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RELEASE: Warmachine(Looking for testers for next version)

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EatThePath:


Get it on Knossos

Warmachine brings a remix of Blue Planet: Age of Aquarius, featuring an escalation in intensity and visual flair. Inspired by sci-fi visuals both classic and modern, reimagined weapons on all sides of the conflict fill space with bolts of light and colorful arcing missile trails. And it's not just for show, Terran and Shivan weapons alike carry more punch than before, so make the most out of your new arsenal. Enjoy the landmark campaign again in a new way, and then try out instant action missions designed to put the new equipment through its paces.

WARMACHINE WORKS ON RECENT NIGHTLIES
Warmachine heavily relies on multiple-target missile features(multilock) seen previously in Wings of Dawn. This previously required custom builds, but no longer. Play on a nightly build, 20200727 or later, and enjoy the chaos.



Warmachine started as a reaction to and adjustment of Age of Aquarius, exploring alternate ideas about the GTVA's post-Capella future and building a new style. It is not made by the Blue Planet team, and any current or future ideas within it shouldn't be expected to mesh perfectly theirs. Some day there may be a full story made for Warmachine, but too many people have wanted to play with what we have for too long to wait for that day. Age of Aquarius has been our playground for working on these ships and weapons, so now we're sharing that with you.


KNOWN ISSUES
Inflight training in the first mission leads to a soft-lock. This training is optional, so avoid it.

Likely-asked questions:
Q: War in Heaven?
A: No. At least not by us, not any time soon.

Q: Why is there an Uhlan in the TEI fleet, and why is another fighter wearing the Nyx's model?
A: There are certain ship ideas we have that we want new models for, but art production is naturally a hurdle. We've used models already in BP that more or less fit the properties we want for the final ship. These are examples of that. In the future these may be swapped out for other options.

Q: These vishnan missions are really hard.
A: Yeah. We've massaged them a lot and tried to make vishnan hardware keep up with the new standard, but they are still quite dicey at times. Some features of them are gated by difficulty level, so if you're having trouble I strongly suggest trying a lower one than you normally play on.

Credits
Warmachine
Talhydras - Lead
EatThePath - Backing

Invalubale testing by
Kestrellius

Music used
Supersede by Carbon Based Lifeforms
Authority by Vondkreistan.

Sounds used from
Starcraft by Blizzard
Homeworld: Deserts of Kharak by Blackbird Interactive
Mass Efect 3 by Bioware
Halo 3 by Bungie
Supreme Commander by Gas Powered Games
Tyrian by Epic Megagames

Cowboy Bebop: Knockin' on Heaven's Door
Stargate SG-1
Macross II
Star Trek
Star Wars
Titan AE
Yukikaze

Freesound

Models used...
Shielded Lucifer from FSPort
Edited SF Manticore from Kestrellius

Scripts used...
Axem's targetbox and turret hotkeying
Wookiejedi's capship maneuvering

Thanks to...
The Blue Planet team, for creating such an engrossing and inspiring experience we built on, and for being so excited about what we're doing with it
The SCP team, for making so many new things possible over the years, and also for putting up with our outlandish requests
Axem and DahBlount in particular for their work on multi-lock missile features
Sab0o, for patiently teaching Talhydras how to import a model file all those years ago
Icefox, for providing dev repo hosting and troubleshooting
And of course, please see the Blue Planet credits for everyone who contributed to that which we built on.

1.0.4 changes:
   A Blue Planet...(aoa-01)
      During the tutorial your missiles are switched to fire without lock, allowing you to now now actually complete the tutorial.
   Forced Entry(aoa-10)
      Removed a briefing reference to the Myrmidon.
      Added Sunflares to the mission loadout, as mentioned in the current briefing. The sunflare is a super-heavy anti-ship missile, and can only be carried on large bombers. They're probably not an ideal missile to bring on this mission, but they're available if you want to try to prove that wrong.
      Added the Ursa and Boanerges to fighter options. These are the only available ships that can carry the Sunflare. Future versions will eventually replace these with a more new bomber, but for now these will do.
   First Contact and Preserving the Balance (aoa-12,12-2, and 13)
      Copied over changes to these missions from current BPC versions that remove all but one of the suns from the background. This should reduce performance hit on some machines.
   Credits:
      Fixed an artist/title inversion in the music credits

Nightmare:
YEEESSSS!!!!!

woutersmits:
Assert: "(swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < weapon_info_size())"
File: ship.cpp
Line: 19343

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 147 bytes
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 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 + 147 bytes
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
your mod doesnt work
https://fsnebula.org/log/5ec56ebccb0d3321b2c98673

EatThePath:
Sorry about that. Looks like in our testing we neglected to retry mission 0 again in the final passes. Both it and the final cutscene mission of AoA have that problem, but the other cutscene-type moments in AoA don't. Investigation is ongoing into why, but in the mean time I've updated the mod to start you at mission 1 instead of mission 0 of AoA. May require a new pilot or restarted campaign or whatnot, I'm not entirely certain what gets saved in the pilot file.

1.0.2 with this fix has already been uploaded.

themaddin:
I can't find the mod in Knossos. Running the install link on the nebula page gets me the
"Mod "Warmachine" could not be found!" dialog. I'm running v0.14.0 built from source on Arch Linux.

EDIT: Now it appears, seems like Knossos had connection trouble getting the current mod list.

Also, are there multilock builds for Linux or is the source available to build them myself?

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