Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: woutersmits on February 18, 2018, 03:06:06 pm

Title: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on February 18, 2018, 03:06:06 pm
all warnings errors gone
and its in engligh
no german
its fuly playeble
i hope you enjoy 88 missions long
https://1drv.ms/u/s!Anh2Q9xPqybihOko7ko0qOXtmCk8jg (https://1drv.ms/u/s!Anh2Q9xPqybihOko7ko0qOXtmCk8jg)
suprise
if there's bugs let me know
also new highlight
story:
Eleven (11) years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past. You, Commander John Rendent, are one of them. This is the beginning of Revenge.
special thnks to bryan see who restored this campaign
Title: Re: RELEASE: fixed 100% revenge
Post by: Rogue Assassin04 on February 19, 2018, 08:40:24 am
Can you please upload this to the Knossos Server? its hard to install when Knossos Launcher is installed. Thanks.
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on February 19, 2018, 08:49:48 am
i cant it keeps givein error
Title: Re: RELEASE: fixed 100% revenge
Post by: Rogue Assassin04 on February 19, 2018, 09:04:29 am
i cant it keeps givein error

Then may i Upload it? i shall give it a try...
Title: Re: RELEASE: fixed 100% revenge
Post by: Rogue Assassin04 on February 19, 2018, 09:26:43 am
There is no problems here to upload it.

it says that the ID revenge is already taken...
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on February 19, 2018, 10:28:27 am
yeach ive tryied
revenge final cconflict

https://1drv.ms/i/s!Anh2Q9xPqybihOkrJ4R28KX_2da0Ag (https://1drv.ms/i/s!Anh2Q9xPqybihOkrJ4R28KX_2da0Ag)
Title: Re: RELEASE: fixed 100% revenge
Post by: Rogue Assassin04 on February 19, 2018, 10:52:18 am
i don't see it in Knossos.
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on February 19, 2018, 10:55:09 am
did you seethe screen
error even ifi restart it didntwork
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on February 19, 2018, 10:15:04 pm
The mission "Making Plans" is currently impossible to complete.

The GTC docks with the GTD Titan but then the Nelson all of a sudden self-destructs and I failed the mission.
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on February 20, 2018, 02:40:10 am
i know
why is this not highlighted
it will be fixed quick
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on February 20, 2018, 05:14:28 am
hotfix comming up
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on February 20, 2018, 07:26:06 am
It is a pity, that this one does not use tstrings for a multi-language version.

I mean... if there is already a german version of this.. why not include it? :)

I played this campaign years ago... it was interesting, but it was always much too long, especially in the later part there were a lot of filler missions. Unfortunately i did not keep the german version of that ^^.
Title: Re: RELEASE: fixed 100% revenge
Post by: Bryan See on February 20, 2018, 08:00:07 am
The hotfix may have been sent, but what about Novachen's suggestion?
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on February 24, 2018, 09:02:15 am
On the mission "...and hunting" (I believe that's the title), I was able to capture that HOL Vasudan and get him out of the system but I still got failure debriefing text.


Also, where is this hotfix you talk about?
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on February 25, 2018, 01:32:50 am
bryan see will send it
Title: Re: RELEASE: fixed 100% revenge
Post by: Bryan See on February 25, 2018, 04:43:59 am
On the mission "...and hunting" (I believe that's the title), I was able to capture that HOL Vasudan and get him out of the system but I still got failure debriefing text.


Also, where is this hotfix you talk about?
What mission? About Mission 26?
Title: Re: RELEASE: fixed 100% revenge
Post by: Bryan See on February 26, 2018, 06:30:49 am
Here is the hotfix for missions 01-16, given the demand of people wanting it.

EDIT: Woutersmits wants a link, instead of an attachment, so here it is.

https://db.tt/kBM9fxyf4v (https://db.tt/kBM9fxyf4v)

This contains fixed missions 01 to 16.
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on February 26, 2018, 01:18:21 pm
Two technical problems:

1-I don't see the Blackstar primary weapon available on the weapon select screen.  However, when I put the Prometheus Retrofit cannon on a fighter, when I start the mission then I get the Blackstar.

2-I have also ran into a technical problem on the mission "Out Of The Blue".  I used the TAG-D on ships but nothing happens.  I hear the sound of a heavy beam cannon but I don't see the beam.  Ships don't get damaged.

Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on February 26, 2018, 03:39:06 pm
I had to die 5X to get through that mission where enemy ships wouldn't get damaged.

I started chapter 2 and ran into another problem:
After beating the mission "Beginning Of All", it wouldn't let me go onto the next mission at all.  I got this error message:

Error: 041-Revenge.fs2(line 85):
Error: Required token = [#Objects] or [$], found [;! 1 total].

File: parselo.cpp
Line: 290

ntdll.dll! NtWaitForSingleObject + 10 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 156 bytes
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 13 bytes
ntdll.dll! RtlUserThreadStart + 29 bytes
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on February 27, 2018, 01:13:27 am
can you post fslog
Title: Re: RELEASE: fixed 100% revenge
Post by: Bryan See on February 27, 2018, 05:28:41 am
Two technical problems:

1-I don't see the Blackstar primary weapon available on the weapon select screen.  However, when I put the Prometheus Retrofit cannon on a fighter, when I start the mission then I get the Blackstar.

2-I have also ran into a technical problem on the mission "Out Of The Blue".  I used the TAG-D on ships but nothing happens.  I hear the sound of a heavy beam cannon but I don't see the beam.  Ships don't get damaged.



I had to die 5X to get through that mission where enemy ships wouldn't get damaged.

I started chapter 2 and ran into another problem:
After beating the mission "Beginning Of All", it wouldn't let me go onto the next mission at all.  I got this error message:

Error: 041-Revenge.fs2(line 85):
Error: Required token = [#Objects] or [$], found [;! 1 total].

File: parselo.cpp
Line: 290

ntdll.dll! NtWaitForSingleObject + 10 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 156 bytes
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 13 bytes
ntdll.dll! RtlUserThreadStart + 29 bytes


I'll check on it.
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on February 27, 2018, 10:20:53 am
Here's a log if it helps.

[attachment stolen by Russian hackers]
Title: Re: RELEASE: fixed 100% revenge
Post by: AdmiralRalwood on February 28, 2018, 02:20:47 pm
That error means there's an unclosed quotation mark earlier in the mission file than the line it's erroring on.
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on February 28, 2018, 04:35:30 pm
I got  that error for a number of different lines.
Title: Re: RELEASE: fixed 100% revenge
Post by: AdmiralRalwood on February 28, 2018, 08:03:26 pm
...Okay, so there are a lot of unclosed quotation marks. The problem is still the same.
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on March 01, 2018, 08:43:29 am
In any case, it's not letting me progress in the campaign.
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 01, 2018, 09:18:29 am
Bryan see gived me fake fixes ive tryied to play mission 14 but its broken i adk him to fix for me but he did send asame version 5 times in a row
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on March 01, 2018, 09:24:01 am
I also got this error when trying to play after "Beginning Of All" (mission 40)





Error: Cannot load mission -- for wing Alpha, ship ! 4 total
    is not present in #Objects section.

File: missionparse.cpp
Line: 4620

ntdll.dll! NtWaitForSingleObject + 10 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 156 bytes
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20171031_e2d8502_x64_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 13 bytes
ntdll.dll! RtlUserThreadStart + 29 bytes
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 01, 2018, 09:48:55 am
Well, actually it seems, that this upgrade was not playtested before it's release...
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on March 01, 2018, 09:54:38 am
I also couldn't play mission 41 through the techroom either.  I got the same sets of errors.
Title: Re: RELEASE: fixed 100% revenge
Post by: Nightmare on March 01, 2018, 10:22:23 am
Given the amount of bugs appearing over this campaign, wouldn't it be reasonable to recall it "Open Beta" or something like that until all new errors are fixed?
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 01, 2018, 09:18:25 pm
yeach but you know
Title: Re: RELEASE: fixed 100% revenge
Post by: core1401 on March 02, 2018, 10:55:22 pm
got a lot of error
https://fsnebula.org/log/5a9a726dcb8db14cae598841
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on March 08, 2018, 05:56:13 pm
Since I couldn't advance beyond a certain point in chapter 2 I played the chapter 2 missions through the tech room.

I then played chapter 3.  That had relatively few technical errors from what I remember.  However, a set of missions near the end was really repetitive. 
Spoiler:
Disable a Lucifer, destroy a Lucifier, rinse and repeat a few times got kind of boring.  IMO there should have only been about three Lucifers so that you didn't need to play a carbon copy of the missions multiple times.


A question about the final combat mission though:  Is it possible to
Spoiler:
save the Malevolence if you destroy Sathanas beams quickly enough
?
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 08, 2018, 07:26:47 pm
Well...

i think we should collect all errors we have so far :).

In the attachment are fixes for 40 and 41 because both missions were reported.
Create a data/missions folder in your revenge folder and paste them in.


By the way... what the hell is wrong with this english translation? Why are all weapon descriptions still in german?  :lol:
Even i also hoped someone has fixed the mess in the weapons.tbl from the original, because all the table edits were created with an Hex Editor back then, because the original creator did know nothing about VP extraction tools.


And as i talk about the original... i am still curious if the original german version of this is still available to create a proper multi-language version?

[attachment stolen by Russian hackers]
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 09, 2018, 03:17:02 am
i have troube with mission 17
Assert: "(size_t)handle < GL_buffer_objects.size()"
File: gropengltnl.cpp
Line: 299

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 2769515 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3885052 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3328601 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3935606 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3325973 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3328893 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3935606 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 4069696 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
[...]
[ This info is in the clipboard so you can paste it somewhere now ]


Use Debug to break into Debugger, Exit will close the application.

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 2769515 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3885052 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3325350 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3328893 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3935606 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3325973 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3328893 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3935606 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 4069696 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3325973 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 3329757 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 1812475 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 1815693 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 1809660 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 2698924 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 66112 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 18730 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 1246665 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 23234 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 1247437 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 14552 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! SDL_main + 130 bytes
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_1_20180213_a0a8812_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes


[attachment stolen by Russian hackers]
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 07:27:47 am
So, the fix for mission 17.

If this is the quality Bryan See want to stand for... i do not look very positive to his projects  :(

[attachment stolen by Russian hackers]
Title: Re: RELEASE: fixed 100% revenge
Post by: Nightmare on March 09, 2018, 07:42:44 am
Well Bryan See made a good-looking HTL Amritaya and some Shivan frigate, he just didn't finished them :blah:
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 07:49:24 am
As you reported a not working mission 14, too woutersmits, i looked into the three mission 14 this campaign have.

One of them used the retail weapon table as a template instead of the revenge one. I fixed this.

Actually i get the feeling, that i have to get the original version even more, to check all the missions if the player get the weapons he should have at this point in the campaign  :D


Also i predict, that i have to play all 88 missions by myself to find all errors this release have  :shaking:

[attachment stolen by Russian hackers]
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 09, 2018, 08:27:41 am
if you have time go ahead
Title: Re: RELEASE: fixed 100% revenge
Post by: Nightmare on March 09, 2018, 08:32:17 am
Even at the risk of repeating myself

Given the amount of bugs appearing over this campaign, wouldn't it be reasonable to recall it "Open Beta" or something like that until all new errors are fixed?

Obviously, this still needs some work...
Title: Re: RELEASE: fixed 100% revenge
Post by: bomb3rman on March 09, 2018, 08:54:04 am
Yes... And due to the fact that it seems like Novachen is doing the work here, it should be her re-releasing the campaign  :lol:
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 09, 2018, 08:55:36 am
never ask bryan see to fix stuff
he send you fake fixes
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 09:03:29 am
Well so far i am only trying to fix all the technical issues.

For that i am going through this campaign with FRED2 Debug, because this report the same errors as a build of the game itself.

That make sure, that at least all missions are runable... but that does not guarentee, that these missions will be solvable. Fredding Errors are a different story and need bug reports ;).
Because actually i do not have the time to playthrough a 88 mission long campaign quite fast ^^.

Also i do not fix all the german text that is still left in this version. I have enough to do with my translations from english to german ^^.

But if i am able to gain my hands on the original german version, maybe i will create a multi-language version of that and so fix some text errors in the translation also.
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 11:03:27 am
So, i am already done with this. The attachment includes all missions, that i fixed in the process.

That means, every mission should be playable without any crashes. But Fredding Errors can still be present, because i did not check the missions for that.

In some missions there is a weapon in the loadout, that was edited and got an new name, but is not allowed for the player due to the weapons.tbl. I do not know if the non-allowance was intended by the developer, because this one seems to be a Tornado successor. But to be sure, i delete this weapon from the loadout in the missions, so that this weapon is still unavailable for the player (was not available in Open anyway). Maybe it was intended to be allowed for the player, but was a simply oversight that was not relevant for retail. But as far i do not have more information about that, i do not add the necessary flag in the weapons.tbl.
So i am curious about, if the loadout in some missions is still correct as it was in the original version.


This package includes 43 fixed missions, that produced error messages in a debug build, some errors were only minor and the missions were still playable, but others caused the game to crash.
So nearly a half of this "100% fixed" release had minor or bigger technical issues ;)

Extract this attachment in your Revenge folder. The data and missions folder will be created automatically then.

Following missions were fixed:
Chapter 1:
13a, 14a, 14b, 15, 16, 17, 18, 21, 23, 25

So 10 of the 34 missions of chapter 1 had issues

Chapter 2:
35, 38, 40, 41, 42, 43, 44, 46, 47, 48, 50, 52, 55, 57, 58, 59, 60

17 of the 28 missions of chapter 2 had issues.

Chapter 3:
61, 63, 70, 71, 72, 73, 74, 75, 76, 77, 78, 80, 81, 82, 83, 84

16 of the 23 missions of chapter 3 had issues.



[attachment stolen by Russian hackers]
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 09, 2018, 11:17:38 am
gread work
post it on knosses
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 12:16:29 pm
There (https://fsnebula.org/mod/revenge) it is.

Even i have declared this version as a Beta, because i can not guarantee, that all missions are solveable.
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 09, 2018, 12:43:10 pm
but if you saw on mission file name revenge001 i think it suposted to be over 100  missions
whats extra 0 for
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 01:19:03 pm
Maybe the developer did not know how much missions his campaign will have as he fredded the first one?

Maybe the once planned sequel would have continue the count? So that Revenge2 had started with revenge-085.fs2?

Who knows? Actually i think that the filename is totally irrelevant ^^

It is the same question if you ask why some missions are called a and b.. even these are no branching ones. He called them so, that is everything that matters ;)
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 09, 2018, 01:36:32 pm
Who's developer is he exist on hlp
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 01:39:28 pm
That is SFN-Darkwarrior (https://www.hard-light.net/forums/index.php?action=profile;u=1703)

But he logged in 2005 for the last time ^^. So it is very unlikely to get a response.
Title: Re: RELEASE: fixed 100% revenge
Post by: Nightmare on March 09, 2018, 01:40:03 pm
You worked through an entire campaign and don't even know who made it? :wtf:
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 02:01:23 pm
Some people here look pretty confused ;)

Actually i do not know, what this topic here is about... why this one is called "fixed 100% revenge" in the first place as it seems never to be playtested... i mean. what Bryan See was restoring in it (he is credited in the OP at least), if some of the missions were not even able to load in FRED2 without error screens? And well.. because the topic is by wouter it is mainly his project, but he releases it also before a testing or even playing stage.

"Hooray, i created a Release topic on HLP" was the main intention as it seems.


"COMMUNITY PROJECT: You have to fix Revenge to a 100% working status" would be the better name of this topic..
Title: Re: RELEASE: fixed 100% revenge
Post by: Spoon on March 09, 2018, 02:16:49 pm
Some people here look pretty confused ;)

Actually i do not know, what this topic here is about... why this one is called "fixed 100% revenge" in the first place as it seems never to be playtested... i mean. what Bryan See was restoring in it (he is credited in the OP at least), if some of the missions were not even able to load in FRED2 without error screens? And well.. because the topic is by wouter it is mainly his project, but he releases it also before a testing or even playing stage.

"Hooray, i created a Release topic on HLP" was the main intention as it seems.


"COMMUNITY PROJECT: You have to fix Revenge to a 100% working status" would be the better name of this topic..
  :lol:
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on March 09, 2018, 02:20:07 pm
So I take it in the final combat mission that

Spoiler:
You can't save the corvette Malovelence even if you're quick about disabling Sathanas beams

Is that true?
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 09, 2018, 02:31:21 pm
If you mean "The last countdown" as the final combat mission... then yes.

Spoiler:
Because the Malovence self-destructs and sacrifice itself
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on March 09, 2018, 04:44:05 pm
That's what I meant by the last combat mission, yes.

IIRC the couple of missions after that were just dialogues basically.
Title: Re: RELEASE: fixed 100% revenge
Post by: core1401 on March 10, 2018, 05:46:54 am
 i cant end the mission "a new home"
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 10, 2018, 05:55:34 am
Which mission is that and what is the problem there?  :sigh:
Title: Re: RELEASE: fixed 100% revenge
Post by: core1401 on March 10, 2018, 06:01:50 am
act 2 last mission and i cant end it because the  Malovence does not move
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 10, 2018, 02:54:40 pm
Oh, it seems that the main technical issue i fixed here, broke the mission, because the arrival cue of the needed objects the Malovolence is docking with were deactivated in this process.

Uploaded a new Beta on Knossos, that fixes this mission again.


Additionally i translated all german weapon descriptions to english and tried to clear the weapons.tbl from all wrong assigned descriptions as far as i can.
Well, i do not think that this translation are any good, but i hope it is understandable. Maybe not worse than some translations in the campaign ;)

Unfortunately i do not have information about some weapons. Because they had descriptions from Retail. I am sure, that something in the translation process of this campaign back then went horribly wrong.
Title: Re: RELEASE: fixed 100% revenge
Post by: CT27 on March 10, 2018, 06:22:34 pm
Can that mission fix be put here too?
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 11, 2018, 04:12:56 am
Yes, that is possible.

In the attachment are all files that i have edited for Beta2.

If you do not use the Radar symbols VP, you do not need the ships.tbl, because the only change there is, that the GTVA Marco Polo shows the Colossus radar image.


[attachment stolen by Russian hackers]
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 12, 2018, 09:59:31 am
novachen thanks that you help me outbut on mission 17 it says ive failed while i can go on so i suseeded and 18 its glitched it says ive done everything but also ive fail it need to be fixed
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 12, 2018, 11:57:47 am
Well... there seems to be some problems in the campaign files as well, because the Campaign Editor gives me also a bunch of error messages... and the events in the missions itself do not have any proper name, which make it also very difficult to see through the structure of these missions to create proper working conditions for the campaign editor next to the mission goals, which also sometimes seems to have a very strange structure (a SEXP tree that looks like or -> or -> and -> and -> or for example) so i wonder if everyone of them is working as it should.

I am not sure if i will be able to sort out all of these problems this campaigns still have anytime soon.
I have to look in every mission more closely to see through all that, but that exceeds the time i have available.

Well i am sure, that i can create fixes for 17 and 18, but actually this whole campaign seems to need some treatment by the people who are part of the FSCRP or have much more time for that. The events that happens in the missions are really inscrutable from an external view without a closer look.
Title: Re: RELEASE: fixed 100% revenge
Post by: Novachen on March 12, 2018, 01:23:52 pm
Well.. fixes for 17 and 18 and the campaign file for these missions.

Because i do not have the time to play through whole 17 missions to test that changes, it is more hope that this fix the mentioned problems.

[attachment stolen by Russian hackers]
Title: Re: RELEASE: fixed 100% revenge
Post by: woutersmits on March 12, 2018, 01:51:46 pm
well thanks alot for helping
Title: Re: RELEASE: fixed 100% revenge
Post by: core1401 on March 15, 2018, 12:25:14 pm
new errors :banghead:
https://fsnebula.org/log/5aaaab2fcb8db152e86ff905
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Admiral Nelson on March 15, 2018, 12:39:35 pm
I've modified the title of this thread to reflect that this is really a beta.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: core1401 on March 15, 2018, 12:42:15 pm
ok
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Nightmare on March 15, 2018, 01:11:27 pm
Good thing for now. :nod:
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on March 19, 2018, 03:32:39 pm
2nd campaign mission 1 lost its unbeteable becouse it only shows 1 way point to the ship
mission number is 31
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: theperfectdrugsk on July 28, 2018, 05:20:25 am
I've got a snag in the "The Portal" mission.  No matter what I do, the mission fails.  I never touch any controls until command tells me to go through the Knossos at standard full throttle, and then I do...and still all of my wing ends up flying straight through the knossos, but not going anywhere. 
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on July 28, 2018, 06:37:31 am
Currently i am also working on a multi-language version of this campaign after i was able to get the german version of it.

For that i am playing through this, too.. even that takes a time. But i will look into this particular mission until i have time for that :)
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on July 28, 2018, 10:38:36 am
first mission of part 2 its broken
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on July 28, 2018, 11:46:10 am
I've got a snag in the "The Portal" mission.  No matter what I do, the mission fails.  I never touch any controls until command tells me to go through the Knossos at standard full throttle, and then I do...and still all of my wing ends up flying straight through the knossos, but not going anywhere.

I played through this mission moments ago. Had no problems with it.

When Alpha wing starts to fly, i follow them through the nav buoy corridor until its end where the second primary objective is fulfilled which lead to the end of the mission.

first mission of part 2 its broken

Played through this mission aswell.
2nd campaign mission 1 lost its unbeteable becouse it only shows 1 way point to the ship
mission number is 31

Only N1 is showed in the escort list, yes. But all other Nav Buoys after that, are visible on the radar. Actually this seems to be intended and seems to be a gameplay reference to "As Lightning Falls".

This mission was beatable without a problems. Even there are some small errors in editing, yes. But nothing that prevent the successful ending of this mission.

Actually this mission need only very small bug fixes, there is a green blip visible that seems to be far out of the mission area aswell N1 is present in the escort list the whole time, what i actually would change to the starting point instead, because that is the only navpoint you can target the whole mission.

But except from that, the mission works as intended, nothing gamebreaking here.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on July 28, 2018, 12:10:19 pm
on my screen rader wont show more waypoints
so its broken
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on July 28, 2018, 12:43:53 pm
Nothing is broken...

But you should make sure, that your radar range is atleast 10k, if you are playing with 2K radar range, you will not see it.

(https://abload.de/img/revengeradarcsct4.png)
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: theperfectdrugsk on July 28, 2018, 02:38:01 pm
I've got a snag in the "The Portal" mission.  No matter what I do, the mission fails.  I never touch any controls until command tells me to go through the Knossos at standard full throttle, and then I do...and still all of my wing ends up flying straight through the knossos, but not going anywhere.

I played through this mission moments ago. Had no problems with it.

When Alpha wing starts to fly, i follow them through the nav buoy corridor until its end where the second primary objective is fulfilled which lead to the end of the mission.



Weird.  I tried following the rest of Alpha in at full throttle and it still failed.  What ended up working was matching speed to one of my wingmen and just letting it go.  Oh, well...working now!
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on July 28, 2018, 05:54:34 pm
I've got a snag in the "The Portal" mission.  No matter what I do, the mission fails.  I never touch any controls until command tells me to go through the Knossos at standard full throttle, and then I do...and still all of my wing ends up flying straight through the knossos, but not going anywhere.

I played through this mission moments ago. Had no problems with it.

When Alpha wing starts to fly, i follow them through the nav buoy corridor until its end where the second primary objective is fulfilled which lead to the end of the mission.



Weird.  I tried following the rest of Alpha in at full throttle and it still failed.  What ended up working was matching speed to one of my wingmen and just letting it go.  Oh, well...working now!

Strange, it worked for me in the first attempt and there was nothing unusual. But i put that mission on the list to look more closely in the mission file for the multi-language release.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: theperfectdrugsk on July 30, 2018, 06:46:59 pm
Other very minor bugs I noticed; on the "Intercept maneuvers" mission, the debriefing text is for mission failure regardless of actual outcome (i.e. reads that you let a cruiser through and the marco polo was destroyed).  It's just the text that is wrong though, the following mission treats it like a success.

At the start of the second gas mining mission (where you try to protect the mining ships and the Malevolence after they jumped to the second system), I get a comm message about the Malevolence being destroyed even though it's completely fine.  Also, only 3 of the mining ships show up even if you kept all 5 alive on the previous mission.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 08, 2018, 08:45:42 pm
https://1drv.ms/u/s!Anh2Q9xPqybiiuhtKZcSyO3YFsiu9A (https://1drv.ms/u/s!Anh2Q9xPqybiiuhtKZcSyO3YFsiu9A)
i cant get past the escape mission
i gived orders to protact until lucifer destorys the station and then he goes atteck but it kills gvcs cruiser in notime missles undestructeble it fail
if 2 ships get killed all the time
if they say we will jump now it wont jump they sanding there get killed there nothing i cando heres my save
chack it
you see what i mean
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 11, 2018, 09:58:49 am
It would be easier if you give me the mission number.

But well, i will download and look into that nevertheless.

Even i do not have not a big idea, what you are trying to telling me. But i hope i will see it, if i play through this mission.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 11, 2018, 10:06:16 am
yeach it gets destoryed by lucifer he has shield  on it they cant break trough  but then missles fireing on to consetine and then he dies after that andruid humans dies
mission fail
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 11, 2018, 10:27:48 am
Yes, i see what you mean.
Well that is indeed frustrating, this is a ~20 minutes long mission and then this happens.

I will look into that and try to comprehend how this mission should work.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 11, 2018, 01:31:48 pm
Was able to fix it.

This version should work better.


If you are intestered what i have done. I keep the formation of the three ships together. In the original mission the Marco Polo overtake the other two ships and fly ahead, maybe that cause problems, because they were not covered by the Marco Polo properly on this way, especially against the Lucifer that simply killed the uncovered ships.
To keep the original timing of the 14 minutes until the arrival to the station, i changed the Position of the three ships, because the Marco Polo is now significantly slower than before (10 instead of 25 m/s).

Additionally i replaced all has-time-elapsed SEXP with a distance based one. So that events only occur if the Marco Polo has a specific distance to the station.

[attachment stolen by Russian hackers]
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 11, 2018, 01:57:03 pm
a big thank you for fixing that mission i hope it fixed that
i chack if im back but that mission i feel wel good if fixed
a big thanks to you novachen
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 11, 2018, 02:42:34 pm
@theperfectdrugsk

Ah sorry, that i have missed your report.

Other very minor bugs I noticed; on the "Intercept maneuvers" mission, the debriefing text is for mission failure regardless of actual outcome (i.e. reads that you let a cruiser through and the marco polo was destroyed).  It's just the text that is wrong though, the following mission treats it like a success.

Mhh, that is indeed not a big issue. Only wrong debriefing conditions.

EDIT:

Actually there were several issues in the mission, for example some of the cruisers fly to the wrong waypoint, additionally they make turns to get in formation and at last, actually the player has nothing to do in this mission, because the AI is well enough to bring all Cruisers down by themselves.
I changed several things in this mission, so that it is more challenging.

Quote
At the start of the second gas mining mission (where you try to protect the mining ships and the Malevolence after they jumped to the second system), I get a comm message about the Malevolence being destroyed even though it's completely fine.  Also, only 3 of the mining ships show up even if you kept all 5 alive on the previous mission.

Well... i would like to have a mission name or number for that, because i actually do not know any mission, because i played through this campaign 15 years ago or something :)

[attachment stolen by Russian hackers]
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 11, 2018, 04:31:35 pm
it worked out
but i cant update  through
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 11, 2018, 09:53:52 pm
heres screens for the chapter 2
https://1drv.ms/u/s!Anh2Q9xPqybiiuh-ezs6G2wVM7yYYQ (https://1drv.ms/u/s!Anh2Q9xPqybiiuh-ezs6G2wVM7yYYQ)
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 14, 2018, 01:00:49 pm
Error: game_settings.tbl(line 2):
Error: Missing required token: [#END]. Found [$Target Version:] instead.

File: parselo.cpp
Line: 290

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 162 bytes
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 14, 2018, 01:06:48 pm
Error: game_settings.tbl(line 3):
Error: Missing required token: [#END]. Found [+Major: 3] instead.

File: parselo.cpp
Line: 290

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 162 bytes
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytesError: game_settings.tbl(line 4):
Error: Missing required token: [#END]. Found [+Minor: 8] instead.

File: parselo.cpp
Line: 290

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 162 bytes
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
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[attachment stolen by Russian hackers]
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 14, 2018, 01:15:29 pm
MVP 3.8.1?

Then you have to use a current nightly.

Or stick with MVP 2014. Because i actually did not check Revenge for 3.8.1.


Ah i saw that the Revenge settings went wrong with one of the latest Knossos updates.

Should now only set to 2014 so far.. maybe you have to reinstall it on Knossos to receive the corrected meta data.

I will check for 3.8.1 compatibility later this week, because i have to do that to several other campaigns too.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 14, 2018, 01:21:43 pm
log sended
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 15, 2018, 06:58:15 am
So, BETA5 Release. I tested that for 3.8.1 and at least both missions i've played were fine. (Was 058 and 049)

---DOWNLOAD deleted because it is for the old version.

BETA 5 CHANGELOG:
• Revenge-049.fs2 got some improvements.
• GTVA Marco Polo was changed into a GTVA Colossus Class that uses an Alternative Name.
• GTD Orion (old) ship class changed into the Retail GTD Orion#2 (Bastion) ship class with an Alternative Name (well actually it does not appear in any mission and is unused)
• All missions with a GTVA Marco Polo ship class were changed so that the GTVA Colossus class is used.
• Deleted the revenge_mv-shp.tbm in favour of a changed mv_root-shp.tbm from the MediaVPs 3.8.1 that was adapted for Revenge weapon names.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 16, 2018, 12:38:24 am
I downloaded and am trying this new version.

I ran into a minor problem:  After beating the first mission "Hunter" successfully (I got all three freighters to the jump node)...in the debriefing screen it played successful music but the text first said I completed the mission but the last line of debriefing text said I lost the convoy and wouldn't be staying on the Titan.

I was able to move on past that mission, but in a successful completion of that mission the last line of text shouldn't be there.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 16, 2018, 01:48:50 am
I found another problem.  On the fourth mission "Transport" (IIRC) where you have to escort three transports carrying prisoners it says in the briefing you only have to get at least one through.  I did get one through but it said all transports were lost and I failed the mission and couldn't proceed.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 16, 2018, 05:09:53 am
Now I was able to get two transports through and the debriefing still says I lost all the prisoners and won't let me proceed (the 'protect prisoners' directive in mission even went blue) so something's wrong with this mission.

It would seem to be virtually impossible to get all three ships through since that HOL cruiser trashes one as soon as it comes in.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 16, 2018, 08:05:38 am
Ah thanks for the report, because no one reported that there are so many bugs at the start of the campaign. (Next to some untranslated pieces i still know of and i want to fix during the development of the multi-language release)

And i thought, that i am nearly done with this campaign in terms of mission bug fixing  :D

I will check these bugs and fix them.

That seems to be a helluva work. And i thought the technical issues that the game crashes were the biggest problem here ^^.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 16, 2018, 02:37:14 pm
and why is this removed from knosses
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 16, 2018, 08:43:12 pm
and why is this removed from knosses

Presumably because there are a ton of technical problems with missions throughout.


Also, thanks Novachen.  Presumably this means there will be a Beta 6 in the future?
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 17, 2018, 07:43:58 am
and why is this removed from knosses

I have my reasons.
How to describe it without to have an emotional outburst?

i think it is enough to say, that i am sulking right now.

Also, thanks Novachen.  Presumably this means there will be a Beta 6 in the future?

Yes sure.
If i did not have projects that have more priority right now, i would say "Frak this release and wait for my multi-language capable one" for which i have to check and to play every mission by myself anyway.
But because i do not have the time (Because we are talking about 88 missions, which also need a big bunch of motivation) i try to fixing all reported mission bugs, so that this release here is at least playable and that the missions work as intended.

Not only i can use the fixes myself for the later version, but also there is something playable until then, which gives me the time to create an enhanced release of it (if you see a proper multi-language version with maybe some additions/rebalancings as such) in peace when i have time for this.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 17, 2018, 10:07:22 pm
Thanks Novachen.  I look forward to you releasing Beta 6 so I can progress in the campaign.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 19, 2018, 04:11:07 pm
Have to say "Transport" was indeed not so easy. I recreated it for the most time and it is still a challenging mission for a fourth one of 88, because you have to evaluate if you can risk to leave the convoy to attack the beam cannons on the cruiser, which you actually have to do to win this mission for sure. But i do not remember that the GVC Aten has a max speed of 100 m/s :lol:

So another Release.

There were downloadlinks that are not up-to-date anymore.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 20, 2018, 05:19:17 am
Thanks.  I was able to get through "Transport" and the mission after that (mission 5).  A minor error on "Transport" though that I noticed was that even though I got all three transports through, I saw both the success and fail debriefing text (though there was success music and I was able to progress).


However, I ran into a campaign stopping error again.  After I beat mission 5 and hit 'next', the game crashed and I got this error:
Error: Invalid ship class name.

In sexpression: ( when
   ( has-arrived-delay
      5
      "GTVA Marco Polo"
   )
   ( allow-ship "GTVA Marco Polo" )
)
(Error appears to be: GTVA Marco Polo)
File: missionparse.cpp
Line: 5769

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Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 20, 2018, 10:27:24 am
Thanks.  I was able to get through "Transport" and the mission after that (mission 5).  A minor error on "Transport" though that I noticed was that even though I got all three transports through, I saw both the success and fail debriefing text (though there was success music and I was able to progress).

Bah, there was a "not - is-destroyed-delay" in this debriefing stage instead of "is-destroyed-delay"... will fix it.

You reached the Bonus objective...
Have to ask you some questions about it. Had you problems with it? On which difficulty you are playing? Did you use Maxim/Trebuchet for that or have you done that with the normal loadout?
Because if you have done this with the normal loadout and did not have any problems with it, then i have to tweak it more, because the mission is too easy then, because it is actually intended that only two of the transports should go through by a normal progress through this mission with the default loadout.

Quote
However, I ran into a campaign stopping error again.  After I beat mission 5 and hit 'next', the game crashed and I got this error:

Ah, i feared that this error would appear after the changes in Beta 5. But i did not know in which mission this entry is. So thanks for finding out :).
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 20, 2018, 07:36:54 pm
Thanks.  I was able to get through "Transport" and the mission after that (mission 5).  A minor error on "Transport" though that I noticed was that even though I got all three transports through, I saw both the success and fail debriefing text (though there was success music and I was able to progress).

Bah, there was a "not - is-destroyed-delay" in this debriefing stage instead of "is-destroyed-delay"... will fix it.

You reached the Bonus objective...
Have to ask you some questions about it. Had you problems with it? On which difficulty you are playing? Did you use Maxim/Trebuchet for that or have you done that with the normal loadout?
Because if you have done this with the normal loadout and did not have any problems with it, then i have to tweak it more, because the mission is too easy then, because it is actually intended that only two of the transports should go through by a normal progress through this mission with the default loadout.

Quote
However, I ran into a campaign stopping error again.  After I beat mission 5 and hit 'next', the game crashed and I got this error:

Ah, i feared that this error would appear after the changes in Beta 5. But i did not know in which mission this entry is. So thanks for finding out :).


In mission 4 "Transport" I was playing on Very Easy at the time.  I flew an Erinyes and took Maxim+Kayser for my primaries and two banks of Trebs for secondaries.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 22, 2018, 08:47:29 am
No additions or event reorganizations of the missions in this version, only the corrections for the errors that were mentioned. So i release the next version as Beta 6b instead of 7. (Even i get the feeling that it would be faster, if someone reFRED this whole campaign due to the fredding errors in the original :D)

Current version is now here (https://www.hard-light.net/forums/index.php?topic=94501.msg1872986#msg1872986).
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on August 22, 2018, 10:34:45 am
can you put it on knosses agein
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 24, 2018, 03:49:07 am


I ran into a minor glitch on the mission "...and hunted".
I disabled the fighter like I was supposed to.  It got captured and left the system successfully.  However, in the debriefing I got success and failure text.



Unfortunately, I also ran into a mission error that was more serious and made progression impossible.  In the next mission, mission 30 "Out Of The Blue", I used the TAGs on enemy targets like I was supposed to.  However, the beam cannons from Earth never fired on them like the mission said they would so enemy ships can't get destroyed there.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 24, 2018, 08:14:19 am
can you put it on knosses agein

I am actually not sure if it's worth it right now, because there are so many errors in this one.



I ran into a minor glitch on the mission "...and hunted".
I disabled the fighter like I was supposed to.  It got captured and left the system successfully.  However, in the debriefing I got success and failure text.



Unfortunately, I also ran into a mission error that was more serious and made progression impossible.  In the next mission, mission 30 "Out Of The Blue", I used the TAGs on enemy targets like I was supposed to.  However, the beam cannons from Earth never fired on them like the mission said they would so enemy ships can't get destroyed there.

Well, at least you were able to play to Mission 30 :D So you are already through the first chapter ^^.

AFAIR this was the only mission i was not able to solve in my playthrough without cheats 15 years ago, because SCP broke the Artillery feature Retail had back then. And that was used and required for this mission.
So i am actually interested, if this can be reused in SCP today :).
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 25, 2018, 04:31:04 am
can you put it on knosses agein

I am actually not sure if it's worth it right now, because there are so many errors in this one.



I ran into a minor glitch on the mission "...and hunted".
I disabled the fighter like I was supposed to.  It got captured and left the system successfully.  However, in the debriefing I got success and failure text.



Unfortunately, I also ran into a mission error that was more serious and made progression impossible.  In the next mission, mission 30 "Out Of The Blue", I used the TAGs on enemy targets like I was supposed to.  However, the beam cannons from Earth never fired on them like the mission said they would so enemy ships can't get destroyed there.

Well, at least you were able to play to Mission 30 :D So you are already through the first chapter ^^.

AFAIR this was the only mission i was not able to solve in my playthrough without cheats 15 years ago, because SCP broke the Artillery feature Retail had back then. And that was used and required for this mission.
So i am actually interested, if this can be reused in SCP today :).

Actually, I looked in the tech room and there was a mission 31 so I had to die 5x in mission 30 to progress.

Maybe if someone ever redoes that mission, change it to Mjolnir cannons?
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 25, 2018, 11:11:53 pm
Also, on "Intercept Maneuvers" (the mission in chapter 2 where you have to destroy a large cruiser convoy), I successfully completed the mission and got success text in the debriefing...but there was failure music and text that said I left without accomplishing orders (however I was still able to progress).


EDIT:  I have no idea how to complete mission "In The Nebula Ring" (the one in chapter 2 where you have no shields and try to disable an Andro cruiser) and it may be broken.  After I disable the Andro cruiser, the Malevolence doesn't head straight for it...it goes past it for a while and the "dock to" timer on the Malevolence target display begins to increase.  It doesn't head straight for the Andro cruiser until the Andro reinforcements come in.  Unfortunately they destroy the Malevolence after it has docked and before it can leave with the Andro cruiser.  Plus, Command tells you not to fire on the Andros at all or even approach the reinforcement cruisers (when I tried to I couldn't even get in Stiletto range to snipe their front beam turrets).

The Malevolence barely got a scratch from Shivans in the mission so I can't really do better there.


It should probably be fixed so the Malevolence jumps out immediately after docking with the Andro cruiser otherwise I don't see how the mission can be beat.


Any thoughts Novachen?
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on August 30, 2018, 06:06:56 pm
I just managed to complete the game.  After that mission I mentioned in the last post ("In The Nebula Ring"...which I finally managed to get past because I violated Command's orders and sniped the Andro reinforcement cruisers' front beams), I encountered no game breaking errors.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on September 02, 2018, 07:42:00 am
I ran into a minor glitch on the mission "...and hunted".
I disabled the fighter like I was supposed to.  It got captured and left the system successfully.  However, in the debriefing I got success and failure text.

I am sure that wrong debriefing conditions are present in nearly every mission.

Quote
Unfortunately, I also ran into a mission error that was more serious and made progression impossible.  In the next mission, mission 30 "Out Of The Blue", I used the TAGs on enemy targets like I was supposed to.  However, the beam cannons from Earth never fired on them like the mission said they would so enemy ships can't get destroyed there.

Maybe if someone ever redoes that mission, change it to Mjolnir cannons?

Actually, there are 12 Mjolnir Cannons in the mission. Far out of bounds, ~1.000.000 Kilometers. So their beams simply does not have enough range.

Also, on "Intercept Maneuvers" (the mission in chapter 2 where you have to destroy a large cruiser convoy), I successfully completed the mission and got success text in the debriefing...but there was failure music and text that said I left without accomplishing orders (however I was still able to progress).

This is a mission i changed previously. I simply used the wrong mission objective as a debriefing condition.

Quote
EDIT:  I have no idea how to complete mission "In The Nebula Ring" (the one in chapter 2 where you have no shields and try to disable an Andro cruiser) and it may be broken.  After I disable the Andro cruiser, the Malevolence doesn't head straight for it...it goes past it for a while and the "dock to" timer on the Malevolence target display begins to increase.  It doesn't head straight for the Andro cruiser until the Andro reinforcements come in.  Unfortunately they destroy the Malevolence after it has docked and before it can leave with the Andro cruiser.  Plus, Command tells you not to fire on the Andros at all or even approach the reinforcement cruisers (when I tried to I couldn't even get in Stiletto range to snipe their front beam turrets).

I actually even did not survive the first stage of the mission :lol: That is way tooooo hard on Insane.

For the Dock problem, maybe that is caused through the new MVP models, had only to change the Docking Points in the mission to get it working.

And because the Andro-Terran Cruiser Wing appear through mission time and not after the actually docking, so the Malevolence simply took to long. Most of the events in the missions i have checked so far are solely based upon the actual mission time and not on actual happenings. And that cause problems in situations like this, which include the case if the player need too long for a specific action.

But well, i fixed all of the reported bugs.

So thanks for the report.

BETA 7 Changelog
• Added a new ship: GTS Hygeia#NonSupport that is used when Hygeias in a mission are not intended to be a support ship.
• Added a new weapon: Zeuson Orbital. An Orbital version of the Zeuson Beam with a range of 1.000.000 Kilometers.
• Changed Weapon: TAG-D has now a cooldown time of 45 Seconds.
• Changed Mission: "...and hunted" 029-revenge.fs2
-- Marana Ritoutes is using the Afterburner now to get to the Node faster.
-- Changed the GTS Hygeia to GTS Hygeia#NonSupport to prevent problems if support is requested.
-- Fixed Debriefing stages
• Changed Mission: "Out of the Blue" 030-revenge.fs2
-- Instead of 12 Mjolnirs there are only six of them, now.
-- Changed their Weapon to Zeuson Orbital, so that the targets are now in range.
-- Changed a message to explain, that it takes 30 seconds after the tag, before the Orbital cannon fire.
-- Created a new message to give information about the Tagging of the GVC Geka.
-- Changed some positions of the targets, because otherwise a well-placed TAG-D was able to destroy 4 of the 5 targets in one shot.
• Changed Mission: "Steal the fighters" 035-revenge.fs2
-- Changed the GTS Hygeia to GTS Hygeia#NonSupport to prevent problems if support is requested.
• Changed Mission: "Taxi!" 036-revenge.fs2.
-- Changed the GTS Hygeias to GTS Hygeia#NonSupport to prevent problems if support is requested.
• Changed Mission: "In the nebula ring" 057-revenge.fs2
-- Rebalanced and partly recreated.
-- Events are reorganized to be much less based on mission time instead of actual happenings.
-- The player and the wingmen have to fight a constant stream of shivan fighters and bombers, which make this mission more time critical, because it has to be finished before the strike force will be overwhelmed by Shivans.

DOWNLOAD:
Revenge 1.1 BETA 7 on FreeSpace Files (https://sectorgame.com/fsfiles/repo/?dl=287f7c30e19cfaab06d7b39cb7eaae5a) (428 KB)
Google Drive Mirror (https://drive.google.com/open?id=16pm3I_OmGYI2Asx32lYda40aONQEXSGS) - MediaFire Mirror (http://www.mediafire.com/file/2caa3it0e4ozioo/Revenge-1.1-BETA-7.7z/file)

OLDER CHANGELOGS:
Spoiler:
BETA 6B:
• Corrected Debriefing Stage requirements in revenge-004.fs2.
• Changed the allow-ship SEXP to an add-tech-ship SEXP and corrected the class from GTVA Marco Polo to GTVA Colossus in revenge-006.fs2.

BETA 6:
• Revised revenge-001.fs2.
• Changed Timings and additional AI goals. Also the HoL cruiser will now actually blockade the Node in front of it.
• The Cargo will now only be destroyed if the Triton dies.
• Corrected Requirements for the Debriefing stages.
• Partly recreated revenge-004.fs2.
• Changed Timings and reordered events.
• Delete Omicron wing and instead all Hippocrates are own objects, what gives more flexibility in Events and Goals and also prevents strange course corrections by the AI if Omicron 1 dies.
• Fixed the requirements for the old and added two new debriefing stages.
• One Bonus goal.
• Changed AI orders for the HoL fighters and bombers.
• Return to Base directives for both missions.

BETA 5:
• Revenge-049.fs2 got some improvements.
• GTVA Marco Polo was changed into a GTVA Colossus Class that uses an Alternative Name.
• GTD Orion (old) ship class changed into the Retail GTD Orion#2 (Bastion) ship class with an Alternative Name (well actually it does not appear in any mission and is unused)
• All missions with a GTVA Marco Polo ship class were changed so that the GTVA Colossus class is used.
• Deleted the revenge_mv-shp.tbm in favour of a changed mv_root-shp.tbm from the MediaVPs 3.8.1 that was adapted for Revenge weapon names.

BETA 4:
• Revenge-058.fs2 got some improvements.

BETA 3:
• Revenge-017.fs2 got changed mission objectives and debriefings.
• Revenge-018.fs2 got changed mission objectives and debriefings.
• Chapter-1.fc2 was fixed so that it is not possible to continue the campaign anymore even the player fails the beforementioned missions.

BETA 2:
• weapons.tbl was translated from german to english. Now you will actually know, what weapons are available here.
• Revenge-060.fs2 was fixed.
• GTVA Marco Polo shows now the Colossus Radar Image.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on September 12, 2018, 03:44:36 am
Since this campaign is still in Beta, may I make two suggestions

These are fairly plot important missions  so most of my message will in in spoiler text.

1-
Spoiler:
  There is a mission in I believe chapter two where you destroy a Lucifer in Andro space for the first time.  It has the Marco Polo and an Andro destroyer present.  Basically there's no gamebreaking errors, however it just feels very tedious because it's just those ships firing on the Lucifer (while you destroy a bunch of fighters) for around 15 minutes.  If the structure of the mission is going to be simple, could the time of it be reduced?

2-
Spoiler:
One of the final parts of chapter 3 involved you and the MP chasing down five Lucifers.  That stretch of four missions is virtually identical and playing basically the same mission four times in a row is kind of boring.  Could that be lessened any? 
How about this: reduce it to three missions by having the Lucifers decide they need to get to Earth much quicker?  After you destroy the second Lucifer, the three remaining Lucifers decide to make a longer jump to Earth but this crash jump destroys one of the remaining three in the process.  That would remove one of the missions that's a mirror image of the others and you could still get that 'last' mission with the two Lucifers at one time near Earth.
Again, this isn't a gamebreaking error, but it could make the campaign more concise.


I don't have the names of those missions with me right now, but if you know what I'm talking about and change could be made/you're okay with it, I could get you the names and #s of the missions.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on September 12, 2018, 07:04:57 am
listen we difnt make it
so ask real maker
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Nightmare on September 12, 2018, 10:03:17 am
listen we difnt make it
so ask real maker

The real maker is actually unlikely to appear ever age here.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on September 12, 2018, 06:30:16 pm
yip but still
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: CT27 on September 12, 2018, 07:44:35 pm
I'm sorry if I offended anyone.  I do appreciate the work put in on this campaign by you all here.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on September 13, 2018, 08:04:58 am
im too he doing great
i only mis chapter 2
progress
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: DarkwarriorSFN on November 22, 2018, 01:17:28 pm
Hey everyone,

Many thanks to everyone who has so far contributed to the Beta of Revenge and working on restoring this mod for FS2 SCP.

I have to say I am totally amazed people still remember this mod and try to restore it. Almost 20 years have gone since I developed this when I was a teenager aged 15 / 16 (I took me indeed over a year... sadly I had none of the great modding tools that are available today when I lived in my parents home in the "no internet" era).

Now I am 34 and have two kids at home - and course they both like Freespace ;) It is amazing to see this project having survived my entire lifetime since then. That's really crazy - in a positive sense.

When digging out my earliest archives and backups, I indeed tried to make Revenge FC run on my current Freespace 2 SCP built which did not work. Downloading now a version few days ago that actually works is incredible. It's like a time machine, having not played this for I think 10 or 12 years and now suddenly the missions, the story, everything that was part of my life for over a year at times when I went to high school is back. As I said, amazing... I am really grateful to all the people having contributed to this.

Actually, I am looking from a somewhat more skeptical perspective now on the mission design but nevertheless, its kind of real fun to play these missions even though I am sometimes shaking my own head when looking what I did back in the past :)

Whilst it is far away from the almost perfection of some newer mods such as Blue Planet (my favorite mod by the way) I am really delighted to see that some people still play and have fun with this mods. Many thanks for this - this is really great.

It would be indeed awesome if the modders who have taken ownership on this mod today will continue finalizing the Beta - It looks really great, just few typos I sometimes note :D. Again, really much appreciate the effort put into this.

Best regards,

DarkwarriorSFN

***

PS: New account on HLP was unfortunately inevitable - could not remember password after such a long time and no surprise, e-mail account does no longer exit :blah:


Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: woutersmits on November 22, 2018, 01:58:01 pm
hello maker
welcame back
is this supposed as over 100 missions long or longer
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on November 22, 2018, 06:05:41 pm
Since this campaign is still in Beta, may I make two suggestions.

Well, i missed that message due to the hacked account i had.

So far i actually still did not really began any bigger enhancement of this. But after my Awakenings upgrade and translation is done, which is already in Release Candidate state. This project will one of my next Freespace projects finally.

First of all, i actually thought about to replacing the Andro-Terran fleet with different ships. Even it is unlikely, that the GTVA still uses FS2 tech only in 238X it is not a big issue that have to be change. However i actually totally dislikes that the AT are still using FS2 ships after thousands of years. I think they should use ships, that look different, but still terran, though. In 2018 i am actually very confident, that i find something suitable in other Mods for this... (or i simply reuse my models from my DMCA take downed Colony Wars: Remastered project to give them a good use finally after all these years. Andro-Terran Grappling Hook Power! :lol: )


Quote
These are fairly plot important missions  so most of my message will in in spoiler text.

1-
Spoiler:
  There is a mission in I believe chapter two where you destroy a Lucifer in Andro space for the first time.  It has the Marco Polo and an Andro destroyer present.  Basically there's no gamebreaking errors, however it just feels very tedious because it's just those ships firing on the Lucifer (while you destroy a bunch of fighters) for around 15 minutes.  If the structure of the mission is going to be simple, could the time of it be reduced?

2-
Spoiler:
One of the final parts of chapter 3 involved you and the MP chasing down five Lucifers.  That stretch of four missions is virtually identical and playing basically the same mission four times in a row is kind of boring.  Could that be lessened any? 
How about this: reduce it to three missions by having the Lucifers decide they need to get to Earth much quicker?  After you destroy the second Lucifer, the three remaining Lucifers decide to make a longer jump to Earth but this crash jump destroys one of the remaining three in the process.  That would remove one of the missions that's a mirror image of the others and you could still get that 'last' mission with the two Lucifers at one time near Earth.
Again, this isn't a gamebreaking error, but it could make the campaign more concise.

I have to say, i still did not replayed this campaign so far and only played the missions that were addressed for bugs. But i still remember about all the Lucifer things you are talking about. Well, at least i have already thought about "how to destroy a Lucifer in five different ways" thing to change the course of the missions.
But actually i came to the question, if you need five Lucifers at all in Chapter 3... i came to belief, that two or three could also be sufficent for this plot already. The previously two Lucifer destroying missions could be used for slightly changed filler missions instead which should loose up things, especially that you only have three missions then, where you have to destroy a Lucifer. And it should not be a problem to create missions, where you manage the destruction of the Lucifer in different ways.

I think it will take some time before i will reach these missions. Until then i will have new ideas for that, for sure.

It would be indeed awesome if the modders who have taken ownership on this mod today will continue finalizing the Beta - It looks really great, just few typos I sometimes note :D. Again, really much appreciate the effort put into this.

Yes, the translation could be better in some missions, but i am not an english native speaker as well. So i will be able to correct only the most obvious spelling and grammar errors, because i have check all texts anyway for the inclusion of the original german text aswell. And that one also has some strange grammar in most of the campaigns (which will actually combined into one campaign file for the full rerelease)... but well, it is just like that how someone would write if s/he is still a Teenager ;)
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: bigpunged2000 on December 01, 2018, 04:39:48 am
HI I AM using the knossos and i want to play the first chapter but in the campain its only chapter 2 and 3 and final were chapter one
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on December 01, 2018, 11:00:15 am
Because this campaign has three chapters only and you have three campaigns.. i would say, if Chapter 2 is Chapter 2 and Chapter 3 is Chapter 3... you do not have many options left to find out, which is Chapter 1  :D
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Bryan See on December 01, 2018, 04:46:17 pm
Novachen, I am afraid that you might be right.

I'm going back to work on it shortly.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on December 14, 2018, 07:08:30 am
Novachen, I am afraid that you might be right.

What do you mean?  :confused:

Quote
I'm going back to work on it shortly.

Wait... what?

The main reason i got dragged into this is, that you and woutersmits were unable to release a version that does not crash with 3.8.0 builds, which was the main purpose of this initial release (thread) at all... and i am not talking about the bugs, that made it impossible to solve several missions in it. I still do not have an idea what both of you were working on here actually :D.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Nightmare on December 14, 2018, 09:53:57 am
I'm going back to work on it shortly.

What about fixing Shattered Stars to minimum playability instead, especially if there's a competent person working on this here?
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 06, 2020, 03:28:15 pm
I have to annouce, that i will take the current version down during the next couple of days.

The reason is, that this "rereleased" mod is still in very bad shape and never came to its full glory as i released only hotfixes to ensure, that this mod is playable at all.
I actually have much better quality standards to any of my releases than this mess.

It was online in this state for way too long. So download it and even reupload it if you wish. But i do not want to be responsible for a release like this.

I know that there are people who are extremely critical of my releases and are even very mad about them. I never intended to harm someone with them, i only tried to improve the gaming experience.
But well, in this case, i can not fulfill my own claim for a properly working bugfreed release, that was atleast playthroughed by me once. And because this one is in Beta since two years, I'm gonna take that offline for now.


My life has been derailed due to a tragedy during the pandemic and so i did not had any motivation to work on it during the last couple of months. Even before the pandemic i pushed this in front of me for many months.
So a real "remake" with an own Andro-Terran Fleet and new GTVA stuff and also new or heavenly changed missions will not happen anytime soon anyway. Atleast by myself.


But i still want to finish a multi-language (EN/DE) release with bugfixed and properly working missions however. :).
Even the "properly working missions" is sometimes already a task of rebuilding due to the chaotic SEXP-Chains.

But even that will not likely happen in 2020  :(.
Freespace does not have a very high priority right now, but i still do smaller things and still hope to launch another phase of my localization efforts until the end of this horror year.

My goal is to rerelease a better version of this in late 2021... unless someone is faster.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Nightmare on August 06, 2020, 03:58:37 pm
Well I think it'd be more helpful to have this version available, even if there are known issues in it; atleast I've heard several complains that LCW and VeniceMirror were entirely unavailable on Knossos. If you don't like the idea that you're being associated with any kind of bugs (which are actually the original devs fault anyway) you can remove your username from the version number and leave a sentencelong statement in the mod description, that should be enough.
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 06, 2020, 04:23:46 pm
Well I think it'd be more helpful to have this version available, even if there are known issues in it; atleast I've heard several complains that LCW and VeniceMirror were entirely unavailable on Knossos.

Mh? They should be available? I disabled them only temporarily sometime ago out of protest. It was in 2019(?), i think (maybe it was even 2018). But after that, i reactivated them.

Only mods i really took down were my old german translations due they did not work on Knossos how i had in mind. And shortly after that i brought that whole translation project back to the drawing board.
Other releases were only took down by request of the original developer, which is only Storm Front right now. But that will come back after i have finished the next update.


Quote
If you don't like the idea that you're being associated with any kind of bugs (which are actually the original devs fault anyway) you can remove your username from the version number and leave a sentencelong statement in the mod description, that should be enough.

Well, i do not like that idea. Because after that i would still feeling responsible for the release and after i got a bug report in this thread there would be the inner demand to take care of it... that wouldn't be as effective.
I still prefer to put this release on hold completely  :doubt:
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Nightmare on August 06, 2020, 07:46:58 pm
The problem is that having a version that might be optimized but frequently disappears is bad as you neither have this one nor would somebody upload the original version as the updated one might resurface any time. In case of LCW there are now 2 mods and VM is missing entirely, according to this list ( https://fsnebula.org/mods ).
Title: Re: BETA RELEASE: Revenge Final Conflict
Post by: Novachen on August 08, 2020, 04:12:10 am
The problem is that having a version that might be optimized but frequently disappears is bad as you neither have this one nor would somebody upload the original version as the updated one might resurface any time. In case of LCW there are now 2 mods and VM is missing entirely, according to this list ( https://fsnebula.org/mods ).

Revenge is not very optimized at all. That is the main problem and that is the reason why i want to take it down.

Well, this list was never fully reliable, at least back then.
For a long time i could download Relentless, even that did not showed up on that list.
Now it does.. but for example Deep Blood is still missing, but i can download it via Knossos itself.  :confused:

VeniceMirror (https://fsnebula.org/mod/VM) should be still there.

I never changed a thing about the visibility after the temporary shutdown. And back then, there was definitely only one LCW available. No clue what happened in the mean time, as LCW is one of the regular maintained releases as it got update for MVP4.1 aswell 4.3, too. Most other releases still have only a MVP 4.0 or even a 3.8 version. VM is one of these examples. Its last update was as MVP 3.8 were released.

Revenge was also not very maintained. BETA8 is also only a 3.8 MVP campaign.


Spoiler:
I do not have a problem with transparency. Let's check out all mods from my developer tab that should be online in one way or another.

2335: Nova - Extended Playable Prototype (https://fsnebula.org/mod/2335) - Private, but online for selected users who asked me about it after my YouTube video, as a public release is planned at least.
2367: Supernova BETA (https://fsnebula.org/mod/2367) - Private, but online for selected users as this one is still in closed development.
Das Gizeh-Projekt (https://fsnebula.org/mod/Gizeh) - Online
The Deuterium Connection (https://fsnebula.org/mod/GAS) - Online
Dimensional Eclipse (https://fsnebula.org/mod/DE) - Online, but i only uploaded it. Original Developers have full control of it, now.
FreiRaum: FreeSpace 2 (https://fsnebula.org/mod/FreiRaum_freespace2) - Online. The old Pre-Alpha 2 is still online, as this one only ensures, that Retail FS2 can properly be played in German.
Friends and Foes: Retribution (https://fsnebula.org/mod/FriendsandFoes) - Online. Only uploaded it and made the first updates. But since a few months i gave the full control to other Community members who asked me about that. That was shortly after the tradegy in my personal life happened.
Into the Halls of Valhalla (https://fsnebula.org/mod/ItHoV) - Online.
Luyten Civil War (https://fsnebula.org/mod/LCW) - Online and updated recently.
Mantle (https://fsnebula.org/mod/Mantle) - Online, but i only uploaded it. Original Developer has full control of it, now.
Out of the Shadow: Nova Safiya Edition (https://fsnebula.org/mod/OotS) - Online, even it is one of the other releases i maybe shut down or set on private at least. The open development never paid off. It is still incomplete, WIP and also there were very limited developing progress over the course of the year as i never fully decided if this want to be a 2335: Nova or a What If like Freespace campaign.
Renegade Resurgence (https://fsnebula.org/mod/RR) - Online.
Revenge: Final Conflict (https://fsnebula.org/mod/Revenge) - Online.
Rogues! (https://fsnebula.org/mod/Rogues) - Online.
Shadow Genesis (https://fsnebula.org/mod/SG) - Online and updated recently.
Storm Front: Classic Saga Remastered (https://fsnebula.org/mod/StormFront) - Still offline. But is being prepared for a rerelease.
VeniceMirror (https://fsnebula.org/mod/VM) - Online.
A Walk in the Sun (https://fsnebula.org/mod/A_Walk_in_the_Sun[/url) - Online.
What If: Another Great War - Classic Remastered (https://fsnebula.org/mod/WhatIf) - Online, reuploaded recently.