull rabbits out of their hats once the campaign got into Sol.  If what the campaign implies is true and the GTVA is forced out of Sol...that's just basically status quo ante bellum.  One would think the GTVA would try for something better than that since the EA launched a surprise attack and basically supported terrorist/criminal elements destabilizing the GTVA prior to invasion.  Also, one would think they would want to permanently weaken the EA since they were trying to bring in Shivans with their Ross 128 subspace experiments.
Now on the other hand, if the GTVA-EA war isn't over and will be continued in chapter three I apologize.

Here's what I would do:  Have one or two more missions where the GTVA kicks Admiral Ramsey out and puts someone more competent in.  They could lure a number of EA destroyers in for a climactic battle (heck, even use damaged GTSD Bastion as bait).  Briefings would bill this as one final attempt to end the war on favorable GTVA terms and prevent a retreat from Sol.  In short, the GTVA wouldn't end up in as strong a position as Inferno Classic (ending in Earth orbit), but would still have a relatively good position in Sol.


I look forward to part 3.
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Inferno / Re: RELEASE: Inferno R2
« Last post by neoterran on July 01, 2025, 11:36:41 pm »
Bonus points for catching the TTA shoutouts. The TTA books were a huge influence on me as a kid.

I too... remember the TTA books and the absolute WONDER they installed in me. **** yeah. Birds of a feather
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Inferno / Re: RELEASE: Inferno R2
« Last post by neoterran on July 01, 2025, 11:35:14 pm »
OMG ! I play FS2 and then forget about it for years, then get the itch again. Been coming here for 20 years (!!!!!!)

I installed a few years back and I come back and everything is changed. New launcher (Knossos.net) that is way better and Inferno ain't the inferno I remember - But I sure know that pesky Major ! LOL !

Wow. Amazing Job guys. Especially the voice acting. But just all around. Up there with my favorite all time mods (again).
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WHAT UP GUYS !! Coming here for 20 years every few years and I have to relearn everything !!! But man, finally with. Knossos.net I can play on my native mac ! Woo hooo !

So many new projects... a new inferno !!! a new FS port ??? !!! lol :) happy to be alive still.
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Nightly Builds / Nightly: 01 July 2025 - Revision dbe0af1a2
« Last post by SirKnightly on July 01, 2025, 02:04:38 am »
Here is the nightly for 01 July 2025 - Revision dbe0af1a2



Group: Linux-arm64
nightly_20250701_dbe0af1a2-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250701_dbe0af1a2-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250701_dbe0af1a2-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250701_dbe0af1a2-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250701_dbe0af1a2-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250701_dbe0af1a2-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit dbe0af1a2
Author: wookieejedi
Commit: GitHub

    Allow Custom Gauges to fully use parent type colors (#6799)
 code/hud/hudconfig.h            | 26 +++++++++++++++++---------
 code/pilotfile/plr_hudprefs.cpp | 11 ++++++++++-
 2 files changed, 27 insertions(+), 10 deletions(-)

------------------------------------------------------------------------
commit f95ae0b1b
Author: wookieejedi
Commit: GitHub

    Prevent Potential Memory Problems with squadmsg hook function (#6801)
 code/hud/hudsquadmsg.cpp | 15 +++++++++------
 1 file changed, 9 insertions(+), 6 deletions(-)

------------------------------------------------------------------------
commit 94dac6b3d
Author: wookieejedi
Commit: GitHub

    Prevent Bad Preset Names by Tuning Allowed Characters (#6800)
 code/controlconfig/controlsconfig.cpp | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)
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