Hard Light Productions Forums

Archived Boards => The Archive => The Unification War => Topic started by: Goober5000 on June 13, 2010, 01:28:59 am

Title: UW Act II Demo Release
Post by: Goober5000 on June 13, 2010, 01:28:59 am
The TVWP team is proud to bring you this demo of the Terran-Vasudan War Chapter 1, Acts I and II.  Act I was released on Christmas 2007, but Act II is brand-new!

Includes:
Eighteen playable missions, nine of which are new for Act II
Two campaign files, one for each act
One in-game cutscene
One rendered cutscene

Many all new playable models
All New interface
All New HUD
All New ballistic weaponry

Installation
TVWP requires the SCP, version 3.6.10.  Download the files below, and place them all in a new mod folder.  You do not want a mod.ini which references the MediaVPs or any other mod.  TVWP is fully self-contained.


Required files:

TVWP Root (22.5 mb): NukeLOL (http://tvwp.freespacemods.net/TVWP-root.zip)

TVWP Models (9.5 mb): NukeLOL (http://tvwp.freespacemods.net/TVWP-models.zip)

TVWP Missions (192 kb): NukeLOL (http://tvwp.freespacemods.net/TVWP-missions.zip)


Optional files:

TVWP Interface (16 mb), brand new interface art custom designed by Lightspeed: NukeLOL (http://tvwp.freespacemods.net/TVWP-interface.zip)

TVWP Enhanced (39.8 mb), includes shine/glow maps, hi res dds textures, hi res backgrounds: NukeLOL (http://tvwp.freespacemods.net/TVWP-enhanced.zip)

TVWP Normal Maps (12 mb), normal maps creaated by freespaceking for TVWP models: NukeLOL (http://tvwp.freespacemods.net/TVWP-normal.zip)

TVWP Movies (14.6 mb), contains the Act I outro: NukeLOL (http://tvwp.freespacemods.net/TVWP-movies.zip)


Demo Credits

Project Leads
Admiral Nelson
Goober5000

FREDding
Blaise Russel
Exarch
Ferret
Goober5000
Lightspeed
Mustang19
SF-Junky

Textures
freespaceking
Lightspeed

Models
aldo_14
Analazon
Deepblue
GalacticEmperor
KillMeNow
Raptor
Ryx
Shrike
Spicious
Taristin
Woomeister

Command Briefing Animations & Cutscenes
DragonClaw
Lt. Cannonfodder
Tar-Palantir

Interface Art
Flipside
GalacticEmperor
Goober5000
Lightspeed

Story Consultant
Eishtmo

Mission Testing
Admiral Nelson
Goober5000
Herra Tohtori
Mad Bomber
MP-Ryan
SF-Junky
T-Man
Title: Re: TVWP Act II Demo Release
Post by: el_magnifico on June 13, 2010, 01:36:54 am
Oh God. Oh God! I'm so happy! ^^

Thank you guys.
Downloading now.
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 13, 2010, 01:44:53 am
Glad you're excited. :)  When I consider how long it's taken to get this far, all I can think of is Epic Fail. :nervous:

Fortunately I don't expect there to be as big a gap between acts II and III as there was between acts I and II.
Title: Re: TVWP Act II Demo Release
Post by: x3110 on June 13, 2010, 01:48:09 am
Awesome!
Been waiting for Act II for like forever!
Downloading now!
And Congratulations.
Title: Re: TVWP Act II Demo Release
Post by: Droid803 on June 13, 2010, 01:48:32 am
Any chance of getting just act2 if we already have act1?
Or has act1 been updated too?

plz don't smite me.
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 13, 2010, 01:52:12 am
Things have been changed in the Root, Models, and Missions downloads.  I don't think anything has been changed in the others, but I reuploaded them just to be safe.

And yes, Act I has been updated.
Title: Re: TVWP Act II Demo Release
Post by: Droid803 on June 13, 2010, 01:53:59 am
Ok then.
/me purges old files and downloads new files :D
Title: Re: TVWP Act II Demo Release
Post by: FreeSpaceFreak on June 13, 2010, 02:39:51 am
Oh wow, yay!

Just as I'm starting exams... x_x
Title: Re: TVWP Act II Demo Release
Post by: Colonol Dekker on June 13, 2010, 05:54:14 am
What are the file sizes please?
 
If I have the interface from A1 do I really need to download it again?
 
Cheers for the demo in the meantime:yes:
Title: Re: TVWP Act II Demo Release
Post by: Dragon on June 13, 2010, 06:22:43 am
I also tested those missions, but only at  the beggning of the beta phase.
Then exams came and I couldn't test any updates that were made.
Title: Re: TVWP Act II Demo Release
Post by: MatthTheGeek on June 13, 2010, 06:47:11 am
Yeah, I was beta-tester too.

Sounds like something went wrong with the new version of Act 1 though. Targeting is enabled in the first missions, before the appearance of the Mustang Alpha.

EDIT : Correction: seems only the first non-training (the one with the 3 freighters to escort) has targeting enabled.
Title: Re: TVWP Act II Demo Release
Post by: Dragon on June 13, 2010, 07:26:06 am
I've also seen it and reported on IRC to Goober.
It seems that it has been mostly dealt with (it was much worse, nearly ever act 1 mission had targeting), but not completely.
Title: Re: TVWP Act II Demo Release
Post by: Rodo on June 13, 2010, 10:09:42 am
downloading.... :D
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 13, 2010, 07:04:12 pm
What are the file sizes please?
First post updated.

Quote
If I have the interface from A1 do I really need to download it again?
Read three posts up from yours. :p


Sounds like something went wrong with the new version of Act 1 though. Targeting is enabled in the first missions, before the appearance of the Mustang Alpha.
Good catch; I accidentally uploaded the wrong version of Act 1.  It's fixed.
Title: Re: TVWP Act II Demo Release
Post by: Cobra on June 14, 2010, 09:47:05 pm
Okay so I've already found a couple of bugs. In some missions the built-in FS2 messages are played. In the second training mission of Act 1, completion of the mission gives a failure.

Spoiler:
In Bad Timing, when given the directive to destroy the Rex's communication subsystem, I did so, but it wasn't counted as destroyed. When I retried the mission to try to destroy it sooner, I got FRED parsing error saying that the subsystem 'communications' was invalid.

Oh, and the insides of the Kestrel are EMPTYYYYYYYYY

Good on you for furthering the storyline though. :nervous:
Title: Re: TVWP Act II Demo Release
Post by: el_magnifico on June 14, 2010, 10:45:26 pm
Okay so I've already found a couple of bugs. In some missions the built-in FS2 messages are played. In the second training mission of Act 1, completion of the mission gives a failure.
I experienced a lot of bugs on the first act the first time I downloaded, but most of them are fixed now with the new version Goober uploaded.
However, the ending cutscenes still don't play (and I clearly remember at least act 1 had an ending cutscene).
And yes, I can confirm retail sounds are played in some missions.

Quote
Oh, and the insides of the Kestrel are EMPTYYYYYYYYY

Yes they are! :lol: My mind just yelled at that, and I have spent at least an hour looking at the Kestrel from all angles. At some angles, the ship was completely transparent from one side, and solid from the other. And the problem didn't show up on the opposite side. It was weird, and a bit funny.
I've also noticed problems with some maps, especially the normal maps. They just aren't displayed. But I suspect that's a problem on my side. Maybe something related with my graphics card.

Quote
Good on you for furthering the storyline though. :nervous:

Hmmm... I can't deny the storyline and the storytelling were of top quality. But I didn't liked the story. I felt... used. And I feel a strong reject and disapproval for the LR's actions. I mean:

Spoiler:
- They attempted to steal a science vessel from a science colony. What. The. ****. :wtf:
- They left the Ark Royal (and me) in the dens of the enemy without even trying to rescue her. Even after being partly responsible (they send us out there, didn't they?)
- Command withdrew everyone who was responsible for the war in the LR, and left a bunch of pilots and cruisers to fight the war.
- And then they left the Ark Royal behind. Again.

I know this is a war, and I know that the other powers in Sol aren't really much nicer, but I swear I would have defected to the UNE if I was given the choice.
Title: Re: TVWP Act II Demo Release
Post by: SpardaSon21 on June 15, 2010, 01:55:49 am
Spoiler:
- They attempted to steal a science vessel from a science colony. What. The. ****. :wtf:
- They left the Ark Royal (and me) in the dens of the enemy without even trying to rescue her. Even after being partly responsible (they send us out there, didn't they?)
- Command withdrew everyone who was responsible for the war in the LR, and left a bunch of pilots and cruisers to fight the war.
- And then they left the Ark Royal behind. Again.

I know this is a war, and I know that the other powers in Sol aren't really much nicer, but I swear I would have defected to the UNE if I was given the choice.
Spoiler:
1.  Who else has a ready supply of lightly-defended science cruisers besides a science colony?
2.  It is a bit hard to rescue a vessel that is being attacked by multiple Reliants, especially when you have other issues.
3.  The LRD Luna, the pride of the Lunar Navy and a completely irreplaceable vessel, should not be on the front lines of a three-front war.
4.  The Ark Royal is one Constellation out of many.  Did you see how many cruisers you had with you in "Thirty Seconds Over Earth..." and "Neptune Mayhem"?  The LR had all those plus what was needed to hold off the wolves at their front door.  One replaceable ship is not as necessary as getting the rest of the fleet to safety.

Oh, and the other forces probably aren't heading to Delta Serpentis since resupply would be an issue since transports can't make the jump through the node, and they would just end up fighting each other for the system once the Lunar Republic (which needs a new name now) was defeated.
Title: Re: TVWP Act II Demo Release
Post by: el_magnifico on June 15, 2010, 02:57:20 am
Quote
Spoiler:
1.  Who else has a ready supply of lightly-defended science cruisers besides a science colony?

Spoiler:
You know, Bolivia has a lightly-defended supply of high quality natural gas. And we happen to need it for this winter. Now wait here for a minute, I'm going to propose the government that we invade them and steal it from them. I'll be back in a minute, ok?

If the LR hadn't been stealing gas miners from the Jovians, then the node would still be a secret. They are in this war because they are thieves.

The fact you need something doesn't makes it acceptable to steal it from others. Are those the moral values of the LR? They are nothing but glorified pirates.

Quote
Spoiler:
2.  It is a bit hard to rescue a vessel that is being attacked by multiple Reliants, especially when you have other issues.

Spoiler:
Yes, it is. Mine is mainly an emotional reaction, but an overwhelmingly intense one. They should have gathered intelligence before sending us in. Damn! They shouldn't have send us there in the first place.

Quote
Spoiler:
3.  The LRD Luna, the pride of the Lunar Navy and a completely irreplaceable vessel, should not be on the front lines of a three-front war.

Spoiler:
Yes it should. War vessels aren't there to show the world how pretty they are or how menacing they look. They are there to wage wars. Especially when it's a survival war.

Quote
Spoiler:
4.  The Ark Royal is one Constellation out of many.  Did you see how many cruisers you had with you in "Thirty Seconds Over Earth..." and "Neptune Mayhem"?  The LR had all those plus what was needed to hold off the wolves at their front door.  One replaceable ship is not as necessary as getting the rest of the fleet to safety.

Spoiler:
One replaceable ship that, thanks to the admiralty of the LR, had to wage all the war almost by itself. And it did.
If they keep treating their military assets that way, they will soon have to resort to conscription anyway.

Quote
Spoiler:
Oh, and the other forces probably aren't heading to Delta Serpentis since resupply would be an issue since transports can't make the jump through the node, and they would just end up fighting each other for the system once the Lunar Republic (which needs a new name now) was defeated.

Spoiler:
Yes, Delta Serpentis is definitely a nice place for cowards to hide while other persons fight their war, without risking their precious destroyer.
The LR admiralty constantly reminds me of some other admiralty I wish I could forget. But that's not a topic I want to discuss here, nor now.
Suffice to say, that considering they (the LR high command) just fled and didn't even secured some communication link to give the excuse of being in a safe place to impart orders and coordinate the war, they are cowards in my book.
Title: Re: TVWP Act II Demo Release
Post by: MatthTheGeek on June 15, 2010, 06:36:18 am
Quote
Spoiler:
Suffice to say, that considering they (the LR high command) just fled and didn't even secured some communication link to give the excuse of being in a safe place to impart orders and coordinate the war, they are cowards in my book.
Spoiler:
Better be a coward alive than a courageous dead. I've been playing Act2 as a beta-tester, and I have to say that I've never been chocked by any of the LR Command's decisions. This is thanks to those decisions that they are likely to win the war now.
Title: Re: TVWP Act II Demo Release
Post by: Dragon on June 15, 2010, 10:03:45 am
Spoiler:
TVWP is rather dark, command decisions also didn't suprised me, but I was feeling that I'm not flying for "good guys". LR is dark gray at best, the "least bad" faction in TVWP seems to be UNE. Personally, I like the way it's set up.
Title: Re: TVWP Act II Demo Release
Post by: MatthTheGeek on June 15, 2010, 10:26:34 am
Spoiler:
Well yes. I must admit that sometimes that LR's decision weren't really moral, but they just fit with the context and atmosphere. While all factions are technically fully separated, the atmosphere is that of a civil war IMO, and with multiple factions, to boot. Like I said, I've never been shocked by the actions and orders or LR Command.
Title: Re: TVWP Act II Demo Release
Post by: -Norbert- on June 15, 2010, 10:46:28 am
Will it help or harm the TVWP in any way if it's connected with the MediaVPs via a mod.ini?
Title: Re: TVWP Act II Demo Release
Post by: MatthTheGeek on June 15, 2010, 11:04:03 am
Works fine for me with mediavps, but I can't remember if it's on by default or if I added it someday to see if it changed something.
Title: Re: TVWP Act II Demo Release
Post by: -Norbert- on June 16, 2010, 12:36:42 pm
In the first mission of act two I had no music what-so-ever. On the other missions I had no bug so far (there was one crash with only the standard windows error message on mission two, but I couldn't reproduce it).
I didn't yet try to link TVWP with the MVPs. I thought I rather play it through once, before I start experimenting.
Spoiler:
I just managed to blow myself up with a fuel tank in the raid on the UNEs cargo depot.

One thing that annoyed me a bit throughout the missions so far is the objectives window on the left of the screen (or lack thereoff). In most missions it's simply not there. And for some reason it shows the text "Primary Objective" in green below the actual objectives in the mission were you go up against the Rex.
Another thing I'd like to suggest is, putting the carrier you are supposed to land on into the escort list, once you are cleared to land. It is quite a bother to have to switch through 20+ targets untill you get a lock onto your carrier when you could just hit the E key once instead.
Title: Re: TVWP Act II Demo Release
Post by: x3110 on June 16, 2010, 10:16:44 pm
Well,if targeting is bothering you you can always use the hotkeys(F3) and give the carrier a specific Function key:)!
Title: Re: TVWP Act II Demo Release
Post by: Androgeos Exeunt on June 17, 2010, 06:36:59 am
How funny. I was doing some FS2_Open iPhone wallpapers a few days back and thinking about TVWP's interface.

I'll clear some space for this new version of TVWP later, once my sister's done calling me via Skype.
Title: Re: TVWP Act II Demo Release
Post by: T-Man on June 17, 2010, 07:17:18 am
Oh, and the insides of the Kestrel are EMPTYYYYYYYYY

Yes they are! :lol: My mind just yelled at that, and I have spent at least an hour looking at the Kestrel from all angles. At some angles, the ship was completely transparent from one side, and solid from the other. And the problem didn't show up on the opposite side. It was weird, and a bit funny.

I get this on the Kestrel too. I think i know what that is, and its not a problem with your graphics card, its a little model bug that can happen. Some graphics engines (such as UDK where i encountered it a lot) when working with textured surfaces can only texture one side of their skin (maya calls it the 'face normal'); the other side of the surface thus has no texturing and is not rendered, and if seen in game can be seen through on that side. If you have the face normal facing into the model, then you wont see the texture as its rendering on the inside of the model's skin and not the outside.

If this is the cause, my guess would be that the invisible faces on the model (which would be the small ones within that gap between the main chassis and the wings) have their normals facing inward and not outward, and the game engine can only render one side of the skin. Its just a matter of reversing each buggy face's face normal in the modeller (in Maya IIRC its an option in the 'normals' menu under the 'polygons' tab, but i'm not sure about other modellers).
Title: Re: TVWP Act II Demo Release
Post by: Dragon on June 18, 2010, 05:01:22 am
I just noticed that it's been about a week since the release, but nobody got around to highlighting it.
I think TVWP Act II release fully deserves a highlight.
Title: Re: TVWP Act II Demo Release
Post by: Spoon on June 18, 2010, 06:03:46 am
Didn't even noticed there was something new released until I saw the highlight just now  :doubt:
Title: Re: TVWP Act II Demo Release
Post by: Androgeos Exeunt on June 19, 2010, 12:17:51 am
/me checks the highlight.

Quote from: Highlight
The TVWP team has released a new demo of Chapter 1, including 9 new missions that are from Act II!

Oh hey, cool.
Title: Re: TVWP Act II Demo Release
Post by: Don-DiZzLe on June 19, 2010, 05:08:11 am
So how come targeting wit H, T or Y is not working?

Or is it disabled by default?
Title: Re: TVWP Act II Demo Release
Post by: Spoon on June 19, 2010, 05:30:56 am
So how come targeting wit H, T or Y is not working?

Or is it disabled by default?
It's because the TVWP team figured that 300 years in the future. Basic targetting is too advanced too have  :rolleyes:
Title: Re: TVWP Act II Demo Release
Post by: Don-DiZzLe on June 19, 2010, 05:38:57 am
Ok makes sense i guess but even so the center hud display is way too big for my taste, can hardly see the enemies im tryin to shoot through all that green grid blocking most of my center view.
Title: Re: TVWP Act II Demo Release
Post by: Cobra on June 19, 2010, 09:28:07 am
How does it block your view? It's transparent.
Title: Re: TVWP Act II Demo Release
Post by: MatthTheGeek on June 19, 2010, 09:40:20 am
You know you can change the color of each part of your HUD, right ?
Title: Re: TVWP Act II Demo Release
Post by: Macfie on June 19, 2010, 11:37:33 am
I get a parsing error message relating to the communications system on the Jovian cruiser if I replay the bad timing mission.  However it only does it if you hit the replay button.  If you go to the ready room and start the mission you don't get the error message.
Title: Re: TVWP Act II Demo Release
Post by: Androgeos Exeunt on June 19, 2010, 11:45:16 am
You know you can change the color of each part of your HUD, right ?

Or turn it off altogether. :drevil:
Title: Re: TVWP Act II Demo Release
Post by: Snail on June 19, 2010, 11:48:51 am
You know you can change the color of each part of your HUD, right ?

Or turn it off altogether. :drevil:
Almost. The two arcs you can't turn off.
Title: Re: TVWP Act II Demo Release
Post by: Colonol Dekker on June 19, 2010, 12:31:58 pm
K, i'll have a spare hour later. I'll give this a try.


I expect quality........and an ending cutscene :p
Title: Re: TVWP Act II Demo Release
Post by: Nemesis6 on June 19, 2010, 12:48:16 pm
I'm not getting any normal maps whatsoever... Only a few missions in, though... :confused:
Title: Re: TVWP Act II Demo Release
Post by: Goblix on June 19, 2010, 01:03:01 pm
Holy crap this was the best campaign I've played in ages!

Lack of targetting, fast ships, (newtonian-ish physics!? AWESOME!) And the story, good god that was good :)

Thanks for this awesome demo guys, definitely watching this project from now on.
Title: Re: TVWP Act II Demo Release
Post by: Androgeos Exeunt on June 19, 2010, 01:57:38 pm
I'm not getting any normal maps whatsoever... Only a few missions in, though... :confused:

What sort of graphics card do you have? If it's Intel, don't bother; Intel graphics cards cannot render normal maps.
Title: Re: TVWP Act II Demo Release
Post by: MatthTheGeek on June 19, 2010, 02:20:24 pm
Don't remind me... :|
Title: Re: TVWP Act II Demo Release
Post by: Nemesis6 on June 19, 2010, 02:46:54 pm
I'm not getting any normal maps whatsoever... Only a few missions in, though... :confused:

What sort of graphics card do you have? If it's Intel, don't bother; Intel graphics cards cannot render normal maps.

nah man, 260 GTX. The textures, new effects, and hud are all there -- but no normals!
Title: Re: TVWP Act II Demo Release
Post by: el_magnifico on June 19, 2010, 03:02:55 pm
Yes, same problem here with the normals. This is my graphics card:

(http://img33.imageshack.us/img33/5898/gcarddiag.jpg)

Log attached.

[attachment deleted by admin]
Title: Re: TVWP Act II Demo Release
Post by: Snail on June 19, 2010, 03:04:35 pm
try updating drivers?
Title: Re: TVWP Act II Demo Release
Post by: General Battuta on June 19, 2010, 03:22:15 pm
Do any of the TVWP ships actually have normal maps?
Title: Re: TVWP Act II Demo Release
Post by: The E on June 19, 2010, 03:34:56 pm
They do (at least, I think they do, based on the existence of that -normal vp). What they do not have, however, is shaders. Without shaders, no normal maps. You will need to extract them from the attached archive. Put these files into tvwp/data/effects.
Normal maps should work then.

[attachment deleted by admin]
Title: Re: TVWP Act II Demo Release
Post by: el_magnifico on June 19, 2010, 04:20:33 pm
Alright, so I did what The E said, and then updated the drivers and the diag tool, and after downloading 120Mb now I have a free trial version of the Lord of the Rings online game I didn't asked for. Thank you AMD. :doubt:

Normal maps are working now, but now I've noted that the Achilles model crashes the game when I load it in the tech room. This only happens with the debug build, the release build loads it perfectly without a single complain.

Here's the info on the clipboard:

Inverted bounding box on submodel 'hull' of model 'achilles.pof'!  Swapping values to compensate.
kernel32.dll! WaitForSingleObjectEx + 68 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
fs2_open_3_6_12d_INF.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Log attached.


Here's the updated info on the graphics card:

(http://img64.imageshack.us/img64/9212/gcarddiag2.gif)

[attachment deleted by admin]
Title: Re: TVWP Act II Demo Release
Post by: Jeff Vader on June 19, 2010, 04:30:28 pm
Normal maps are working now, but now I've noted that the Achilles model crashes the game when I load it in the tech room.
If the log was produced while you tried to load the Achilles, you'll note that
Code: [Select]
WARNING: "Inverted bounding box on submodel 'hull' of model 'achilles.pof'!  Swapping values to compensate." at modelread.cpp:1253
it produces a warning. Warnings differ from errors; errors crash the game and force you to quit, warnings can be skipped by clicking "No" (though usually there is a reason why a warning appears).

This only happens with the debug build, the release build loads it perfectly without a single complain.
Took the words right out of my mouth. Debug builds are meant for troubleshooting and bughunting; not for actual playing.
Title: Re: TVWP Act II Demo Release
Post by: Dragon on June 19, 2010, 04:38:26 pm
It should have been run throught debug before release (and before beta).
This warning should be harmless, but it would require messing with model to fix, models were not updated from R1.
Title: Re: TVWP Act II Demo Release
Post by: el_magnifico on June 19, 2010, 04:38:50 pm
Normal maps are working now, but now I've noted that the Achilles model crashes the game when I load it in the tech room.
If the log was produced while you tried to load the Achilles, you'll note that
Code: [Select]
WARNING: "Inverted bounding box on submodel 'hull' of model 'achilles.pof'!  Swapping values to compensate." at modelread.cpp:1253
it produces a warning. Warnings differ from errors; errors crash the game and force you to quit, warnings can be skipped by clicking "No" (though usually there is a reason why a warning appears).
Yes, the game would apparently allow me to proceed, but the system wouldn't. I had to kill the process to get my system back.

Quote
This only happens with the debug build, the release build loads it perfectly without a single complain.
Took the words right out of my mouth. Debug builds are meant for troubleshooting and bughunting; not for actual playing.
Ha ha! Yes, I know that. I was only posting the info in case someone wanted to know it for future problems that may arise. I hope they didn't wanted to hide it under the carpet, though. :nervous: :p


Hmmm... with all this discussion I forgot to do something very important:

Thank you for the fix The E, and sorry I didn't said that before. ;)
Title: Re: TVWP Act II Demo Release
Post by: Colonol Dekker on June 19, 2010, 08:41:51 pm
TVWP is completely self reliant. . . But I needed the shaders.
 
:(
 
 
You let me down :p
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 20, 2010, 05:05:53 pm
I get a parsing error message relating to the communications system on the Jovian cruiser if I replay the bad timing mission.  However it only does it if you hit the replay button.  If you go to the ready room and start the mission you don't get the error message.
This is a known bug caused by a number of broken things in FSO, not TVWP.  Try a recent FSO build.

Either that or turn off your targeting system.  That'll prevent the bug from appearing. ;)
Title: Re: TVWP Act II Demo Release
Post by: Alan Bolte on June 21, 2010, 08:35:56 pm
In the mission "Green Eyes," when the carrier jumps out, FSO has crashed twice out of the three times I've attempted the mission. Once with the most recent nightly build, once with the 3.6.10 release build, and on the third attempt I died.
Title: Re: TVWP Act II Demo Release
Post by: Macfie on June 22, 2010, 04:42:20 am
I get a parsing error message relating to the communications system on the Jovian cruiser if I replay the bad timing mission.  However it only does it if you hit the replay button.  If you go to the ready room and start the mission you don't get the error message.
This is a known bug caused by a number of broken things in FSO, not TVWP.  Try a recent FSO build.

Either that or turn off your targeting system.  That'll prevent the bug from appearing. ;)

I'm using 3.6.12 RC2.  Is there something more recent than that?
Title: Re: TVWP Act II Demo Release
Post by: perihelion on June 22, 2010, 03:12:23 pm
I had a blast playing this.  Nice story.  I liked the ambiguity in that no one faction really claim the title of "good guys."

I did run into a bug at one point where I (finally) successfully completed the mission, got the successful post-mission briefing, and then was told I'd failed the mission and could not advance unless I skipped this mission.  I'm trying to remember which one it was...  Might have been the one where you are guarding the Delta Serpentis node from the Jovian fleet.  That one ate my lunch for awhile.  I had to tell it multiple times not to skip the mission before I finally beat it.

The HUG did drive me a little crazy with how busy it was in the targeting reticule, but I was too lazy to go into options and change the HUD settings, so there you go.

All in all, it was a lot of fun!
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 22, 2010, 08:24:35 pm
I get a parsing error message relating to the communications system on the Jovian cruiser if I replay the bad timing mission.  However it only does it if you hit the replay button.  If you go to the ready room and start the mission you don't get the error message.
This is a known bug caused by a number of broken things in FSO, not TVWP.  Try a recent FSO build.

I'm using 3.6.12 RC2.  Is there something more recent than that?

Now there is.  Try RC3 (http://www.hard-light.net/forums/index.php?topic=70047.0).


I did run into a bug at one point where I (finally) successfully completed the mission, got the successful post-mission briefing, and then was told I'd failed the mission and could not advance unless I skipped this mission.  I'm trying to remember which one it was...  Might have been the one where you are guarding the Delta Serpentis node from the Jovian fleet.  That one ate my lunch for awhile.  I had to tell it multiple times not to skip the mission before I finally beat it.
Yeah, please figure out which one it was, otherwise we won't be able to fix it. :p

Quote
All in all, it was a lot of fun!
Thanks!
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 22, 2010, 09:00:00 pm
In the first mission of act two I had no music what-so-ever.
Which one?  The Hardest Thing to Keep?  Can you post your fs2_open.log?

Quote
One thing that annoyed me a bit throughout the missions so far is the objectives window on the left of the screen (or lack thereoff).
Yeah, that's supposed to be part of the tech advancement.  You're not supposed to have directives or an escort list. :nervous:


In the mission "Green Eyes," when the carrier jumps out, FSO has crashed twice out of the three times I've attempted the mission. Once with the most recent nightly build, once with the 3.6.10 release build, and on the third attempt I died.
Can you post your fs2_open.log?
Title: Re: TVWP Act II Demo Release
Post by: Alan Bolte on June 22, 2010, 10:38:19 pm
Log attached.

[attachment deleted by admin]
Title: Re: TVWP Act II Demo Release
Post by: OsirisFLFan on June 25, 2010, 06:09:52 am
How come on the first mission in the unification ch1 i can't proceed furthur after the mission? I can get 2 kills and the primary objective is fulfilled but i still get a mission failed???

Help anyone?!?!?
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 25, 2010, 10:19:45 am
It's probably a bug.  Which mission is this (filename or title)?
Title: Re: TVWP Act II Demo Release
Post by: OsirisFLFan on June 25, 2010, 10:35:09 am
It's probably a bug.  Which mission is this (filename or title)?
its training2 in the unification act1.
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 25, 2010, 04:42:17 pm
In your first post you said it was the first mission.  You've contradicted yourself.  Which one is it?

Hint: if you provided the mission filename or mission title, as I asked, this could be fixed a lot quicker. ;)
Title: Re: TVWP Act II Demo Release
Post by: Macfie on June 25, 2010, 05:04:59 pm
Actually I had the same problem.  TVWPch1t02.fs2 is the mission.  There is an event in the mission that invalidates the training goals but the campaign requires completion of the training goal to continue.
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 25, 2010, 11:16:46 pm
Thanks Macfie.  I'll take a look.
Title: Re: TVWP Act II Demo Release
Post by: Alan Bolte on June 26, 2010, 05:56:03 pm
I should probably note that it doesn't crash every time something jumps out, and now I can't remember if the crash happened on the occasion I recorded that log.
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 26, 2010, 07:17:43 pm
I should probably note that it doesn't crash every time something jumps out, and now I can't remember if the crash happened on the occasion I recorded that log.
Your log seemed to indicate a crash at mission start, not during the mission.  Can you replay with RC3 and see if the problem recurs?

EDIT: The training issue has been fixed, and will appear in the next release.
Title: Re: TVWP Act II Demo Release
Post by: DarkBasilisk on June 26, 2010, 11:51:49 pm
Am i the only one having a REALLY hard time with the Act I early missions? I was running it on hard difficulty which might be ill-advised. But yea. for some reason each enemy pilot is like a master marksman, even if I hit burners and completely spaz out my ship sometimes they'll keep a perfectly accurate stream of fire on me while I'm doing that -_-

There's gotta be something i'm doing wrong here...
Title: Re: TVWP Act II Demo Release
Post by: Androgeos Exeunt on June 26, 2010, 11:56:02 pm
Yeah. Turn down difficulty. :p
Title: Re: TVWP Act II Demo Release
Post by: DarkBasilisk on June 27, 2010, 12:05:35 am
But what's going on with that. Hard difficulty fighters in normal campaigns don't shoot like THAT. Is it something with the AI being really proficient with machine gun weapons?
Title: Re: TVWP Act II Demo Release
Post by: Dragon on June 27, 2010, 10:15:28 am
TVWP machine guns have high muzzle velocity, so AI can easly hit with them.
Title: Re: TVWP Act II Demo Release
Post by: Alan Bolte on June 28, 2010, 07:26:37 pm
I should probably note that it doesn't crash every time something jumps out, and now I can't remember if the crash happened on the occasion I recorded that log.
Your log seemed to indicate a crash at mission start, not during the mission.  Can you replay with RC3 and see if the problem recurs?
Problem recurs with RC3. Didn't crash when the carrier warped out the first time on this occasion, but it did happen when the carrier warped out the second time.

Attempting to fly with the debug build results in an assert every time I try to start the first training mission (old pilots aren't being read, are they incompatible?)

Code: [Select]
Assert: idx < (int)GL_vertex_buffers.size()
File: gropengltnl.cpp
Line: 275

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

I should probably try this with a clean install.

Addendum: I tried using the debug build again, now that I've worked my way to the mission in question. No crash this time. The log below is of the successful mission, on the off chance that's useful.

[attachment deleted by admin]
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 28, 2010, 09:09:50 pm
Eugh.  I wouldn't know how to start figuring that out.  Can you Mantis it?
Title: Re: TVWP Act II Demo Release
Post by: Narwhal on June 29, 2010, 03:48:08 am
I just finished TVWP Part 2 (in Hard), and finished TVWP Part 1 again by the same occasion.

- It's great !
- I like the wingmen. Bock demoted for being a hothead, and, I suppose, Juan being demoted for surrendering, means I am going to be the next wingleader, right ?
- The Faustus was not appearing in my campaign. I believe it is a bug on my side. Does not block the game, except that the escort mission is extremely easy.
- The only mission I could not succeed in Hard is the one against the Venusian Sciencists (the ambush). The 3 extra wings they get in Hard, arriving at the same time as the other wings but from another direction, was too much to cope with.
- Part 2, except for the above mentionned mission, is way easier than Part 1, probably thanks to the targetting control.
- The explanation for why you must disable and not destroy your targets in the evac to Delta Serpentis Mission makes no sense. When they first told about the strategy without explaining (in the briefing) I thought "Oh yeah, it is because the UNE is divided between several states and its ships "officialy" belongs to one state in particular, thus stranding one disabled in space would divide the UNE between those who want to recover their ships and those wants to press on, thus making them lose precious time". I still think it would be a better explanation.
- FREDing in part 1 and 2 is almost flawless. Story is well... less flawless. I guess it goes too quickly, especially Part 1, so we do not feel involved. I know the team cannot make dizains of missions, and that part 1 won't be reworked anyway.
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on June 29, 2010, 09:03:49 am
I just finished TVWP Part 2 (in Hard), and finished TVWP Part 1 again by the same occasion.

- It's great !
Thanks!
- I like the wingmen. Bock demoted for being a hothead, and, I suppose, Juan being demoted for surrendering, means I am going to be the next wingleader, right ?
- The Faustus was not appearing in my campaign. I believe it is a bug on my side. Does not block the game, except that the escort mission is extremely easy.
Oh?  What appears instead?  Make sure you don't have any conflicting mods or tables.
- The only mission I could not succeed in Hard is the one against the Venusian Sciencists (the ambush). The 3 extra wings they get in Hard, arriving at the same time as the other wings but from another direction, was too much to cope with.
- Part 2, except for the above mentionned mission, is way easier than Part 1, probably thanks to the targetting control.
- The explanation for why you must disable and not destroy your targets in the evac to Delta Serpentis Mission makes no sense. When they first told about the strategy without explaining (in the briefing) I thought "Oh yeah, it is because the UNE is divided between several states and its ships "officialy" belongs to one state in particular, thus stranding one disabled in space would divide the UNE between those who want to recover their ships and those wants to press on, thus making them lose precious time". I still think it would be a better explanation.
- FREDing in part 1 and 2 is almost flawless. Story is well... less flawless. I guess it goes too quickly, especially Part 1, so we do not feel involved. I know the team cannot make dizains of missions, and that part 1 won't be reworked anyway.
This is quite surprising to me.  While the FREDding is competent, I can think of a few ways that it could be improved -- most notably in the difficulty balance.  On the other hand, the team spent a long time on the story document, so I thought the story would be pretty robust.
Title: Re: TVWP Act II Demo Release
Post by: Narwhal on June 29, 2010, 10:29:03 am
Sorry about the previous post and the use of that font, I thought the -s HTML was for spoiler. Anyway, I edited.


Instead of the Faustus, I have... nothing, but nothing with the lights from the reactors. I have no idea why, and did not investigate any further as I was obviously the only one with the problem and as my version of Open FreeSpace might be a tad old.

I never include "difficulty" in my FREDing assesment of other people work. I consider it normal that some levels are toughter than other, and since I play in Hard by default, I tend to die rather regularly. I actually dislike campaigns in which each level is harder than the previous one.
Most of the difficulty in TVWP comes from the "no-targeting" levels, because in those levels, if someone is shooting at you, he will most likely kill you before you know which direction you should face. So I used to tail my wingmates by 0.5 to 1 klicks when we were attacking anything.

The story is pretty robust and I read with pleasure all the faction infos in the tech room. The problems with TVWP Part 1 scenario are the following :

- We know WHO we are fighting, but we don't know WHY we are fighting. For instance, we never really know why the Martians attack us, and attack us in that particular place we start in, except the "they are jealous" and "they are evil commies" arguments. It is a bit of a let down given the extensive focus given to the background (tech room, faction logos, ...). Also, we don't know whether we are at war or whether it is only skirmishes with the Martians, and if it is only skirmishes (which I believe) we expect a bit more information in briefing / debriefing on the motives and consequences. In part one and in my brain, Martians = Pirates with a base on Mars.

- Due to this, the campaign feels like a serie of independant battles, first against the Martians, then against ML, then against KC. There is no clear links between the battles, except maybe for the last one of Part 1. Why ? Because, yet again, we are "without a cause". We don't see the Grand Scheme of Things. I understand it might be a way to show how confusing the situation was back then, but still. I understood the Lebanese Civil War better.

- Finally we have no sense of scale in the war. For instance, we don't know whether each battle is big or not. Is taking out a cruiser a large blow to the enemy or a minor drawback ? Is what I captured around the Gas Giant large for ML or minor for them ? And for us ? One idea would be add in the tech room some "estimated forces" for each side, so we have an idea of what we are up against. In Part 2, the briefing are clearer on the fact that 5  Damocles, 2 Atropos and 2 Constellation is a pretty sizeable chunk of the UNE Fleet.

- I forget - "we stroke a deal with ML and they are going to bring us a lot". Make it an alliance, or a scientist exchange program, or something that sounds like it is not the EU Commission that succeded in agreeing on the content of White Book #21 on Service Industries.

So yah, generally speaking, we are a bit left in a cloud in Part 1, but in part 2 it gets better and we have a good idea of the stakes
Title: Re: TVWP Act II Demo Release
Post by: BengalTiger on July 03, 2010, 09:20:12 am

I never include "difficulty" in my FREDing assesment of other people work. I consider it normal that some levels are toughter than other, and since I play in Hard by default, I tend to die rather regularly. I actually dislike campaigns in which each level is harder than the previous one.
Most of the difficulty in TVWP comes from the "no-targeting" levels, because in those levels, if someone is shooting at you, he will most likely kill you before you know which direction you should face. So I used to tail my wingmates by 0.5 to 1 klicks when we were attacking anything.
Look at the red dots on the sensors. The no-targeting actually adds some fun when you get used to reading the sensors.

Quote
The story is pretty robust and I read with pleasure all the faction infos in the tech room. The problems with TVWP Part 1 scenario are the following :

- We know WHO we are fighting, but we don't know WHY we are fighting. For instance, we never really know why the Martians attack us, and attack us in that particular place we start in, except the "they are jealous" and "they are evil commies" arguments. It is a bit of a let down given the extensive focus given to the background (tech room, faction logos, ...). Also, we don't know whether we are at war or whether it is only skirmishes with the Martians, and if it is only skirmishes (which I believe) we expect a bit more information in briefing / debriefing on the motives and consequences. In part one and in my brain, Martians = Pirates with a base on Mars.
Well, the way I see it, it's the Lunar doods who are the pirates. I actually wish I'll be able to change sides (too bad there wasn't an option to defect during the gas miner robbery).

Other than that, ideology mixed with poverty and the feeling of being mistreated by the other factions is a very valid reason to fight a war. The fact that there were few colonists on resource rich Mars is also a good explanation to the fact they went heavily socialist- they were able to afford it for some time.

Quote
- Due to this, the campaign feels like a serie of independant battles, first against the Martians, then against ML, then against KC. There is no clear links between the battles, except maybe for the last one of Part 1. Why ? Because, yet again, we are "without a cause". We don't see the Grand Scheme of Things. I understand it might be a way to show how confusing the situation was back then, but still. I understood the Lebanese Civil War better.
Like I wrote above, all I can make out is that the Moon is a power hungry bully, and the other factions want to stop it to restore peace.

Quote
- Finally we have no sense of scale in the war. For instance, we don't know whether each battle is big or not. Is taking out a cruiser a large blow to the enemy or a minor drawback ? Is what I captured around the Gas Giant large for ML or minor for them ? And for us ? One idea would be add in the tech room some "estimated forces" for each side, so we have an idea of what we are up against. In Part 2, the briefing are clearer on the fact that 5  Damocles, 2 Atropos and 2 Constellation is a pretty sizeable chunk of the UNE Fleet.
I agree here, it seems in game that the Moon is powerfull enough to fight nearly everyone, and the tech room entry had something like "the Moon is a growing power, but it's not the faction that rules the Solar system".

Quote
- I forget - "we stroke a deal with ML and they are going to bring us a lot". Make it an alliance, or a scientist exchange program, or something that sounds like it is not the EU Commission that succeded in agreeing on the content of White Book #21 on Service Industries.

So yah, generally speaking, we are a bit left in a cloud in Part 1, but in part 2 it gets better and we have a good idea of the stakes
Or make the ML cancel it once it turns out that it was the Moon who stole gas miners, science vessels, and began a civil war as the aggressor.
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on July 03, 2010, 01:32:38 pm
Instead of the Faustus, I have... nothing, but nothing with the lights from the reactors. I have no idea why, and did not investigate any further as I was obviously the only one with the problem and as my version of Open FreeSpace might be a tad old.
Nothing?  As in, an invisible Faustus?  Are you running on RC3, and do you have any other mods active?


The explanation for why you must disable and not destroy your targets in the evac to Delta Serpentis Mission makes no sense.
Yeah, that task isn't in the master document; it was invented by the person who made the mission.  I don't really understand it either, but we needed missions, so I didn't complain. :)
Title: Re: TVWP Act II Demo Release
Post by: OsirisFLFan on July 07, 2010, 09:48:41 am
The explanation for why you must disable and not destroy your targets in the evac to Delta Serpentis Mission makes no sense.
Yeah, that task isn't in the master document; it was invented by the person who made the mission.  I don't really understand it either, but we needed missions, so I didn't complain. :)
[/quote]

it's understandable. One suggestion is that there could be an expansion on how much exploration and colonies have been set up in delta serpentis i.e. colony planets, space stations, defence forces etc.. It would give the player more incentive into defending there side.

But you probably already thought of that for the next acts/chapters  :D
Title: Re: TVWP Act II Demo Release
Post by: BengalTiger on July 10, 2010, 08:33:02 pm
The lack of time and ammo would be a valid reason why not to finish off the enemy ships though.
Title: Re: TVWP Act II Demo Release
Post by: Mobius on July 15, 2010, 12:07:37 pm
Spoiler:
Played Act II as well. :)

TVWP is definitely a project I will monitor from now on for various reasons. I like your efforts, but there are two things which are kind of bugging me. One is about the plot:

1) Why did space colonization outside Sol started so late? 2314... only two decades before FS1 and some seven years before the beginning of the Terran-Vasudan War. I've always thought it started much earlier, with billions and billions of Terrans living outside Sol at the time of FS1.

I see you're trying to describe all those events step by step, but I think starting interstellar space colonization in 2250 or earlier would have been much more plausible giving the extent of Terran colonies outside Sol at the time of FS1 and, more importantly, FS2. IMHO 21 years just don't seem enough to raise notable colonies outside Sol unless some sort of mass emigration occurred.

2) FREDding was good and the missions were playable, but I'd like to see improvements in the future. More in-mission cutscenes, for example, may help turning this into the best campaign ever.
Title: Re: TVWP Act II Demo Release
Post by: SpardaSon21 on July 15, 2010, 12:56:45 pm
Spoiler:
1) Why did space colonization outside Sol started so late? 2314... only two decades before FS1 and some seven years before the beginning of the Terran-Vasudan War. I've always thought it started much earlier, with billions and billions of Terrans living outside Sol at the time of FS1.
Not really.  Capella, one of the most prosperous Terran colonies, only had a few hundred million inhabitants at the end of FS2, and it has been stated (also in FS2) that Sol has more inhabitants and more infrastructure than the rest of the Terran worlds put together.
Title: Re: TVWP Act II Demo Release
Post by: Commander Zane on July 15, 2010, 01:13:12 pm
A good set missions, though I still have gripes about things from the previous Act, none of which are mission-related.
There's the Kestrel not having a canopy, some others have said it before and it was kind of funny seeing it the first time, but the two biggest things are the weapons, I always felt the weapons should have more diveristy in sounds, instead of three or four weapons having the same sound. Then there's also the distance at which they can be heard, there's no gap between [You can hear it this much at this distance] and [You hear it all the way at this distance], it's simply all-out, the moment you're in that range you can't tell if an enemy is one Klick away from you or five meters from your face.

Okay so far I do have one mission complaint, the blockade mission (Third mission), there's two Carriers in the field, why don't they do anything to help take down the ships trying to escape? I watched the second Frigate pass by without either Carrier lifting a finger.
Title: Re: TVWP Act II Demo Release
Post by: Mobius on July 15, 2010, 01:20:10 pm
The evacuation of Capella started when the first Sathanas was about to enter the system, and I don't remember wheter or not the evacuation was stopped shortly after the destruction of that juggernaut (it may have been continued for safety reasons, who knows). Considering the time gap between the first Sathanas encounter and Capella's destruction, it's possible that most Capellans weren't at home when the Sathanas fleet approached their system. At least, that's what I think.


In other words, I don't think those 200 million Capellans were 100% of Capella's original population. Additionally, I don't even remember any canon source stating that Capella was one of the most populated Terran systems in GTVA space.

Does anyone mind clarifying this? If you're right, then TVWP got everything right. :)
Title: Re: TVWP Act II Demo Release
Post by: General Battuta on July 15, 2010, 01:25:39 pm
The evacuation was explicitly continued. Know Your Canon.

Capella was explicitly stated to be one of the most populous systems in GTVA space. Know Your Canon.

SpardaSon is right.
Title: Re: TVWP Act II Demo Release
Post by: General Battuta on July 15, 2010, 01:27:10 pm
Here you go, by the way:

Quote
A small task force will oversee the demolition of the Knossos while the bulk of the allied fleet blockades the jump node leading to the densely-populated Capella system. Command has begun the process of evacuating the two hundred fifty million civilians inhabiting Capella, the largest exodus since the Great War. The Colossus will remain in that system to engage the Sathanas should we fail.
Title: Re: TVWP Act II Demo Release
Post by: Mobius on July 15, 2010, 01:32:25 pm
So... "only" 50 million Capellans were successfully evacuated after the first Sathanas encounter? I thought GTVA transports were much more efficient...  :shaking:

Yep, TVWP's approach on interstellar space colonization is definitely a plausible one. You were right.  :nod:
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on July 15, 2010, 05:30:55 pm
1) Why did space colonization outside Sol started so late? 2314... only two decades before FS1 and some seven years before the beginning of the Terran-Vasudan War. I've always thought it started much earlier, with billions and billions of Terrans living outside Sol at the time of FS1.
According to the FS Ref Bible, "subspace travel" was only discovered in 2313.  TVWP fudges this to "intersystem subspace travel".  There isn't much wiggle room.

Know Your Canon, as Battuta said.
Title: Re: TVWP Act II Demo Release
Post by: Snail on July 15, 2010, 07:24:08 pm
250 million is the population of Capella, a "densely populated system" in 2367. I don't find it too hard to accept that Sol still holds the bulk of the Terran population.

Also:

Quote
To date, Terrans have successfully colonized twelve worlds outside of the Sol system. Outposts have been established on fifteen other planets and moons throughout the known galaxy.
FS1 gives us a rather detailed overview of the extent of colonization.
Title: Re: TVWP Act II Demo Release
Post by: Mobius on July 16, 2010, 11:51:20 am
Thank you very much, I completely forgot about those canon sources! :yes:
Title: Re: TVWP Act II Demo Release
Post by: T-Man on September 06, 2010, 09:58:04 am
I always imagined the overpopulation of Sol to be a main driving force behined the U-war and the GTA's mass expansion; virtually every planet, and moon was populated to their limits, and demand for space\asteroid-based colonies was stripping supportable supply. New systems with fully or even partly habitable worlds and resources are a quick'n'cheap solution; spread out the populations and slice the burden for everyone. Despite those movements though, i can certainly imagine Sol having a huge population compared to the rest of the GTA. Even with populations of 250 mil and below in other systems, Sol would still be teeming.

FS1 didn't mention it much in its background so we can't be sure and i might be wrong, but i can imagine it if you consider how sacrily quickly human populations grow. Apparently a little nation like the UK has a population over 61 million, and the US 307 million (2008 numbers apparently, quick search on google). If each pair have two kids/thats approx 122million and 614 million. Then take into account 200 years, advances in medical tech and the likely risen quality of life (aka longer life) and your talking trillions just on one planet, and we haven't even considered China yet! :shaking:

And i thought 250 million was too high when i first heard it... now it seems pathetic! :lol:

Title: Re: TVWP Act II Demo Release
Post by: Mobius on September 06, 2010, 01:17:32 pm
Yeah, exactly.

It's worth noting that human population increased by 500% in the past century and is continuing to increase. Space colonization will boost the process. :)
Title: Re: TVWP Act II Demo Release
Post by: General Battuta on September 06, 2010, 01:42:38 pm
I concur that Sol's population was probably pushing its limits, but the non-Earth bodies probably weren't that heavily populated compared to Earth itself. The carrying capacities of most artificial or engineered habitats were probably very low by comparison, probably in the low millions at the most optimistic.

Once node travel opened up, moving populations directly to Earthlike worlds would probably have been a better solution than struggling to eke a living out of these hostile environments.

So not only is most of the human population probably in Sol, as T-Man said, but most of the Solar population is probably on Earth.
Title: Re: TVWP Act II Demo Release
Post by: rscaper1070 on September 07, 2010, 11:55:04 pm
I just downloaded this tonight and from the amount I have been able to play I like it a lot. Unfortunately after the second training mission where you have to go kill the pirates I get a mission failure even though I completed it. I've read similar posts in this thread but I must be missing the solution. I'm running 3.6.12. Here's the debug log.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod TVWP
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-enhanced.vp' with a checksum of 0x37a7d5b9
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-interface.vp' with a checksum of 0x158330d4
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-missions.vp' with a checksum of 0x1da99796
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-models.vp' with a checksum of 0xeed41bf4
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-movies.vp' with a checksum of 0x1b53b12f
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-normal.vp' with a checksum of 0xbae77fb9
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-root.vp' with a checksum of 0xfcc19a1a
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\TVWP\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-enhanced.vp' ... 244 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-interface.vp' ... 1342 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-missions.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-models.vp' ... 126 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-movies.vp' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-normal.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-root.vp' ... 234 files
Searching root 'C:\Games\FreeSpace2\' ... 25 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 18 roots and 9092 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1360x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4300/4500 Series
  OpenGL Version    : 3.3.10061 Compatibility Profile Context

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

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
CFILE: Created new directory 'C:\Games\FreeSpace2\TVWP\data\'
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'tvwp-turretangle-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 281
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load misc 2_title anim in main hall
ANI 2_Exit.ani with size 265x51 (20.3% wasted)
ANI 2_Pilot.ani with size 265x51 (20.3% wasted)
ANI 2_Continue.ani with size 265x51 (20.3% wasted)
ANI 2_Techdata.ani with size 265x51 (20.3% wasted)
ANI 2_Options.ani with size 265x51 (20.3% wasted)
ANI 2_Campaign.ani with size 265x51 (20.3% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 834x258 (49.6% wasted)
ANI 2_Loading.ani with size 834x258 (49.6% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xfd7f303a, IBX checksum: 0x548e1daa -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 300
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'TVWPch1t02.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Station recovery team
Starting mission message count : 205
Ending mission message count : 206
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'viper.pof'
IBX: Found a good IBX to read for 'viper.pof'.
IBX-DEBUG => POF checksum: 0x0b039618, IBX checksum: 0x6d2fafc6 -- "viper.pof"
Loading model 'exos-main.pof'
IBX: Found a good IBX to read for 'exos-main.pof'.
IBX-DEBUG => POF checksum: 0xbd0da685, IBX checksum: 0x2be7e6ca -- "exos-main.pof"
Potential problem found: Unrecognized subsystem type 'tower', believed to be in ship exos-main.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship exos-main.pof
Allocating space for at least 4 new ship subsystems ...  a total of 200 is now available (4 in-use).
Loading model 'tigris.pof'
IBX: Found a good IBX to read for 'tigris.pof'.
IBX-DEBUG => POF checksum: 0x12c3cbea, IBX checksum: 0xef77fb99 -- "tigris.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x61d2eb2b, IBX checksum: 0x6056e7e8 -- "navbuoy.pof"
Loading model 'freighter03.pof'
CFILE: Created new directory 'C:\Games\FreeSpace2\TVWP\data\cache\'
IBX: Starting a new IBX for 'freighter03.pof'.
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship freighter03.pof
Submodel 'boarb' is detail level 1 of 'boara'
Submodel 'boarc' is detail level 2 of 'boara'
Submodel 'board' is detail level 3 of 'boara'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'turretb' is detail level 1 of 'turreta'
Submodel 'turretc' is detail level 2 of 'turreta'
Submodel 'gun01b' is detail level 1 of 'gun01a'
Submodel 'gun01c' is detail level 2 of 'gun01a'
Submodel 'turretb-destroyed' is detail level 1 of 'turreta-destroyed'
Submodel 'turretc-destroyed' is detail level 2 of 'turreta-destroyed'
Loading model 'cargo02.pof'
IBX: Starting a new IBX for 'cargo02.pof'.
Submodel 'transport02c-cargo' is detail level 2 of 'transport02a-cargo'
Submodel 'transport02b-cargo' is detail level 1 of 'transport02a-cargo'
Submodel 'transport02d-cargo' is detail level 3 of 'transport02a-cargo'
Loading model 'shrike.pof'
IBX: Found a good IBX to read for 'shrike.pof'.
IBX-DEBUG => POF checksum: 0x449349e6, IBX checksum: 0x403a122d -- "shrike.pof"
Loading model 'transport01.pof'
IBX: Starting a new IBX for 'transport01.pof'.
WARNING: "Not all subsystems in model "transport01.pof" have a record in ships.tbl. This can cause game to crash.  List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem turret01 in model was not found in ships.tbl!
Turret object not found for turret firing point in model
Submodel 'transport01b-hull' is detail level 1 of 'transport01a-hull'
Submodel 'transport01c-hull' is detail level 2 of 'transport01a-hull'
Submodel 'transport01d-hull' is detail level 3 of 'transport01a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Loading model 'damocles.pof'
IBX: Found a good IBX to read for 'damocles.pof'.
IBX-DEBUG => POF checksum: 0x528d9138, IBX checksum: 0x765e720d -- "damocles.pof"
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship damocles.pof
Loading model 'TerranDrone.pof'
IBX: Found a good IBX to read for 'TerranDrone.pof'.
IBX-DEBUG => POF checksum: 0x8d45fe44, IBX checksum: 0xa00f476a -- "TerranDrone.pof"
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 35x35 (45.3% wasted)
ANI 2_energy2 with size 45x94 (26.6% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x303 (40.8% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 48x54 (15.6% wasted)
ANI targhit1 with size 50x35 (45.3% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 50x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x2746ad28 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 834x258 (49.6% wasted)
Loading model 'support2t-01.pof'
IBX: Starting a new IBX for 'support2t-01.pof'.
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
About to page in ships!
ANI HL-Shrike with size 112x93 (27.3% wasted)
ANI HL-Viper with size 112x93 (27.3% wasted)
ANI HL-HeaVBomb with size 112x93 (27.3% wasted)
ANI HL-Cargopod with size 112x93 (27.3% wasted)
Loading model 'halberd.pof'
IBX: Found a good IBX to read for 'halberd.pof'.
IBX-DEBUG => POF checksum: 0x852e3318, IBX checksum: 0x756a550b -- "halberd.pof"
Submodel 'realfury-b' is detail level 1 of 'realfury-a'
Submodel 'realfury-c' is detail level 2 of 'realfury-a'
Loading model 'bullet.pof'
IBX: Found a good IBX to read for 'bullet.pof'.
IBX-DEBUG => POF checksum: 0x6d1e63a2, IBX checksum: 0xd88a8c92 -- "bullet.pof"
Loading model 'rockeye.pof'
IBX: Starting a new IBX for 'rockeye.pof'.
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'harbinger.pof'
IBX: Starting a new IBX for 'harbinger.pof'.
Submodel 'realharbinger-b' is detail level 1 of 'realharbinger-a'
Submodel 'realharbinger-c' is detail level 2 of 'realharbinger-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'tempest.pof'
IBX: Starting a new IBX for 'tempest.pof'.
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'infyrno.pof'
IBX: Starting a new IBX for 'infyrno.pof'.
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'belial.pof'
IBX: Starting a new IBX for 'belial.pof'.
Submodel 'belialreal-b' is detail level 1 of 'belialreal-a'
Submodel 'belialreal-c' is detail level 2 of 'belialreal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'cmeasure01.pof'
IBX: Starting a new IBX for 'cmeasure01.pof'.
Loading model 'hornet.pof'
IBX: Starting a new IBX for 'hornet.pof'.
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'debris01.pof'
IBX: Starting a new IBX for 'debris01.pof'.
Loading model 'debris02.pof'
IBX: Starting a new IBX for 'debris02.pof'.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 834x258 (49.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 35x35 (45.3% wasted)
ANI 2_energy2.ani with size 45x94 (26.6% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x303 (40.8% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 48x54 (15.6% wasted)
ANI targhit1.ani with size 50x35 (45.3% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 50x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI HL-Shrike.ani with size 112x93 (27.3% wasted)
ANI HL-Viper.ani with size 112x93 (27.3% wasted)
ANI HL-HeaVBomb.ani with size 112x93 (27.3% wasted)
ANI HL-Cargopod.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1311/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 405,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI m72-1 with size 57x25 (21.9% wasted)
ANI iconInstall with size 130x91 (28.9% wasted)
ANI FadeiconInstall with size 130x91 (28.9% wasted)
ANI FadeiconInstall.ani with size 130x91 (28.9% wasted)
ANI icont-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser.ani with size 70x18 (43.8% wasted)
ANI iconhighlight07 with size 144x144 (43.8% wasted)
ANI iconhighlight07.ani with size 144x144 (43.8% wasted)
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Frame  0 too long!!: frametime = 30.029 (30.029)
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Got event GS_EVENT_OPTIONS_MENU (8) in state GS_STATE_BRIEFING (10)
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Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_OPTIONS_MENU (5)
Freeing all existing models...
... Log closed, Tue Sep 07 22:37:52 2010
Title: Re: TVWP Act II Demo Release
Post by: T-Man on September 08, 2010, 02:31:06 am
I just downloaded this tonight and from the amount I have been able to play I like it a lot. Unfortunately after the second training mission where you have to go kill the pirates I get a mission failure even though I completed it. I've read similar posts in this thread but I must be missing the solution. I'm running 3.6.12. Here's the debug log.
http://www.hard-light.net/forums/index.php?topic=70424.0

Yes, this is an acknowledged bug that will be fixed in the next release.  I apologize for the delay. :(  In the meantime, you can click on the "skip mission" button in the briefing, and you'll move to the next mission without missing anything.
As Goob said. Likely a mistake in the FREDing of the mission. Our bad. :nervous:
Title: Re: TVWP Act II Demo Release
Post by: Akalabeth Angel on October 11, 2010, 08:14:03 pm
Is this act 2 or a demo of act 2? The titles are kinda confusing.
Title: Re: TVWP Act II Demo Release
Post by: Goober5000 on October 11, 2010, 10:43:37 pm
Act 2.
Title: Re: TVWP Act II Demo Release
Post by: Solatar on October 11, 2010, 11:29:38 pm
Originally, years ago, the Unification War was supposed to be a demo for the actual Terran-Vasudan War.  It eventually expanded to its own chapter, but as a result the word demo gets thrown in a lot.
Title: Re: UW Act II Demo Release
Post by: InsaneBaron on December 04, 2013, 12:41:37 pm
I just downloaded and started it. Pretty good so far.

The campaign room lists THREE parts. I thought we only had two? :confused:

Apart from that: this is a hard campaign, but once you get the hang of it it's quite fun.

Biggest gripe: The Falcon is terrible. TAKE THE SHRIKE.
Title: Re: UW Act II Demo Release
Post by: Lorric on December 04, 2013, 01:02:39 pm
I just downloaded and started it. Pretty good so far.

The campaign room lists THREE parts. I thought we only had two? :confused:

Apart from that: this is a hard campaign, but once you get the hang of it it's quite fun.

Biggest gripe: The Falcon is terrible. TAKE THE SHRIKE.
Baron, I think this is where you should be:

http://www.hard-light.net/forums/index.php?topic=72104.0
Title: Re: UW Act II Demo Release
Post by: InsaneBaron on December 04, 2013, 02:03:17 pm
I just downloaded and started it. Pretty good so far.

The campaign room lists THREE parts. I thought we only had two? :confused:

Apart from that: this is a hard campaign, but once you get the hang of it it's quite fun.

Biggest gripe: The Falcon is terrible. TAKE THE SHRIKE.
Baron, I think this is where you should be:

http://www.hard-light.net/forums/index.php?topic=72104.0

Um... you're right. Bizarre; I couldn't find that thread before, but the downloads on this thread contain the whole thing. Thanks!
Title: Re: UW Act II Demo Release
Post by: Lorric on December 04, 2013, 02:09:03 pm
I just downloaded and started it. Pretty good so far.

The campaign room lists THREE parts. I thought we only had two? :confused:

Apart from that: this is a hard campaign, but once you get the hang of it it's quite fun.

Biggest gripe: The Falcon is terrible. TAKE THE SHRIKE.
Baron, I think this is where you should be:

http://www.hard-light.net/forums/index.php?topic=72104.0

Um... you're right. Bizarre; I couldn't find that thread before, but the downloads on this thread contain the whole thing. Thanks!
You're welcome. It's stickied at the top, and I've just done some messing around with the game, and it appears to still work on 3.7.0, and I got no errors on starting it up, so you should be good to just download and play. And review... :D
Title: Re: UW Act II Demo Release
Post by: InsaneBaron on December 04, 2013, 02:12:08 pm
I just downloaded and started it. Pretty good so far.

The campaign room lists THREE parts. I thought we only had two? :confused:

Apart from that: this is a hard campaign, but once you get the hang of it it's quite fun.

Biggest gripe: The Falcon is terrible. TAKE THE SHRIKE.
Baron, I think this is where you should be:

http://www.hard-light.net/forums/index.php?topic=72104.0

Um... you're right. Bizarre; I couldn't find that thread before, but the downloads on this thread contain the whole thing. Thanks!
You're welcome. It's stickied at the top, and I've just done some messing around with the game, and it appears to still work on 3.7.0, and I got no errors on starting it up, so you should be good to just download and play. And review... :D

HEADDESK. You're right. I was looking for the thread to be called "Terran-Vasudan War Project", and the actual release thread slipped me completely. Sticky blindness! :P

EDIT: I may or may not review it. The issue is, I generally don't review WIP campaigns (that's one reason I haven't reviewed WiH yet). The question being, how stand-alone are the first three acts? If they feel like their own campaign in a series of campaigns,  they might be good review material; if they feel like the first three acts of an unfinished campaign, probably not. I'll have to finish them to decide.
Title: Re: UW Act II Demo Release
Post by: Lorric on December 04, 2013, 02:24:08 pm
I personally feel it does feel like a standalone campaign rather than the first of many because of how it is. I know it's intended as a setup for more, but it could very easily be a standalone, if someone told you it was, you'd believe them. I can't really elaborate though. Spoilers. Anyway, it is of course up to you, but I think it's quite review-worthy on it's own. Especially when this project is sadly basically dead anyway at this point, so this is all there is or likely gong to be.

BTW, there's a campaign file which contains all three acts in one. Choose that one. It's one big campaign then.
Title: Re: UW Act II Demo Release
Post by: Admiral Nelson on December 04, 2013, 05:14:07 pm
You might want to hold off on playing through the UW for a short time... ;)
Title: Re: UW Act II Demo Release
Post by: InsaneBaron on December 04, 2013, 05:16:33 pm
I personally feel it does feel like a standalone campaign rather than the first of many because of how it is. I know it's intended as a setup for more, but it could very easily be a standalone, if someone told you it was, you'd believe them. I can't really elaborate though. Spoilers. Anyway, it is of course up to you, but I think it's quite review-worthy on it's own. Especially when this project is sadly basically dead anyway at this point, so this is all there is or likely gong to be.

BTW, there's a campaign file which contains all three acts in one. Choose that one. It's one big campaign then.

Hm. Okay. If that's the case it sounds reviewable.
I am using the "full" campaign file. I just noticed the three parts, which aroused my curiosity.

@Admiral Nelson: Really? why? *suspense*  :nervous:
Title: Re: UW Act II Demo Release
Post by: Lorric on December 04, 2013, 05:25:25 pm
You might want to hold off on playing through the UW for a short time... ;)
Yes, have you got something up your sleeve?
Title: Re: UW Act II Demo Release
Post by: Admiral Nelson on December 04, 2013, 06:48:18 pm
Yeah, I'd hold off on reviewing this mod for some time.  It isn't in the best shape as released, though that will change.
Title: Re: UW Act II Demo Release
Post by: InsaneBaron on December 04, 2013, 08:03:02 pm
Yeah, I'd hold off on reviewing this mod for some time.  It isn't in the best shape as released, though that will change.

I'll wait on the review, agreed, but should I wait to play it? I'm already a good way into act 1. It works fine so far; no bugs or anything.

He answered my question by hiring me. ;)
Title: Re: UW Act II Demo Release
Post by: Lorric on December 07, 2013, 11:37:49 am
He answered my question by hiring me. ;)
Huh?
Title: Re: UW Act II Demo Release
Post by: X3N0-Life-Form on December 07, 2013, 01:56:44 pm
I think he's been hired to review the campaign so that they can make it nice and shiny for the rest of us ;)
Title: Re: UW Act II Demo Release
Post by: InsaneBaron on December 08, 2013, 12:26:12 pm
I think he's been hired to review the campaign so that they can make it nice and shiny for the rest of us ;)

I can't give away too much, but let's just say I'm now on the TVWP putting my established skillset to use  ;)
Title: Re: UW Act II Demo Release
Post by: Lorric on December 08, 2013, 12:32:08 pm
I think he's been hired to review the campaign so that they can make it nice and shiny for the rest of us ;)

I can't give away too much, but let's just say I'm now on the TVWP putting my established skillset to use  ;)
You got badged. :)

Your "established skillset" is reviewing. So I guess X3N0-Life-Form's guess is correct.
Title: Re: UW Act II Demo Release
Post by: InsaneBaron on December 08, 2013, 06:36:32 pm
I think he's been hired to review the campaign so that they can make it nice and shiny for the rest of us ;)

I can't give away too much, but let's just say I'm now on the TVWP putting my established skillset to use  ;)
You got badged. :)

Your "established skillset" is reviewing. So I guess X3N0-Life-Form's guess is correct.

Pretty close!  ;7

Anyway, I've gotta sign off HLP for a few days- exam week and all. Adios Amigos!
Title: Re: UW Act II Demo Release
Post by: Lorric on December 08, 2013, 06:38:48 pm
Bye! :)

I wonder if this will stop you reviewing things? I am quite fond of this campaign though, so you helping it to improve is great.