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Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: Macfie on July 10, 2014, 05:40:23 pm

Title: (Release) - Lightning Marshal restored
Post by: Macfie on July 10, 2014, 05:40:23 pm
The Lightning Marshal Restored
The campaign has been restored to work with the MediaVPs-2014 and the most recent nightly build (r10900).  The flight mechanics are the original freespace mechanics and the campaign has been kept as close to the original release as possible.
 
Original Author  Stunaep
There is also a prequel to Lightning Marshal, named The Regulus Campaign included in the upgrade.
The missions and campaigns are focused on one ship: The GTCv Actium, and occasionally its sistership, the GTCv Lysander.
 
Part 1 by Spicious
The Actium goes against an NTF heavy warship - the NTD Liberty in this 3-mission campaign.
Part 2 by Spicious
The pilots of the 87th Space Cowboys are sent to guard a civilian convoy en route to the NTF-controlled system of Sirius. Little do they know that the NTF doesn't intend to sit by idly...
Part 3 by Stunaep
The Space Cowboys join the SOC while the Actium infiltrates the NTF on a top secret assignment. 13 action-packed missions, new music, cutscenes, and voice acting.
Part 4 by Stunaep
The NTF has gone one step too far. After the contestation of Alpha Centauri by rebel forces, Allied Command has pulled all ships from Vega and Aldebaran to conduct a massive strike at the NTF strongholds in Alpha Centauri. This will be the biggest strike since 2335. Meanwhile, another assignment is given for the Actium, one that will require going deep behind enemy lines.

Original staff of Lightning Marshal
Stunaep - Project Leader, Story Writer, FREDder, Animator
Ulundel - Co-Leader, FREDder, Renderer, Modeler
Knight Templar - FREDder
Stealth - Web Designer, FREDder
Black Wolf - Voice Actor, Story editor
vyper - Voice Actor, renderer
deep_eyes - Spell checker, Story editor, texturer
Delta_7890 - Story Editor
Wildfire - Renderer, FREDder
Thorn - Animator, Renderer
Zeronet - Beta Tester
Skippy - Beta Tester
Silver_Scythe - Modeller
Odyssey - Modeller
TrashMan - Modeller
Analazon - Modeller
Dylan Nagel (from SAVAGE) - Voice Actor
Jennifer Alyx (from SAVAGE) - Voice Actor
Meredith Purk (from SAVAGE) - Voice Actor
Philip J. Mather (from SAVAGE) - Voice Actor

Restoration Crew
Special thanks to fightermedic, Darkblade and biofaust, for the voice acting.
Also thanks to Rodo for the ship name textures.
There have been a number of people that worked on the restoration at various times, unfortunately I don't have a record of all of them.  This has been very much an FSCRP effort and has spanned several years.
   
Downloads
Moddb
http://www.moddb.com/groups/freespace-campaign-restoration-project-team/downloads/fscrp-the-lightning-marshal
Gamefront
http://www.gamefront.com/files/24344512/FSCRP_The_Lightning_Marshal.7z

[attachment kidnapped by pirates]
Title: Re: (Release) - Lightning Marshal restored
Post by: est1895 on July 10, 2014, 06:23:20 pm
Thanks to all the wonderful guys that reworked this classic campaign. :yes: :nod: :yes:

Well Done!!
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 10, 2014, 07:01:33 pm
Looks great!  Thank you for all your hard work.

In the original 'complete' download for LM, there were two 'prequel' campaigns:  Regulus (which you say you have) and Operation:  Savior.  Is  "Savior" in there too?
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 10, 2014, 08:04:36 pm
No, operation savior was not a part of the original Lightning marshal.

The original restored Operation Savior campaign is located here, just modify the mod.ini to play with the 2014 media VPs

http://www.freespacemods.net/download.php?view.822
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 10, 2014, 08:54:38 pm
I think I see what you are saying, but just fyi:

http://www.hard-light.net/forums/index.php?topic=84092.msg1679684


In the download link in this thread's OP, they were all (Savior+ LM0-4) bundled together.
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 10, 2014, 09:05:13 pm
The original Lightning Marshal was released many years before Operation Savior and they were developed by different people.  There was no connection other than they were set in the beginning of the NTF rebellion.  fightermedic decided to add the campaign to his remake. 
The link I posted was the official FSCRP restoration which fightermedic modified as part of his remake.
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 11, 2014, 10:47:49 pm
I'm playing Macfie's new version so far and I'm really liking the "normal" flight physics rather than the "special" kind LM had before.
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 15, 2014, 01:51:58 am
I ran into a minor problem with one of the final missions ("Cat and Mice"  LM3_12B.FS2)

In that mission I believe Sagitarius 1 from the previous mission is supposed to be there with you and you follow him through waypoints to find MacDerby and take out NTF wings along the way.  However, when I played it through the campaign, I was the only Allied ship in that mission.  Technically I was able to beat it by just going to each flickering red dot to try and find MacDerby but I don't think that's how the mission is supposed to go.

Any suggestions?  (FYI, for some reason the mission was fine when I looked at it through the techroom)
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 15, 2014, 05:26:44 am
Isn't that a red alert mission?  If som did something happen to Sagitarius 1 in the previous mission?
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 15, 2014, 01:27:19 pm
Yes, it was a "Red Alert" mission. 

To answer your other question, no, nothing happened to Sagitarius 1 in the previous mission (he did what he was supposed to:  jumped out and said you could follow him to track MacDerby or go Vega to save the Aquitane).  It's just that in the final mission I'm talking about, he wasn't there in the campaign playthrough and there was no dialogue therefore.  However, he was there when I played the mission in the techroom.


One more thing:  am I supposed to see both ending cinematics (MacDerby dying and Aquitane being rescued) or just the one based on the final mission I chose to take part in?  I saw both.
Title: Re: (Release) - Lightning Marshal restored
Post by: AdmiralRalwood on July 15, 2014, 03:32:25 pm
Is Sagitarius 1 supposed to be present at the start of the second mission, or does it jump in later? If the latter, could you try it again with the most recent Nightly Build (http://www.hard-light.net/forums/index.php?topic=88012.0)?
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 15, 2014, 04:19:04 pm
IIRC from the previous (fightermedic's) release of Lightning Marshall, Sagitarius 1 was supposed to be there in the beginning.  As soon as that mission starts (after the Red Alert Screen) he tells you to basically form up on him and follow him through the waypoints to try and find MacDerby.
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 15, 2014, 04:44:30 pm
Sagittarius 1 is not supposed to jump out.  I'm wondering if that is what is causing the problem.  I can't remember whether the red alert carry has to see the ship depart or whether it has to be there when the player departs. 
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 15, 2014, 06:01:36 pm
I'm trying the campaign again with the latest nightly build AdmiralRalwood provided.  I'll let you guys know how things go when I get to this point again.
Title: Re: (Release) - Lightning Marshal restored
Post by: FrikgFeek on July 15, 2014, 06:07:35 pm
I just started it up and... what's up with simulated speech in the briefings? I'm pretty sure I've turned it off but for some reason it's still there. I'm not trying to be a whiny *****, but I really would prefer just reading over random Microsoft Mary.
Title: Re: (Release) - Lightning Marshal restored
Post by: niffiwan on July 15, 2014, 06:42:29 pm
Sagittarius 1 is not supposed to jump out.  I'm wondering if that is what is causing the problem.  I can't remember whether the red alert carry has to see the ship depart or whether it has to be there when the player departs.

IIRC ships that have departed are supposed to carry through to the next red-alert mission. The issue is that once they've departed they don't have their weapon loadout & subsystem damage recorded anymore meaning they'd (probably) revert to full health and default mission loadout in the 2nd mission.
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 15, 2014, 07:47:03 pm
I just started it up and... what's up with simulated speech in the briefings? I'm pretty sure I've turned it off but for some reason it's still there. I'm not trying to be a whiny *****, but I really would prefer just reading over random Microsoft Mary.

That's the voice acting not simulated speech from the build, so you can't turn it off.
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 16, 2014, 01:54:41 am
A question about the final missions:

The end of mission 11 in LM3 gives you the choice on whether to go to 12A (save Aquitane) or 12B (Hunt MacDerby).   

After I go into one of the final mission choices, could I then quit the mission and use the Red Alert screen to try the other fork in the road?  Usually the Red Alert screen has a "Replay previous mission" button doesn't it?
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 16, 2014, 05:36:58 am
Yes, you should be able to use the replay previous mission button and then when you replay mission 11 you can choose the other path.
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 16, 2014, 09:54:57 pm
I played again on a recent nightly build. 

After I got the "follow Sagitarius 1 or jump to Vega" in the directives list I waited for a while and Sagitarius 1 didn't jump out, he just kept flying around so I jumped away from the node and went to mission 12B to try and hunt MacDerby.  Same thing this time:  no Sagitarius 1 or any dialogue in that mission.

12A seemed to play okay when I went back and played that course.


In both cases I got both ending cutscenes and then I got a blank Red Alert screen.  When I clicked next mission I was alone in space for a while then all of a sudden I got the "debriefing" screen that says thanks for completing LM3.
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 18, 2014, 07:17:33 pm
Could you play the mission with an older nightly?  Something before 10840.  I'm wondering if this problem was caused by the red alert fix.
Title: Re: (Release) - Lightning Marshal restored
Post by: AdmiralRalwood on July 18, 2014, 07:27:13 pm
r10840 shouldn't cause a ship not to appear.
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 18, 2014, 09:52:04 pm
Sagitarius 1 appeared when I played the mission in the tech room. 

He was also there in the LM release before this one (fightermedic's version).
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 19, 2014, 08:28:55 am
There was no change to the mission from fightermedic's version other than changing the backgrounds, ship selection and weapons.  It also worked when I tested it in campaign with an older nightly before I released it.  That's why I'm wondering if it is the red alert fix that changed something.  Did you play fightermedic's version with an older nightly?  The fact it works in the tech room is not relevant because it doesn't use the red alert status but just loads the mission. 
Title: Re: (Release) - Lightning Marshal restored
Post by: AdmiralRalwood on July 19, 2014, 12:50:43 pm
There have been several Red Alert-related fixes recently, so it would be helpful to know exactly what revision CT27 meant by "a recent nightly build".
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 19, 2014, 02:05:30 pm
There have been several Red Alert-related fixes recently, so it would be helpful to know exactly what revision CT27 meant by "a recent nightly build".

http://www.hard-light.net/forums/index.php?topic=88012.0

July 15-10918


This is the most recent nightly build that I used with Macfie's LM.
Title: Re: (Release) - Lightning Marshal restored
Post by: AdmiralRalwood on July 19, 2014, 07:39:43 pm
There have been several Red Alert-related fixes recently, so it would be helpful to know exactly what revision CT27 meant by "a recent nightly build".

http://www.hard-light.net/forums/index.php?topic=88012.0

July 15-10918


This is the most recent nightly build that I used with Macfie's LM.
And I presume the problem occurs with it?

What happens if you try with a build from before r10840, as Macfie suggested at the top of the page?
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 19, 2014, 08:16:18 pm
There have been several Red Alert-related fixes recently, so it would be helpful to know exactly what revision CT27 meant by "a recent nightly build".

http://www.hard-light.net/forums/index.php?topic=88012.0

July 15-10918


This is the most recent nightly build that I used with Macfie's LM.
And I presume the problem occurs with it?

What happens if you try with a build from before r10840, as Macfie suggested at the top of the page?


I'll try that if you recommend it.  However, Macfie said his LM was tested on 10900 so shouldn't I stick to that or newer builds?
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 22, 2014, 01:39:22 am
I tried it on 10832.


Same problem unfortunately.  No Sagitarius 1 in 12B.
Title: Re: (Release) - Lightning Marshal restored
Post by: Knarfe1000 on July 22, 2014, 11:00:26 am
Good work!

But The Regulus Campaign seems to have a bug. In the first mission the station is attacked by several fighters and two transports. Im ordered not to attack the transports because of their beams.

So I destroy most of the fighter but then nothing happens, the mission is not continuing. Even if I destroy both transports, nothing is going on.


Edit: Problem solved, an elder build with 3612 VPS worked.
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 23, 2014, 07:44:51 pm
It should work with a current nightly and the mediaVPs_2014.  It is important that both transports dock with the installation.  All the events are triggered off the docking.  If you are playing on too low of a difficulty level or you attack the transports even though ordered not to you will prevent the mission from completing.  Also here is the fixed mission for the Red alert in LM3.

[attachment kidnapped by pirates]
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 23, 2014, 08:07:14 pm
Thanks Macfie.

Just to be sure I do things right I have two questions:

1-I put this file in data/missions of the FSCRP_LightningMarshall folder in my FS2 directory (and create the "missions" subfolder since it doesn't already exist) correct?

2-What build should I play this fix on?
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 24, 2014, 04:28:19 pm
That is correct and it should work on any of the recent builds.  When I went back and looked at the mission on the download it was different from the one I had in my folder that i had tested.  It was missing the red alert carry flag.
Title: Re: (Release) - Lightning Marshal restored
Post by: Knarfe1000 on July 25, 2014, 07:51:55 am
I donĀ“t know what to do in the mission Conflicting Orders in LM 3.

No matter what I do, the mission is lost...
Title: Re: (Release) - Lightning Marshal restored
Post by: Macfie on July 25, 2014, 03:43:16 pm
You must destroy all the NTF capital ships, (NTC Damien, NTC Cossarc, and NTC Wildfire) and the NTCv Actium has arrived and  the weapons station (JT-4550k) is destroyed by the Actium.  Also make sure you stay away from the cargo containers and Meson Bombs.

The NTC Wildfire comes in late so you must quickly destroy it, don't wait on Beta wing, before the Actium arrives or the wildfire will depart and you will fail the mission.
Title: Re: (Release) - Lightning Marshal restored
Post by: CT27 on July 28, 2014, 02:55:23 am
Thanks Macfie.  Your fix worked.  Sagitarius 1 carried over.
Title: Re: (Release) - Lightning Marshal restored
Post by: vyper on November 14, 2014, 08:35:31 pm
Wow, sorry to necro the thread but I didn't know the old campaigns were being restored (haven't been around here much). I'm kinda misty eyed to see LM getting a re-release.

My best memory of working on it was during the testing phase when someone said "that guy's scottish accent is totally unconvincing.". I was in stitches laughing when I pointed out I actually am Scottish and I had recorded the line completely straight. The other best part had to be seeing Stunaep's own cutscene work - I was always wishing more campaigns had that level of material.

Anyway, well done lads. :)
Title: Re: (Release) - Lightning Marshal restored
Post by: Mobius on December 23, 2020, 12:30:53 pm
I stumbled upon minor bugs, but so far the most game-breaking one I experienced is in LM3, Delta Charlie 7. The mission's complete and I'm given two distinct possibilities: either jump to Vega, or in-system and do [REDACTED]. I did the latter and, well, the mission branched back to itself so I'm now forced to replay it since the very beginning.

Here's the branching formula in LM3's campaign file:


Code: [Select]
+Formula: ( cond
   (
      ( and
         ( is-previous-goal-true
            "LM3_11A.fs2"
            "JumptoBelt"
         )
         ( is-previous-goal-true
            "LM3_11A.fs2"
            "EscortActium"
         )
         ( is-previous-goal-true
            "LM3_11A.fs2"
            "Escorts1"
         )
         ( is-previous-goal-true
            "LM3_11A.fs2"
            "DestroyTur"
         )
      )
      ( next-mission "LM3_12B.fs2" )
   )
   (
      ( and
         ( is-previous-goal-true
            "LM3_11A.fs2"
            "JumptoVega"
         )
         ( is-previous-goal-true
            "LM3_11A.fs2"
            "EscortActium"
         )
         ( is-previous-goal-true
            "LM3_11A.fs2"
            "DestroyTur"
         )
         ( is-previous-goal-true
            "LM3_11A.fs2"
            "Escorts1"
         )
      )
      ( next-mission "LM3_12A.fs2" )
   )
   ( ( true ) ( next-mission "LM3_11A.fs2" ) ) )

The Actium was still in system at that point ("EscortActium" not true), so whatever option I chose, the mission would branch back to itself. The moment the player is asked to decide to what to do next should be either postponed, or it shouldn't take into account the status of the Actium.