Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: CT27 on July 04, 2014, 01:27:45 pm

Title: RELEASE: Procyon Insurgency
Post by: CT27 on July 04, 2014, 01:27:45 pm
http://pi.hard-light.net/

It was said by the author that the last version that would work with PI was RC7.9X.  If possible, could someone maybe do an upgrade for Procyon Insurgency to get it working with the 2014 media VPs (or at least the 2012s) and at least 3.7.1?


EDIT: 

CP5670 has created the updated version of PI:

http://www.moddb.com/mods/the-procyon-insurgency/downloads/the-procyon-insurgency-v105

Title: Re: Update for Procyon Insurgency?
Post by: Nyctaeus on July 04, 2014, 06:14:52 pm
The campaign needs no major updates, as PI always looked cool and will look like this for a long time. AFAIK the author mentioned some update once, but I didn't hear anything about this. Updating PI would be cool, especialy with MVP 2014 support and HTL Akrotiri from ASW :D.
Title: Re: Update for Procyon Insurgency?
Post by: CT27 on July 04, 2014, 06:19:43 pm
I agree the graphics are generally fine the way they are, but technically I sometimes have trouble playing it on newer builds.

Getting it workable on modern builds (say 3.7 and on) would be awesome and that's why I'd like to submit PI as a campaign for the FSCRP team to work on.
Title: Re: Update for Procyon Insurgency?
Post by: Macfie on July 12, 2014, 07:55:43 am
Work on PI is in progress.  I'm upgrading the models with assets from various locations.  All the ancient models, the Amun mk2, and the Reshef will be upgraded. 
I started working on upgrading this about 2 years ago to get it to work with the 3.6.12 mediaVPs but couldn't get the error messages resolved. 
I just recently was able to eliminate the error messages, so the update is proceeding well.
Title: Re: Update for Procyon Insurgency?
Post by: CP5670 on July 12, 2014, 03:49:46 pm
I actually worked on an update myself a year ago and fixed some bugs, but never finished it completely. If you like, I can send you that as a starting point.

The only reason PI doesn't use all the new models automatically is that it needs larger turret FOVs for some of them, so it included modified versions of the original models with those changes (the HTL versions didn't exist back then). I think one or two models had different mass or MOI values as well. The best solution to this would be a way to override any model FOVs in ships.tbl, but a feature like that has to be added to the game. There is also an alternate version of the final mission with slightly different camera positions for the HTL models, which I already updated for the HTL Hatshepsut.

It would be great if the Saturn model could be upgraded as well, based on the new Hades, but that may take some effort with the turrets and retexturing. I think the last mission would need to be retested for balance as well.

The last time I played PI, I was also seeing slightly different AI behavior in some missions, although I don't think there were any major differences with the mission balance. I recall this was an issue in missions 9, 10 and 14c, which may be worth playing in the old 3.6.7 build and comparing with a current one. 14c had a more severe AI issue that sometimes broke the mission. I did something to fix it last year but can't remember exactly what now.

There is also a generic bug in FSO where the briefing icons are positioned for the 640x480 interface, regardless of the resolution. This is not specific to PI but makes the mission dates/times look kind of strange. I reported it on Mantis some years ago but it's still in the game as of 3.7.2.
Title: Re: Update for Procyon Insurgency?
Post by: Macfie on July 13, 2014, 07:29:51 am
This is sounding more complicated than I had anticipated.  How essential are the expanded FOV's to the missions and which models are affected?  I don't have a modeler to work with so remodeling is not an option.  How far did you get on your update?  I have a working version of PI that uses new models but is using the stock models from the Mediavps.  I haven't noticed any problems yet as I'm playing through. 
Title: Re: Update for Procyon Insurgency?
Post by: CP5670 on July 13, 2014, 09:41:14 am
I designed the update to work with FSO 3.7 and the 3.6.12 MVPs. The only reason I didn't release it back then was that the 3.6.14 MVPs were coming out soon, and I wanted to update it further for them as well. At this point, we only need to account for any changes from 3.6.12 to 3.6.14.

The default FOVs could cause subtle changes to mission balance, since the ships may not fire at targets like they're supposed to. I would keep the new FOVs. There are also a few models with new dockpoints or other properties that are needed in some missions.

I don't think this is too hard to deal with. The PIadv.vp file is supposed to have replacement versions of the media VP models, and we just need to add in any new models that the 3.6.14 MVPs have introduced. I kept notes of which models I changed and what the adjustments were:

Quote
capital2v-01
turret03: 220
turret19: 180
turret29: 180
center point: 0, 5, 517

corvette2v-01
turret09: 180
turret11: 180
turret13: 180
turret14: 180

cruiser2v-01
all 16 turrets: 180

capital2t-01
turret01: 200
turret04: 200
turret05: 200
turret06: 200

bomb2t-01
mass: 5774308864.00000

awacs2t-01b, miner2t-01b, transport2t-01b, freighter02
new dockpoints

Among these, I have already made the necessary changes to bomb2t-01, capital2t-01, capital2v-01, corvette2v-01 and cruiser2v-01. The other models did not have HTL versions in the 3.6.12 MVPs. I'm not sure if that's still the case with the 3.6.14 MVPs.
Title: Re: Update for Procyon Insurgency?
Post by: CP5670 on July 13, 2014, 06:26:20 pm
Well, you got me motivated to finally do this. :p I finished making it compatible with the 2014 MVPs. The main work involved was to revert any gameplay-related parameters the MVPs changed (usually turret FOVs and strengths) and account for name changes within the PI tables. I would like to have it tested once before I release it though, so if you or someone else could do a playthrough with my update, that would be very helpful.

The only thing left now is to put in any new HTL models for the custom ships. I'm not sure how far it's worth going with that. The Reshef and Cheops are used but only make side appearances, while the Saturn and Akrotiri would benefit a lot from the HTL versions but would need retexturing and a fair amount of playtesting. Some other things like the PCA elite fighters have HTL versions but probably aren't worth the trouble to retexture and replace.

Also, I noticed that all the FSMods links are dead, including the ones on the PI website. Is that site still operational? I've been out of the loop with the FS modding scene for a while.
Title: Re: Update for Procyon Insurgency?
Post by: Macfie on July 13, 2014, 07:00:00 pm
FSmods is sorta iffy.  I've had problems getting things uploaded so I've been using Mod db and gamefront.  I tried the other day to download the PI 1.04 version but the link was dead.  I have an HTL model for the Reshef.  The Vasudan Awacs, the transport and the freighters all have new models in the 2014 media VPS.  Also there are new models for the Kato the Zakros and the Akrotiri from the ASW campaign that I was going to use.
Title: Re: Update for Procyon Insurgency?
Post by: Nyctaeus on July 14, 2014, 06:15:28 am
Did you guys consider replacing Ancient Corvette from PI to ACv Mochlos from ASW2? I know this is not exactly upgrade, but HTL of the Phaistos used in PI was never made and it would look ugly compared to the new ancient fighters and Akrotiri.
Title: Re: Update for Procyon Insurgency?
Post by: CP5670 on July 14, 2014, 06:01:01 pm
The HTL Kato, Zakros and Reshef look good and would fit in well. The Phaistos plays a minor role and the player only sees it once briefly (or possibly not at all), so it's no big deal if it remains the way it is. The Akrotiri is good but looks somewhat different than the PI version, and would require a fair amount of tweaking with the mission 17 cutscene and its camera positions. I would like to see it in there but am hesitant to change it, as it took a huge amount of effort to make the cutscene work correctly with the original Akrotiri's physics and collision properties.

The HTL Amun looks excellent and is one of my favorites. I can make slight adjustments to the textures to make it look like the PI version.

The four ships with the new dockpoints are only used in mission 15, and the player will usually be too far away to see them in detail. I'm wondering if it's worth changing them. Other appearances of those ships already use any new models in the MVPs. This should at least be easy to do though, by copying over the dockpoints in PCS2.

I also noticed that the new Arcadia model is not the same dimensions as the original, which required moving stuff around a bit in mission 16. I made an alternate version of that mission.
Title: Re: Update for Procyon Insurgency?
Post by: CT27 on August 04, 2014, 01:33:10 pm
It's cool to see PI's original author back and working on an update.
Title: Re: Update for Procyon Insurgency?
Post by: CP5670 on August 09, 2014, 07:42:56 pm
This should be good to go now. The nebula mission had some new AI issues that took me a while to figure out, but I think I have managed to work around them.

Now I just need to find a place to upload it. My nukelol page doesn't seem to work anymore, and I can't get into my moddb account either (can't remember password and it uses a now defunct email :p).
Title: Re: Update for Procyon Insurgency?
Post by: CT27 on August 10, 2014, 02:17:56 pm
This should be good to go now. The nebula mission had some new AI issues that took me a while to figure out, but I think I have managed to work around them.

Now I just need to find a place to upload it. My nukelol page doesn't seem to work anymore, and I can't get into my moddb account either (can't remember password and it uses a now defunct email :p).

How about Freespacemods?
Title: Re: Update for Procyon Insurgency?
Post by: Nyctaeus on August 10, 2014, 02:32:02 pm
MediaFire is your friend as well :)
Title: Re: Update for Procyon Insurgency?
Post by: CP5670 on August 10, 2014, 05:50:48 pm
I got the moddb account working again and put it up there (http://www.moddb.com/mods/the-procyon-insurgency/downloads/the-procyon-insurgency-v105). I'll need to update the links on the PI site, which are now dead. I haven't tested it fully, only a few missions that were the most likely to have problems, but don't expect any major issues.

Nukelol is (or was) the same as Freespacemods. I guess it has become a full site. I'll put it there as well.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 10, 2014, 09:28:44 pm
I've put your link also in the OP and have changed the thread title.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 10, 2014, 11:18:03 pm
I got the moddb account working again and put it up there (http://www.moddb.com/mods/the-procyon-insurgency/downloads/the-procyon-insurgency-v105). I'll need to update the links on the PI site, which are now dead. I haven't tested it fully, only a few missions that were the most likely to have problems, but don't expect any major issues.

Nukelol is (or was) the same as Freespacemods. I guess it has become a full site. I'll put it there as well.

When you put an update on the campaign site, you could start it off by saying something like "Hey guys, I'm still alive.. ;) "
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 11, 2014, 05:16:01 pm
Minor issues that came up:

1-In the campaign room it says this is version 1.04, shouldn't it say 1.05?


2-In the first mission, enemy Artemis bombers are labeled as "PCF Artemis" when they should be "PCB Artemis".  However, this seems to be corrected in later missions.

Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 11, 2014, 07:20:20 pm
Good catches. You can tell I didn't do a full campaign playthrough, or I would have certainly noticed the first issue. :p

Let me know if you see anything else. At this point, I'll just slip them into the update without changing the version number.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 12, 2014, 12:27:07 am
Two things I noticed:

1-If I may ask, and I mean you no disrespect, why did you nerf the Maxim in this game?  It only has a 2KM range and fires in a weird shotgun pattern making accuracy harder.

2-Something seems to be wrong with the achievement system in this new version of PI.  Usually when you get one of those special achievements...didn't it tell you in the previous version you did something special (there were something like 20 bonus points to be got during the game)?  In this version I'm not seeing any notification.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 12, 2014, 02:16:54 am
There were a few reasons. The enemy fighters use Maxims frequently in PI, but its stock range is so much higher than anything else that many missions had you dodging Maxim fire for a long time before you got into range with other weapons. It doesn't do much damage but became annoying to deal with repeatedly. Also, a general theme of the gameplay changes is to make capital ships more powerful and fearsome. The Maxim can still hit ships outside of the 1500m range of anti-fighter beams, but requires a bit more skill to stay outside that range. The slightly reduced accuracy allows it to hit a ship but not its turrets at the longest range, which also fits in with its shudder effect and brings the Akheton back into the game (which is otherwise useless and obsolete). It still makes sense to use the Maxim in many missions, but it's no longer overpowering.

I'll need to look into the second issue. There is an extra hud gauge for that, but maybe it's not working anymore in current builds.
Title: Re: RELEASE: Procyon Insurgency
Post by: Macfie on August 12, 2014, 07:39:23 am
Any plans to upgrade the PCF Apollo, PCF Serapis, PCB Zeus, PCB Bakka or the Loki 2? 
I know the textures are different for the PCF Apollo and the PCB Zeus, but is there any difference from the retail textures for the PCF Serapis, PCB Bakka or the Loki 2? 
If not I have some Upgraded models for all the PC fighters and the Loki 2.  Let me know and I will get them to you to include in the upgrade.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 12, 2014, 05:47:51 pm
Yes, they all have different textures, based on "DH" versions various people made in the past. I actually used to have an HTL PCF Serapis in one of the old versions of PI, but the model was buggy and full of collision holes, which made it very strong and messed up the balance in several missions. I think any model upgrades that involve texture changes are best left to a separate update.

The Loki 2 is just a Loki that doesn't move. It looks like the modified model for that has no insignia. I'm trying to remember now why I did this.

[edit] Apparently the game just puts the player's squad insignia on fighters not in a wing, which looks silly. I guess this was my way of avoiding that. These are only used in one place in the nebula mission, but might just be worth the trouble to replace. I'll add this into the PIassets file.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 12, 2014, 06:13:00 pm
Yes, they all have different textures, based on "DH" versions various people made in the past. I actually used to have an HTL PCF Serapis in one of the old versions of PI, but the model was buggy and full of collision holes, which made it very strong and messed up the balance in several missions. I think any model upgrades that involve texture changes are best left to a separate update.

The Loki 2 is just a Loki that doesn't move. It looks like the modified model for that has no insignia. I'm trying to remember now why I did this.

[edit] Apparently the game just puts the player's squad insignia on fighters not in a wing, which looks silly. I guess this was my way of avoiding that. These are only used in one place in the nebula mission, but might just be worth the trouble to replace. I'll add this into the PIassets file.

Should I now replace the link in the OP?
Title: Re: RELEASE: Procyon Insurgency
Post by: blowfish on August 12, 2014, 06:28:35 pm
I remember opening up the PCF Serapis texture at some point in the past and it just being a luminance inversion of the regular version - quite easy to reproduce.  Were there any other meaningful changes to it?
Title: Re: Update for Procyon Insurgency?
Post by: CT27 on August 12, 2014, 08:45:54 pm
I got the moddb account working again and put it up there (http://www.moddb.com/mods/the-procyon-insurgency/downloads/the-procyon-insurgency-v105). I'll need to update the links on the PI site, which are now dead.

Does this link from the first page now contain these recent updates you're talking about CP5670?
Title: Re: RELEASE: Procyon Insurgency
Post by: Macfie on August 12, 2014, 09:03:11 pm
These are some pictures of the models.
These are using the original textures with a new model

[attachment kidnapped by pirates]
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 13, 2014, 02:11:48 am
Those actually look pretty nice. I wonder how much work it would take to modify the new textures themselves and make them look like the PCA versions. If it's not much work, I'll add those in.

Quote
I remember opening up the PCF Serapis texture at some point in the past and it just being a luminance inversion of the regular version - quite easy to reproduce.  Were there any other meaningful changes to it?

That might be all it has, in which case we should be able to convert it easily. I got it from some modeldump on here a long time ago.

Quote
Does this link from the first page now contain these recent updates you're talking about CP5670?

Not yet, I'll upload it there once I'm done with everything. Still looking into the issue with the broken hud gauge.
Title: Re: RELEASE: Procyon Insurgency
Post by: Macfie on August 13, 2014, 07:04:44 am
The textures on the models are the ones used on the current PCA versions.  I just used the models from the FSPort_mediavps and the mediavps_2014 and replaced the textures with the ones from PI.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 13, 2014, 01:48:38 pm
Not yet, I'll upload it there once I'm done with everything. Still looking into the issue with the broken hud gauge.

Cool.  Looking forward to hearing when it's done. :)
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 13, 2014, 02:43:13 pm
Something else may have come up:

It may be just me but does the GVCV Sobek look different in this campaign than in others?  This campaign uses mediavps_2014, but it looks like the Sobek from the previous mediavps_3612.  I played some other campaigns using the 2014s and the Sobek looks 'newer'/different.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 14, 2014, 01:24:16 am
Yeah, I didn't notice there was a new HTL Sobek in the 2014 VPs. I'll replace the model in here with that one. It's one of the ships that needs a copy of the model for turret FOVs.

I fixed the score gauge. It seems the gauges system was completely changed at some point, and the hud_gauges file had be rewritten in the new format.

I switched the textures as Macfie did, and the models look surprisingly good. I think the larger maps those HTL models normally use are essentially the same as the original maps, only with some post-processing effects added on, so the difference is not as big as you would think. The Serapis is an exception, as it has significantly different textures from the original map. If anyone can reproduce the look of that ship with the HTL texture, let me know.
Title: Re: RELEASE: Procyon Insurgency
Post by: The Dagger on August 14, 2014, 06:24:24 am
Send me a picture of the look you want  for the Serapis and I'll look into it. I won't be abgle to do it until next week though.
EDIT: it would be great if I could have the altered map.
Title: Re: Update for Procyon Insurgency?
Post by: CT27 on August 14, 2014, 01:54:33 pm
I got the moddb account working again and put it up there (http://www.moddb.com/mods/the-procyon-insurgency/downloads/the-procyon-insurgency-v105). I'll need to update the links on the PI site, which are now dead.

So has everything been put into the original download file you provided ^here (i.e., it's ready to download and the fixes are in there)?

One more thing about this:  since I believe pilot files are saved in "data/players" and not in the campaign folder themselves, I should be able to move the current PI folder to the recycle bin and put the new updated PI folder in and not lose my current campaign progress, correct?
Title: Re: RELEASE: Procyon Insurgency
Post by: Macfie on August 14, 2014, 03:37:12 pm
Correct, as long as the campaign has the same name, you should be able to pick up where you left off.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 14, 2014, 07:31:36 pm
Cool.

When CP5670 says the new download link is up, I'll give it a go.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 16, 2014, 12:55:32 am
Some more technical details I noticed:

In mission 14 (where you're supposed to scan an asteroid base and follow the SC Agni into a Knossos, the SC Agni (Lilith class) looks like it was from retail FS2 and not even 3612 mediaVPs.  Is this particular ship supposed to look like an older version?  It also just has a regular dot on the radar and not a cruiser icon.

In the next part of that mission (where you're flying in the nebula):
-In this next part the SC Agni looked like it was a mediaVPs2014 Lilith and had a cruiser icon on the radar
-Alphas 1 and 3 (both in Pegagus stealth fighters FYI) never fired on the enemy so I'm guessing for some reason they didn't have primary or secondary weapons)
-The disabled Lokis looked like they were of a mediaVPs version previous to 2014 (i.e., the didn't look new)

In the final part of that mission (where you go back into Procyon and survive for 30 seconds)
-Alpha 1 didn't have any weapons...same as the past mission
-However...almost none of the enemy craft seemed to have weapons either.  They didn't chase after me or fire on me.  Even the sentries didn't fire on me


An interesting thing to note is that in the mission prior to mission 14 (mission 13 where you assaulted a small enemy cargo depot) my wingmen did have weapons and attacked stuff.  That mission seemed normal.  However, after a "Red Alert" transition to mission 14, the problems I noted began to come about.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 16, 2014, 01:52:27 am
I messed around with the HTL Serapis texture a bit and have something I'm reasonably happy with now. It's a bit different from the original map, but that wasn't all that great to begin with. I think that takes care of most of the models, except for the Saturn and Akrotiri (which I don't want to hold up this update for as I mentioned earlier).

I fixed the issue with the Agni, and a few other ships like it. That mission uses a Lilith copy class and the HTL model filename is different, which needed to be accounted for. The Loki in that mission has also been updated.

The weapon issue sounds like somehow the red alert corrupted something in the pilot file. It might be a sporadic glitch (which people have occasionally reported in the past), as I can't reproduce it on my end. Let me know if it stays like that in mission 15.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 16, 2014, 01:57:14 pm
I used the most recent link you provided and the Sobek still looks like 3612.
Title: Re: RELEASE: Procyon Insurgency
Post by: Macfie on August 16, 2014, 02:21:14 pm
I don't think CP5670 has updated any links yet.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 16, 2014, 04:14:43 pm
Yeah, I'll update the link once I finish all the remaining things.

There is definitely something wrong with the 14d mission. The enemy fighter AI seems to forget about you when you leave their direct line of sight. I never saw this happen in the old builds.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 16, 2014, 08:06:32 pm
I found the problem in 14d. This has to be one of the most obscure bugs I've ever seen in FS2. :p I had added all the turret strengths into a new tbm to override the ones in the MVPs (which in turn were overriding the campaign's ships.tbl values), but the "radara" subsystem on the new Charybdis model is incompatible with this for some reason, and somehow that was screwing up all the other AI behavior in missions with a Charybdis.

CT27, since you're near the end of the campaign anyway, it would be good if you finish it and post any further problems that come up. There are more issues here than I was expecting.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 16, 2014, 09:16:00 pm
I just beat mission 16 (attacking the PCI installations) and will likely finish the campaign tomorrow.

Thankfully allied fighters seem to have got their weapons back.

I noticed something odd near the end of mission 16 though.  The allied wing Rho (piloting Ares) would just sit there in space doing nothing, even when there were still enemy fighters around.  Sometimes that wing would just sit there doing nothing when I was attacked by enemy fighters (and I had ordered that wing to defend me).  For some reason, they did move when I ordered Rho wing to attack an enemy fighter ("destroy my target").
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 17, 2014, 01:04:52 am
The AI is generally more responsive to threats when you tell them to just "engage enemy." Apart from that, it may have something to do with the Charybdis issue (now fixed). It would be very strange, but it sounds like the behavior I noticed in 14d, which made no sense either.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 17, 2014, 12:31:33 pm
If you could, could you also see if the Ares in that mission/in the campaign were the 2014 mediaVPs version?  I'm not 100% sure but for some reason I remember them looking 'old'.  Though I didn't get a super close look at them.
Title: Re: RELEASE: Procyon Insurgency
Post by: Macfie on August 17, 2014, 01:30:07 pm
Press the F3 key in the main hall, then select the ship viewer, then select Terran, and  then select the Ares.  That will display the Ares used in the campaign.  If I remember there is no model in the PI models for the Ares so it should be using the one from the mediavps-2014.   
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 17, 2014, 07:05:51 pm
A minor question:

At the debriefing of mission 17 (destroying the Ancient dreadnought) was the debriefing music supposed to be that kind of ominous tone?  Or should it have been the "successful" debriefing music?  I got something that sounded more ominous and gloomy than successful (which might make sense considering they're worried about the Ancients now).  Since it was a military victory, shouldn't it have been the "successful" debriefing music?
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 18, 2014, 12:58:39 am
Yeah, it's supposed to be the ominous one. As the debirefing indicates, you won but at a high cost (the Sekham), and with a lot of questions raised about the future.

If you finished the campaign and didn't see any other issues, I will release what I have at this point and update that moddb file.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 18, 2014, 01:22:04 am
2 things to inform you about:

1-I followed Macfie's recent suggestion and while the performance of the Ares (Rho wing) might be something to look into like I suggested, I did see that they at least 'looked' like they were supposed to (2014 version).

2-I did a little bit better in this campaign than I have in previous tries (at the end it said I got 80% bonus).  I did a couple things I hadn't done in previous runthroughs of the campaign (getting 20 turrets on the Saturn, destroying some escaping escape pods, and getting the whole convoy in mission 5, for example).


Neither of these will likely affect what you're about to do...just thought I'd share.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 18, 2014, 05:01:51 pm
The update has been posted on the moddb link. Hopefully I got all the issues this time.

Nice work on the bonus, 80% is actually really good. I think most players were getting in the 30-50% range when PI was released.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 18, 2014, 05:17:10 pm
Thanks again for doing this.  Are you going to update the main PI website too with the new download?
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 19, 2014, 04:46:01 pm
I just noticed you did put it up there.


Also, as for mission 14:

-In 14C, the rest of Alpha wing now has guns so that's an improvement
-In 14D, there's an improvement in that enemy sentry guns fire at you; however, while enemy fighters in that mission are now able to fire at you they only seem to care about you if you're right in front of them
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 19, 2014, 05:51:59 pm
Hmm, that was the bug I was seeing earlier, related to the Charybdis subsystem. Are you sure you're using the latest download? I just checked it again and it has been fixed.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 19, 2014, 06:15:04 pm
I used the latest download you provided on moddb (PI105.1 zip I believe the file was called).

The Myrmidons in that mission do seem to be a little more aggressive in tracking you down than the Herc 2s do (and sporadically the Hercs will look for you and fire on you).  For what it's worth, it's a lot better than before.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 19, 2014, 07:28:28 pm
I noticed that too, but before making that Charybdis fix. The Hercs seem to follow you around properly now. Are you using the 3.7.2 RC4 build?
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 19, 2014, 08:00:14 pm
I switched to the most recent nightly build (11009) and the Hercs turned to fire on me now so it seems fixed.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 23, 2014, 02:31:09 am
And...I found another problem. It seems that certain versions of FRED at some point (probably earlier this year) were corrupting the background and music specifications in mission files. 14d and 16 had this problem. Not sure if the current FRED versions still have this issue, so I just fixed the mission files manually. Time to put up another mini-update.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 23, 2014, 06:20:36 pm
Will this next update be called version 1.06?
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 24, 2014, 07:30:31 pm
I've been just putting them under the same 1.05 number, since the changes are so small. I figured that anyone who got the older downloads in the last week or two would have found them from this thread, and would be reading this anyway. I'll make a 1.06 if we ever get around to updating the Saturn or Akrotiri models.
Title: Re: RELEASE: Procyon Insurgency
Post by: Macfie on August 25, 2014, 05:49:08 am
On ModDb when you update it changes the file number current version is PI105.2
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 27, 2014, 01:39:30 pm
Does anyone have any suggestions on how to get the bonus objective in the mission where you're supposed to disarm the PCSD Saturn?  I got 20 turrets but can't seem to get 25.

What's the suggested ship/loadout?
Title: Re: RELEASE: Procyon Insurgency
Post by: Macfie on August 27, 2014, 04:55:28 pm
Look at the walkthrough.
http://pi.hard-light.net/walk.htm
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 27, 2014, 10:25:42 pm
I was able to get 25 turrets, but can't quite seem to get two support ships to get the other secondary objective.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on August 28, 2014, 05:13:14 pm
Yeah, many people found those mission 15 objectives tricky in the main release thread (http://www.hard-light.net/forums/index.php?topic=46817.660). The Vulcan and Trebuchets work well against those ships. I think the Charybdis and the nearby Zephyrus are the easiest to hit. It should only take about a minute to get both of them.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on August 28, 2014, 06:03:39 pm
I've found it to actually be relatively (relatively being the key word) easy to get the 25 turrets bonus if you ignore the support ships secondary objective.

I order my wingmen to cover me (except for a few instances of having to move this generally works).  I take a Perseus fighter and load both secondary banks with Stiletto IIs (of the craft you can pick in this mission that can carry Stiletto IIs, the Perseus can carry the most) and then load primaries with Disruptors.  I rearm about every 10 seconds, but I'm able to get turrets pretty quickly this way.  Toward the end of the mission I'm able to move in a little bit and use Disruptors.
Title: Re: RELEASE: Procyon Insurgency
Post by: Nyctaeus on August 31, 2014, 12:02:48 pm
Do You guys plan to add HTL Saturn somehow? HTL Hades is insanely awesome :). A simple recolor of Hades textures would be enough. A real effort is arranging new turret setup.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on September 02, 2014, 05:47:39 pm
I might give it a try at some point. The turrets are definitely an issue, although someone here told me a while ago that they can be copied and pasted in PCS2. The HTL Hades has a single UV map instead of a tilemap like the original Hades and Saturn, and some of the texture patterns are part of the geometry on the HTL model, so the textures would need to be redesigned.
Title: Re: RELEASE: Procyon Insurgency
Post by: blowfish on September 02, 2014, 09:16:48 pm
The other issue is that many of the turret mounts are now geometry and some of the turret locations on the Saturn are now greebles/something else you can't put a turret on.  You could probably up the turret count without too much trouble but you wouldn't be able to replicate the original turret layout exactly.
Title: Re: RELEASE: Procyon Insurgency
Post by: Cobra on September 09, 2014, 04:21:38 pm
Random question

Did you at any point have plans for a sequel to explain the
Spoiler:
sudden, warlike reappearance of the Ancients? :nervous:
Title: Re: RELEASE: Procyon Insurgency
Post by: Colossus on September 14, 2014, 06:49:58 pm
Glad to see Procyon Insurgency got an update since it's one of my favorite campaigns. I'm having a bit of a problem, though. In the first mission, as soon as the Tenenit attempts to fire any beams, the game crashes. I have no clue if it's actually the mod at fault here as this is a totally fresh installation through the FSO Installer and I haven't tried anything else.

Edit: Alright, after a few more attempts it doesn't seem to be the beams as I saw them fire a few times before the crash came.
Title: Re: RELEASE: Procyon Insurgency
Post by: Mongoose on September 14, 2014, 08:01:05 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE: Procyon Insurgency
Post by: Colossus on September 14, 2014, 10:15:31 pm
When I ran it with the 3.7.2 RC4 debug build it actually didn't crash. I wondered if it might be an issue with a lack of memory or something so I closed all my other programs including Firefox where I usually have tons of tabs open and now it seems to run just fine with the normal 3.7.2 exe too. I'll leave my fs2_open.log here from the debug run—where it didn't crash—on the off chance it contains something interesting.





[attachment kidnapped by pirates]
Title: Re: RELEASE: Procyon Insurgency
Post by: Buff Skeleton on July 12, 2016, 06:18:56 pm
Sorry for the bump, though this seems like the best place to post this after searching around. I'm attempting to play PI for the first time using the latest FSO build (3.7.4 Final SSE2), but it doesn't get along too well. I downloaded PI via the main installer .jar people can use nowadays for FSO setup (super slick installer btw, kudos whoever made that!).

In the first mission, I noticed some oddities, like the new weapon not having fire sounds and Cyclops torpedoes using a small SG-Belial model (lol), and I also noticed the SC-Lilith in the techroom used the retail model with the HTL skin, which looked rather weird but not completely absurd. The Lilith problem disappeared after a reboot, though.

I also ran the debugger, and got an instant crash before even getting to the menu. Log attached. Here's the important bit, I think:

Code: [Select]
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-52" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2841
Int3(): From c:\code\fs2_open_3_7_4\code\globalincs\windebug.cpp at line 1389

Seems like I should play this with an earlier build. Is there a recommended version for best compatibility with the fancy models? Seeing nothing but good things about this campaign, so definitely want to get through it bug-free!

[attachment DELETED!! by Strong Bad]
Title: Re: RELEASE: Procyon Insurgency
Post by: tomimaki on July 13, 2016, 10:57:52 am
Code: [Select]
-mod MediaVPs_2014,PIHuh? PI should be before Mediavps.
Could you post PI's mod.ini?
Title: Re: RELEASE: Procyon Insurgency
Post by: Buff Skeleton on July 13, 2016, 05:04:13 pm
Code: [Select]
-mod MediaVPs_2014,PIHuh? PI should be before Mediavps.
Could you post PI's mod.ini?

Sure. I'd actually tried PI before MediaVPs, but had the Lilith bug, so thought I maybe should reverse it. Seems more likely it was coincidence the bug disappeared.

Here's the mod.ini:

Code: [Select]
[launcher]
infotext     = The Procyon Insurgency
website      = http://pi.hard-light.net;

[multimod]
primarylist=pifinal;
secondarylist=mediavps;
Title: Re: RELEASE: Procyon Insurgency
Post by: tomimaki on July 14, 2016, 08:29:27 am
Seems PI from installer is outdated. Try newest version from first post in this topic.
Title: Re: RELEASE: Procyon Insurgency
Post by: Buff Skeleton on July 14, 2016, 08:01:43 pm
That did the trick! Thanks!
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on November 01, 2021, 11:37:08 pm
Good catches. You can tell I didn't do a full campaign playthrough, or I would have certainly noticed the first issue. :p

Let me know if you see anything else. At this point, I'll just slip them into the update without changing the version number.

I've encountered a gamebreaking error on mission 14B when it comes to the newest version of PI that I manually downloaded from the fsnebula page (up until this mission things worked fine):  when that mission starts the Agni is already in the middle of the Knossos when it should start docked at the asteroid base.  This mission would probably be doable (even in this broken state) if it wasn't for that third AWACS that comes in when the Agni starts to actually move.  The problem is you have to be right next to the Agni when it jumps but you can't get any closer than 2500m to enemy AWACS or you fail.

Thankfully I had a previous version of PI saved (I sometimes save the previous version of a campaign until I know the newest version works) and I played that on MVP 4.0 and a 10-31-17 nightly and the mission played fine.


Has anyone else had this problem with the newest version of PI on this mission?  If you didn't, what MVP and build version did you use?


Can this be fixed?
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on November 03, 2021, 06:14:37 pm
I have a slight update on the situation:

I did some testing with various builds, and even on the previous version of PI I ran into the mission 14B problem I mentioned earlier (Agni starting the mission in the Knossos) when I used a January 9, 2019 nightly I had.  However, the mission played correctly (Agni started docked with asteroid base) when I used a October 28, 2018 nightly. 

So somewhere between those two something went wrong.  The problem may or may not be the version of PI one is using but rather something to do with later builds (or it could be both).


Any ideas?
Title: Re: RELEASE: Procyon Insurgency
Post by: ShivanSlayer on November 03, 2021, 06:26:56 pm
There is a problem with the nebula mission after the Knossos one (which I beat by sheer luck.)  If  you go after the containers in the beginning without taking out the fighters,  the mission becomes endless,  I have never gotten past said mission
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on December 01, 2021, 07:45:31 pm
There is a problem with the nebula mission after the Knossos one (which I beat by sheer luck.)  If  you go after the containers in the beginning without taking out the fighters,  the mission becomes endless,  I have never gotten past said mission

How did you get past mission 14B with the Agni starting in the middle of the Knossos?  I tried that multiple times and it seems impossible.
Title: Re: RELEASE: Procyon Insurgency
Post by: ShivanSlayer on December 01, 2021, 08:10:57 pm
I don't fully remember now, but I remember getting really lucky on my last attempt before I planned to turn the difficulty to insane and kill myself 5 times to skip
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on June 03, 2022, 11:06:13 pm
:bump:

I noticed there are a bunch of new issues on the current media VPs and builds, and it was brought to my attention that some missions have gamebreaking bugs, so the campaign is currently not playable. (14b and maybe 14c)

I don't have a lot of time these days, but was talking to Durandal on doing a minor remaster of the whole campaign. Apart from fixing all the bugs, some assets like ship models and background graphics could use an update. I think the gameplay in several missions also needs to be tweaked. Many missions don't really play out the way they used to on modern FS2 builds, and scaling the difficulty (like some kind of "easy mode" at low difficulties) would make the campaign more accessible to a modern audience. The story and atmosphere hold up nicely but the gameplay sometimes feels janky by today's standards, even to me. :p Some of the key ship models (namely the Saturn, maybe also the Akrotiri) are in dire need of an update too. I wonder if anyone here might be interested in contributing to that? The extra turrets would need to be placed on the Hades model in a way that looks reasonable and is close to the original Saturn model's layout.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on June 04, 2022, 07:17:04 pm
The only gamebreaking bug I encountered playing the most recent PI (with 4.3 MVPs) was I believe 14b (escorting the Agni to the Knossos).  The Agni started the mission in the middle of the Knossos which made the mission virtually impossible to complete.  I couldn't get beyond this mission so I couldn't say if there are other problems.

Thankfully I had the version of PI before that saved and was able to beat it with no problems (using 4.0 MVPs).


In other words, a remaster/fix would be really cool.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on June 05, 2022, 11:14:35 am
Yes, we are trying to figure out what is causing that. Have you tried the previous campaign version on the current FS2 build and 4.3 MVP? I'm not sure if the mission itself is the issue (mjn.mixael made some changes to it at one point on Knossos) or if it's something with the build or MVPs. It may be dockpoint related.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on June 06, 2022, 12:03:00 am
The build that worked was a nightly from 2018 that I had around.  I couldn't go higher than 4.0 MVPs on that.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on June 08, 2022, 06:29:02 pm
I'll see if I can work through the media VP errors, they are usually not that hard to fix.

From talking to others it seems that an updated Saturn model will involve some effort to get right, so we might have to put that on the back burner for now. I originally had a slightly different concept in mind for the Saturn, which never made into the campaign and would be cool to see if the model will need some work anyway.

(https://gthakur.com/SaturnConceptCrop.gif)
Title: Re: RELEASE: Procyon Insurgency
Post by: Renegade Paladin on June 17, 2022, 02:19:56 pm
I've started a VOD playthrough of Procyon Insurgency on YouTube. 

Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on June 19, 2022, 11:54:15 am
I fixed that 14b bug (couldn't figure out the problem, but I just force-moved the Agni to the right spot) and another major problem I saw in 14c, where the Agni never fires its beam and gets stuck. There is a new Procyon VII planet (thanks to Durandal for making it) and ship nameplates (thanks to Colt). The campaign should at least be fully playable now. There are still some minor issues, and I'll look into the remaining asset upgrades and gameplay changes for the next release.

Nice LP videos. You may as well switch to the current version (1.7.0) for the rest of it, which I put up on Knossos.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on June 20, 2022, 11:06:31 pm
I noticed a few other critical issues in 17a/17b, and put up a new version with fixes for that.
Title: Re: RELEASE: Procyon Insurgency
Post by: MatthTheGeek on July 10, 2022, 05:03:54 am
If you're still interested, I should be able to whip you up a recolored/returreted HTL Hades in fairly short order. I'll have a look when I can.

What you have on the concept art would require remodelling tho, which is outside my field of expertise.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on July 11, 2022, 12:48:38 pm
Sure, you can try it out. There is some modeling work needed even if you stick to the usual Hades design though, as described earlier.
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on February 04, 2023, 09:50:40 pm
I ran into a small bug that isn't gamebreaking but can make this mission much harder.

In the mission where you are called to take down at least 15 of the Saturn's turrets, the Disruptor guns don't work as advertised.  They are listed as having 2000m range (and the circle in the middle of your HUD that says you can hit a target is there), but they don't do any damage to turrets from that range (or even within that beyond 1000m).  You have to get within 1000m to do any damage with the Aketon Disruptor.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on March 06, 2023, 06:31:01 pm
I took a quick look at the weapons.tbl but the Akheton lifetime/speed look fine. It could be an issue with the Saturn model itself, which is known to have collision holes. Do you see it anywhere else like mission 8?
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on March 06, 2023, 07:16:39 pm
No, I didn't have a problem with the Akheton anywhere else from what I remember on the current version (current PI version/FSO 22.2/4.6.X MVPs).

Although, I do remember when I used the previous version of PI (i.e., not the current one) on a older nightly and the 4.0 MVPs it (the Akheton) worked fine/normally on the Saturn.  Could a change in FSO version and MVPs affect things?
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on March 06, 2023, 10:30:35 pm
I tried the mission out and noticed this issue too. The lifetime is somehow lower than what it's set to in weapons.tbl. I wonder if it's being overriden in the MVPs somewhere.
Title: Re: RELEASE: Procyon Insurgency
Post by: Admiral Nelson on March 07, 2023, 12:19:16 pm
MVPS include:

Quote
$Name:         @Akheton SDG
+nocreate
@Laser Bitmap:      akhetonbolt
@Laser Glow:      akhetonboltglow
@Laser Color:      150, 150, 255
@Laser Color2:      0, 0, 0
@Laser Length:      28.0
@Laser Head Radius:   0.5
@Laser Tail Radius: 0.5
$Collision Radius Override: 0.90
$Damage Type:      NormalWeapon
$Detonation Range:   750.0
$Lifetime:         1.6
$Flags:            ( "particle spew" )
$Impact Effect:      AkhetonPact
$Piercing Impact Explosion:         exp06
$Piercing Impact Radius:         0.9
$Piercing Impact Velocity:         10
$Piercing Impact Splash Velocity:   -2.5
$Piercing Impact Variance:         0.01
$Piercing Impact Particles:         5
$Muzzleflash:      akhetonmuzzle
$Pspew:
   +Index: 0
   +Count:      1
   +Time:      25
   +Vel:      0.0
   +Radius:   0.2
   +Scale:      0.1
   +Bitmap:   akhetonring
$Pspew:
   +Index: 1
   +Count: 0
$Pspew:
   +Index: 2
   +Count: 0
$Pspew:
   +Index: 3
   +Count: 0

in mv_effects_vp.  You'd want to add your own mv_effects-wep.tbm with everything the same but your changes to lifetime, etc for the Akheton. Altheratively you could make an "Akheton SDG mk II" or suchlike.
Title: Re: RELEASE: Procyon Insurgency
Post by: CP5670 on March 07, 2023, 07:55:01 pm
I added in a copy of that file with this parameter changed and uploaded it to Knossos (version 1.7.4). The lifetime really shouldn't be in that file to begin with though.

The problem is the game gives priority to the MVP tbm before any campaign tbm, unless the campaign tbm has the same filename and overrides the entire file.
Title: Re: RELEASE: Procyon Insurgency
Post by: Admiral Nelson on March 07, 2023, 08:10:05 pm
Yep. Been there many times.  :)
Title: Re: RELEASE: Procyon Insurgency
Post by: CT27 on March 17, 2023, 08:38:02 pm
What did the newest updates to PI include?

The previous version was 1.7.4, but when I checked recently it was now up to version 1.7.7.
Title: Re: RELEASE: Procyon Insurgency
Post by: Goober5000 on March 17, 2023, 10:30:12 pm
There was a fix for the Erinyes bug in mission 3, at least.