Author Topic: Blue Planet: The Battle Captains (Fan Campaign)  (Read 86157 times)

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Offline CT27

  • 211
Re: Blue Planet: The Battle Captains (Fan Campaign)
Also, I loved the fluff and the analogies to the American Civil War.  I've seen the NTF/GTVA as Space Confederates/Unionists for a while, so the comparisons were cool! 

I think it's an interesting analogy too.  However, didn't the Union have much more support for the war domestically (at least after Lincoln's re-election) than the GTVA has for its war?

 

Offline Lepanto

  • 210
  • Believes in Truth
    • Skype
Re: Blue Planet: The Battle Captains (Fan Campaign)
Nyarly:

Nice to hear that you finally got it to work, and you liked it!

Actually, the Grant-Lee reference was solely intended to establish Severanti's attrition-based command style, nothing else. But I can understand where you're coming from with that analogy; the NTF is both racist and industrially-outmatched.
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
Finian O'Toole, The Irish Times, 5 May 1994

Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
GVB Ammit: Vasudan strike bomber
Player-Controlled Capship Modding Tutorial

 

Offline CT27

  • 211
Re: Blue Planet: The Battle Captains (Fan Campaign)
Disregard my recent post in this thread, I misread 'NTF' as 'UEF' for a second and then made my comment on political support.

Is there a way to delete comments?

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Blue Planet: The Battle Captains (Fan Campaign)
Well, it's still an interesting questions, as a number of the FS2 failure debriefs imply very shaky political support for the war against the NTF.

 

Offline Veers

  • 29
Re: Blue Planet: The Battle Captains (Fan Campaign)
I normally don't have any problem addressing problems myself, but I've missed the fix with this some :/  Looks like I'm missing the Mainhall (which I am upon loading). But where is it? herp derp.

Code: [Select]
Could not load in main hall mask 'BP1-Mainhall1-m'!

(This error most likely means that you are missing required 1024x768 interface art.)
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_AVX_BP.exe! <no symbol>
fs2_open_3_7_1_AVX_BP.exe! <no symbol>
fs2_open_3_7_1_AVX_BP.exe! <no symbol>

Full Log. It's a decently fresh install too, so my modline isn't set up fully.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod BattleCaptains-Severanti,blueplanet,blueplanet2,mediavps_3612
  -fps
Building file index...
Found root pack 'D:\FreeSpace\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'D:\FreeSpace\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'D:\FreeSpace\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'D:\FreeSpace\blueplanet\bp-core.vp' with a checksum of 0x6b804787
Found root pack 'D:\FreeSpace\blueplanet\bp-visuals1.vp' with a checksum of 0x316467fa
Found root pack 'D:\FreeSpace\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'D:\FreeSpace\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x241c257f
Found root pack 'D:\FreeSpace\blueplanet2\bp2-audio1.vp' with a checksum of 0x51171798
Found root pack 'D:\FreeSpace\blueplanet2\bp2-core.vp' with a checksum of 0xfd0f3484
Found root pack 'D:\FreeSpace\blueplanet2\bp2-visuals1.vp' with a checksum of 0xefd127ab
Found root pack 'D:\FreeSpace\blueplanet2\bp2-visuals2.vp' with a checksum of 0x96678520
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\FreeSpace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\FreeSpace\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\FreeSpace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FreeSpace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FreeSpace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FreeSpace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FreeSpace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FreeSpace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FreeSpace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FreeSpace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FreeSpace\BattleCaptains-Severanti\' ... 29 files
Searching root 'D:\FreeSpace\blueplanet\' ... 0 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-core.vp' ... 52 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-visuals1.vp' ... 374 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'D:\FreeSpace\blueplanet2\' ... 0 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-adv-visuals.vp' ... 31 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-audio1.vp' ... 156 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-core.vp' ... 75 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-visuals1.vp' ... 634 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-visuals2.vp' ... 2009 files
Searching root 'D:\FreeSpace\mediavps_3612\' ... 0 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\FreeSpace\' ... 74 files
Searching root pack 'D:\FreeSpace\Root_fs2.vp' ... 157 files
Searching root pack 'D:\FreeSpace\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FreeSpace\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FreeSpace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FreeSpace\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FreeSpace\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FreeSpace\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FreeSpace\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FreeSpace\warble_fs2.vp' ... 52 files
Searching root 'a:\' ... 0 files
Found 35 roots and 19837 files.
ERROR: Unknown Language Checksum: -1162327434
Using default language settings...
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (High Definition Audio Device)
  Capture device: <not available>
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 6900 Series
  OpenGL Version   : 4.3.12618 Compatibility Profile Context 13.251.0.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Ignoring free flight speed for weapon 'Trebuchet#Aegis'
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Particle effect for impact spew disabled on ship 'Moon Landscape'.
Particle effect for damage spew disabled on ship 'Moon Landscape'.
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bc-shp.tbm' ...
WARNING: "Team name 1stFleet is invalid. Teams must be defined in colors.tbl." at ship.cpp:1732
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (BPstealthgauge.eff) with 3 frames at 30 fps.
BMPMAN: Found EFF (viewfinder.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgaugetop.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgauge.eff) with 11 frames at 30 fps.
TBM  =>  Starting parse of 'bc-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
loading animated cursor "cursor"
TBM  =>  Starting parse of 'bc-main-hall.tbm' ...
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 709
TrackIR Init Failed - 5
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'BP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'BP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Test.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Veers.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
Frame  0 too long!!: frametime = 0.260 (0.260)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'BP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'BP.tbc-Severanti.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'BP.tbc-Severanti.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
WARNING! Couldn't load main hall background mask BP1-Mainhall1-m
ERROR: Could not load in main hall mask 'BP1-Mainhall1-m'!

(This error most likely means that you are missing required 1024x768 interface art.)
File: mainhallmenu.cpp
Line: 465
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1253
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


WoD - I like Crystal. <3

 

Offline niffiwan

  • 211
  • Eluder Class
Re: Blue Planet: The Battle Captains (Fan Campaign)
How recent are your 2x Blueplanet installs? I have blueplanet/adv-bp.vp and blueplanet2/adv-bp2.vp instead of these:

Code: [Select]
Found root pack 'D:\FreeSpace\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
...
Found root pack 'D:\FreeSpace\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x241c257f
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Veers

  • 29
Re: Blue Planet: The Battle Captains (Fan Campaign)
Huh.. I bet I've gone and installed an older version that I had archived away instead of the current files.
Current Activities/Projects: Ideas and some storyline completed.

ArmA 2&3 Mission Designer and player.


WoD - I like Crystal. <3

 

Offline Lepanto

  • 210
  • Believes in Truth
    • Skype
Re: Blue Planet: The Battle Captains (Fan Campaign)
I'm having a FREDding problem, and I'd like to see if anyone here has any ideas.

During the Lopez mission, you have two fighter and two bomber wings under your command; Alpha, Beta, Gamma, and Delta. Midway through the mission, I want to replace the player's current complement of damaged/dead strikecraft with a fresh new complement of 100% strikecraft. Problem is, there doesn't seem to be any way that I know of to "revive" destroyed ships mid-mission, even by attempting some save/load script trickery. I'd bypass the problem by just launching four more new wings to replace the initial wings, but then the new wings wouldn't show up properly on the HUD wingman display.

It'd be a real balance pain if I had to scrap this feature and force the player to use an ever-dwindling strikecraft complement throughout this (long) mission. So, does anyone know any way to revive dead ships?
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
Finian O'Toole, The Irish Times, 5 May 1994

Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
GVB Ammit: Vasudan strike bomber
Player-Controlled Capship Modding Tutorial

 

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
Re: Blue Planet: The Battle Captains (Fan Campaign)
Maybe try using wing waves? Kill the wing when they are to be reinforced, and allied craft will fill the gaps, filling the hud wing indicator as well?
 Or something similiar
--Did it! It's RELEASED! VeniceMirror Thread--

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker- you've probably heard me
    • My old squad sub-domain
Re: Blue Planet: The Battle Captains (Fan Campaign)
Just set waves with a new arrival cue?
Have existing craft depart for plot reasons.
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline QuakeIV

  • 29
  • test
Re: Blue Planet: The Battle Captains (Fan Campaign)
Them departing would make perfect sense actually if you ask me, they are getting 'relieved'.  If its specifically calibrated fred-wise to have them pull out roughly when they would all be dead, then that sounds like exactly when they would be pulled out and replaced in reality anyways.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Blue Planet: The Battle Captains (Fan Campaign)
I don't think you guys are quite grasping the problem. Once a wing's departure cue becomes true, new waves stop arriving, and it'll never start again. You can't say 'okay, send that wave away, then call in a fresh wave'. Trickery using proxy ships is complicated by the HUD wingman display.

I think I have an idea of how to do this using proxy ships. It'll be a bit hacky.

 
Re: Blue Planet: The Battle Captains (Fan Campaign)
It'll be a bit hacky.
Well isn't that what modding is about? :P
Or programming in general for that matter.

 
Re: Blue Planet: The Battle Captains (Fan Campaign)
Scripting can replace ships in a wing (but not remove or add). I'm using this in the RTS script to move the player into different wings depending on which ship he chooses to control. I never tried it for dead ships though and the engine might just fail to accept that properly.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Lepanto

  • 210
  • Believes in Truth
    • Skype
Re: Blue Planet: The Battle Captains (Fan Campaign)
Well, despite all the advances in coding, scripting, and FREDding that the SCP has made over the years, we're still trying to make a decade-and-a-half-old space sim do things it was never designed to. Hacky workarounds and such are to be expected.
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
Finian O'Toole, The Irish Times, 5 May 1994

Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
GVB Ammit: Vasudan strike bomber
Player-Controlled Capship Modding Tutorial

 

Offline Torchwood

  • 27
  • Mechanical Templar
Re: Blue Planet: The Battle Captains (Fan Campaign)
I wonder how an Orion mission would play out... big ship like that doesn't seem like it could pull off any maneuvers at all, not like a Karuna that can move rather quickly for capital ship standards. Probably bugs down to "point and shoot", but maybe some command duties or special abilities could spice it up.

Out of curiousity - what exactly affects Sev's health? Does he die if hull integrity drops too low or the mission goals are failed?

 

Offline Lepanto

  • 210
  • Believes in Truth
    • Skype
Re: Blue Planet: The Battle Captains (Fan Campaign)
The Lopez mission will require you to coordinate moving the Carthage, attacking and defending with your strikecraft, and using special abilities as the tactical situation mandates to achieve victory. What the gameplay lacks in fast-paced fighter action, it should make up for with new and detailed tactical scenarios.

Severanti dies on the bridge of the Steadfast if you lose both of the Argos.
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
Finian O'Toole, The Irish Times, 5 May 1994

Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
GVB Ammit: Vasudan strike bomber
Player-Controlled Capship Modding Tutorial

 

Offline CT27

  • 211
Re: Blue Planet: The Battle Captains (Fan Campaign)
Sounds like the Lopez mission will be fairly difficult (at least compared to the previous Severanti mission, and I'm not saying this as an insult).  So you'd probably recommend playing it on Easy to start out?

 

Offline Lepanto

  • 210
  • Believes in Truth
    • Skype
Re: Blue Planet: The Battle Captains (Fan Campaign)
It'll be balanced for Normal, but Easy might be a safer choice; let's just say this mission won't be a cakewalk. Play on Hard or Impossible at your own risk; I don't intend to beta-test or design for higher difficulties.
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
Finian O'Toole, The Irish Times, 5 May 1994

Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
GVB Ammit: Vasudan strike bomber
Player-Controlled Capship Modding Tutorial

 

Offline Lepanto

  • 210
  • Believes in Truth
    • Skype
Re: Blue Planet: The Battle Captains (Fan Campaign)
At long last, Lopez's mission is out. Play, enjoy, complain about stuff I missed.
"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."
Finian O'Toole, The Irish Times, 5 May 1994

Blue Planet: The Battle Captains: Missions starring the Admirals of BP: WiH
Frontlines 2334+2335: T-V War campaign
GVB Ammit: Vasudan strike bomber
Player-Controlled Capship Modding Tutorial