Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: SF-Junky on October 05, 2013, 04:55:10 am

Title: RELEASE: Derelict 3.7
Post by: SF-Junky on October 05, 2013, 04:55:10 am
(http://stormfront.hard-light.net/Derelict/Derelict_logo.jpg)

(http://stormfront.hard-light.net/Derelict/dlscreen01.png)

(http://stormfront.hard-light.net/Derelict/dlscreen02.png)

(http://stormfront.hard-light.net/Derelict/dlscreen03.png)


DOWNLOADS

Core Package (http://stormfront.hard-light.net/Derelict/Derelict_3_7_core.7z) - 17.5 MB; just download it into your fs2 main folder

Voice Acting Package (http://stormfront.hard-light.net/Derelict/Derelict_3_7_VA.7z) - 212 MB; download it into your Derelict folder

If you already have the Derelict SCP version Blaise Russel released back in 2006 (http://www.hard-light.net/forums/index.php?topic=38019.0) you do not have to download the VA files. However, you should delete DerelictSCP.vp,DerelictPatch.vp and DerelictSCPPatch.vp from your Derelict folder then.

The only files in your Derelict folder should be:
- Derelict_3_7.vp
- DerelictSCP1.vp
- DerelictSCP2.vp
- DerelictSCP3.vp
- DerelictSCP4.vp
- mod.ini
- Derelict.bmp

!! Important !!The most recent iteration has been tested using this build (http://www.hard-light.net/forums/index.php?topic=86826.0) and the MediaVPs 2014 (http://www.hard-light.net/forums/index.php?topic=86475.0). If you encounter any problems I strongly recommend switching to that particular configuration before reporting a possible error. And please have a look into the mod.ini before you start and check out if the mediavps folder name in the "secondrylist" line matches yours! Still, any and all bug reports are welcome, of course. !! Important !!

Special thanks goes to:
- Darkblade (http://www.hard-light.net/forums/index.php?action=profile;u=152) for re-doing part of his voice acting
- Betrayal (http://www.hard-light.net/forums/index.php?action=profile;u=9544) for providing the HTL Saphah


After seven years, I thought, it is time to give this old lady another facelift. If you discover any flaws, bugs or the like just report back to me.

Have fun. :)
Title: Re: RELEASE: Derelict 3.7.0
Post by: Nyctaeus on October 05, 2013, 05:12:16 am
Woah :D, this one of the queens of campaigns deserved for a facelift like no other. Downloading!
Title: Re: RELEASE: Derelict 3.7.0
Post by: seraphuriel on October 05, 2013, 10:26:34 am
Wow! Nice to see this upgraded. Happy to play this next week!

Thank U!
Title: Re: RELEASE: Derelict 3.7.0
Post by: Rodo on October 05, 2013, 10:31:45 am
Hey look who's back!

Nice campaign, thanks for taking the time to update it.
Title: Re: RELEASE: Derelict 3.7.0
Post by: OverDhill on October 05, 2013, 11:37:50 am
Thanks for your efforts.
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on October 05, 2013, 11:42:26 am
I was just thinking the other day I should replay this campaign. Thank you! I'll be checking this out later.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Goober5000 on October 05, 2013, 12:52:11 pm
1) What's new in this version?

2) There were two patches, DerelictSCPPatch and DerelictPatch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/DerelictPatch.zip).  I don't think you incorporated the changes from the second one.  (It's even linked in big red letters in the original thread!)
Title: Re: RELEASE: Derelict 3.7.0
Post by: Colossus on October 05, 2013, 01:35:30 pm
This is very cool; I've played Derelict quite a few times but wouldn't mind another. I'm interested in what has been changed.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on October 05, 2013, 01:39:14 pm
There were also two files that were added when the upgrade was being done earlier by the FSCRP that I don't see in the upgrade folder.   
A voice file in the special folder -  dl08_a2a
and a cbanim file - 2_cb_artemisdh
I didn't look closely at the mod.ini and started playing the campaign.  Since I had the old media files still installed it does appear to work with the 3.6.10 media VPs.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Lorric on October 05, 2013, 01:44:44 pm
I also am curious about the changes. I believe I got into the teens mission wise in this campaign, so it will be returned to someday.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on October 05, 2013, 02:14:38 pm
In mission d1-08 There is a message that doesn't have a voice file.  Currently the mission has a message Alpha 2A that refers to a message file wa.ogg.  This file is not in the voice files.  This was the one that was added as  dl08_a2a.  I attached the file.  You could modify the mission to refer to this voice file or modify the file name to wa.ogg

[attachment deleted by ninja]
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on October 06, 2013, 01:54:14 am
1) What's new in this version?
Tons of smaller bugs and flaws deleted, loading screen brought to high res, starfield.pof added.


Quote
2) There were two patches, DerelictSCPPatch and DerelictPatch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/DerelictPatch.zip).  I don't think you incorporated the changes from the second one.  (It's even linked in big red letters in the original thread!)
You're absolutely right, I totally overlooked that there's a second patch. :nervous: I'll see to get this incorporated asap. Same goes for the missing files, Macfie. Thank you for them. I didn't even know there's been a FSCRP upgrade, nothing was in the forums except a request thread with loose ends.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on October 06, 2013, 08:03:04 am
The upgrade was on the open portion of the FSCRP board and was fairly active until the end of 2011.
see http://www.hard-light.net/forums/index.php?topic=71619.0
The updated stuff from the work that had been completed is on the FTP account for the FSCRP along with a testing list of problems.  I think most of the changes were relatively minor.
Title: Re: RELEASE: Derelict 3.7.0
Post by: 666maslo666 on October 07, 2013, 05:19:59 am
So, should I delete the DerelictPatch.vp file or not? Or only the files listed in the OP?
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on October 07, 2013, 05:20:49 am
I'd recommend to delete the DerelictPatch.vp, too, yes.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Goober5000 on October 07, 2013, 10:23:45 am
In addition to the mission fixes, which may have been superseded, DerelictPatch.vp contains dl29_cb3.ogg, which you should keep.  This is a version of one of the command briefing voice files that includes some post-processing that the original voice file left out.

SF-Junky, if you add this file to Derelict_3_7.vp, and you ensure that the other mission fixes are accounted for, then you can deprecate DerelictPatch.vp.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Aurora Paradox on October 12, 2013, 03:25:16 pm
I was one of the people working on upgrading Derelict until I burned out.  Lost my drive to play FreeSpace and haven't found it since.

Aside from grammar fixes there were two notable additions.  A command brief animation for the Artemis DH made by mjn and a voice file that was missing from the original campaign release.  I believe I have both files on my hard drive if you need them.  They SHOULD also be on the FSCRP FTP servers.  The files on the FTP should also have the grammar changes I made.  There should be a log on the FTP server indicating what I changed.

Title: Re: RELEASE: Derelict 3.7.0
Post by: Kie99 on October 13, 2013, 04:24:55 am
Glad someone's decided to do this, I was playing it a couple of months ago and there were some things that really took me out of it, most notable the Luxor station being completely ****ed up.  Glad to see that one's fixed now, but there were a couple of others I noticed that are still there.

I don't know how easy it would be to fix but the Nyarlathotep's Knossos was originally reskinned to look Shivan.  Mackie makes a comment on it in the mission where it's first brought in, says it's clearly of Shivan design, but in the SCP version (and this more recent one) it's identical to the the Ancient one.  I assume this is down to the PCX files being superseded by DDS or whichever format's in use now.

Also, in "The Enemy of my Enemy", among others, the Auriga's long range beam runs out well before it comes into contact with any ship but the ship is still destroyed, it just looks weird.  As far as I know it's a function of the Auriga's main beam having too short a range in it's table entry, when Derelict was originally released all beams went for 30,000 metres regardless of their specified range, at some point this was changed so that the effect fades away to nothing at the end of the beam's range.  I think it'd be fixed if you created a new weapon table entry that's the same as the LRBGreen but with a much longer range, but I couldn't say for sure.
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on October 13, 2013, 07:07:00 am
Hm, I never had any problems with the Shivan Knossos. It always looked Shivan to me. The issue with the beams has already been resolved in my version.

I now finally got the stuff from the FSCRP server and started to deal with the bugs they wrote down. However, I won't get this finished until next weekend because university starts tomorrow.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Kie99 on October 14, 2013, 05:34:18 am
Hm, I never had any problems with the Shivan Knossos. It always looked Shivan to me. The issue with the beams has already been resolved in my version.

I now finally got the stuff from the FSCRP server and started to deal with the bugs they wrote down. However, I won't get this finished until next weekend because university starts tomorrow.

Right you are, turns out I had my configuration wrong in the launcher.  Nice job  :yes:.
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on October 19, 2013, 09:14:28 am
Alright, I now have implemented all the FSCRP stuff. The download files have been updated.
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on October 20, 2013, 12:20:22 am
Alright, I now have implemented all the FSCRP stuff. The download files have been updated.


The OP says it was last updated October 7, if you've updated the download files shouldn't it be a more recent date?
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on October 20, 2013, 01:00:53 am
Alright, I now have implemented all the FSCRP stuff. The download files have been updated.


The OP says it was last updated October 7, if you've updated the download files shouldn't it be a more recent date?
Only if the link address changed.
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on October 20, 2013, 02:07:23 am
The Admiral's right. I only re-uploaded the files behind the links.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Cobra on October 20, 2013, 10:51:07 pm
Fuuuuuck. I wish you hadn't re-released this. I need to redo Alpha 3's lines.
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on October 21, 2013, 02:44:17 am
Fuuuuuck. I wish you hadn't re-released this. I need to redo Alpha 3's lines.
Well, you can do that any time and we update the vp then. :)
Title: Re: RELEASE: Derelict 3.7.0
Post by: Grizzly on October 22, 2013, 01:33:15 pm
Ooh, this is nice. This is very nice.
Now all it needs is a revoicing... And a highlight!

---

One thing I did notice: In teh second deep space patrol mission, it's possible to just press 1234 and bug the mission.
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on October 23, 2013, 07:07:17 am
Now all it needs is a revoicing...
There're is a certain number of files which have a low quality (Tom Faulkner mostly), but overall the VA is totally okay imo. Especially Mackie is very well voice acted. I wouldn't want a new one. :)
Title: Re: RELEASE: Derelict 3.7.0
Post by: perihelion on October 23, 2013, 09:49:39 am
Hell no this doesn't need to be re-voiced!!!  This campaign is a classic.  I wouldn't want it any other way!  I still consider Derelict the yardstick other homebrew VA'd campaigns are measured against.  Yes, there are other more professionally done VA'd campaigns like ST:R and BP:AoA, but Derelict the first VA'd user-made mod I'd ever played where the voice acting helped the immersion rather than jarring me out of it.

DON'T TOUCH IT!!!   :p
Title: Re: RELEASE: Derelict 3.7.0
Post by: Cobra on October 23, 2013, 10:08:06 am
I'm still doing Alpha 3's lines. I was 16 when I did those lines, but I sound like I'm 12 in Derelict.
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on October 23, 2013, 12:56:52 pm
Well, there is no need to delete the old VA files. If Cobra likes to redo his part of the VA, he can do so and we upload it and let the end-user decide which version he or she wants to use. :)
Title: Re: RELEASE: Derelict 3.7.0
Post by: Mongoose on October 23, 2013, 01:31:42 pm
I wasn't exactly very...dynamic when I did my voice work way back when, but I figure it still works.  If there's one thing I'd want to redo, it'd be my part in Shrouding the Light, since I was pretty much eating my mic and popping with every other syllable. :p
Title: Re: RELEASE: Derelict 3.7.0
Post by: Grizzly on October 24, 2013, 10:15:09 am
Now all it needs is a revoicing...
There're is a certain number of files which have a low quality (Tom Faulkner mostly), but overall the VA is totally okay imo. Especially Mackie is very well voice acted. I wouldn't want a new one. :)

Fair enough - I personally would like the voicing to be normalised to FS2 standards though, some of it is very soft.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on October 26, 2013, 03:15:11 am
Thanks for doing this and especially thanks for including the work that had already been done by others in the FSCRP.  You have done an excellent job.  Derelict is one of my favorite campaigns.  You have preserved all the things I loved about the campaign and improved on it.
Title: Re: RELEASE: Derelict 3.7.0
Post by: seraphuriel on November 17, 2013, 03:33:31 am
So somehow i cant get it to work. Using VPs12 and RC3.7.0 the are models and effekts are still the old ones an there are no backgrounds. So are only some models updated? Dont think so by using the MediaVPs_3612.
Does FS some caching in appdata or similar?
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on November 17, 2013, 06:45:23 am
So somehow i cant get it to work. Using VPs12 and RC3.7.0 the are models and effekts are still the old ones an there are no backgrounds. So are only some models updated? Dont think so by using the MediaVPs_3612.
Does FS some caching in appdata or similar?
Please check the mod.ini in your Derelict folder and see if the name of the mediavps folder in the "secondrylist " line matches yours.
Title: Re: RELEASE: Derelict 3.7.0
Post by: seraphuriel on November 17, 2013, 07:36:41 am
Mod.ini from Derelict unchanged:

Code: [Select]
[multimod]
primarylist  = ;
secondrylist = ,mediavps_3_6_12;

[settings]
flags = -spec;

Thats why i am wondering...

EDIT:
Netxt strange thing:

New V1.1 extracted Derelict folder ist named "Derelict". In the Launcher i can only navigate to the mod "derelict". Now i Renamed the new package and the launcher still only find "derelict". But there is no more older derelict subfolder. Is that somehow cached or saved i a ini file? Maybe someone has an idea.
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on November 17, 2013, 07:50:32 am
Well, usually it's mediavps_3612.
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on November 17, 2013, 09:15:33 am
Looking at my previously-downloaded Derelict_3_7_full.7z, the mod.ini's multimod section looks like this:
Code: [Select]
[multimod]
primarylist  = ;
secondrylist = ,mediavps;

Obviously I changed it in my installed copy:
Code: [Select]
[multimod]
secondarylist = mediavps_3612;

I'm not sure how you ended up with "mediavps_3_6_12"...
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on November 18, 2013, 12:04:13 pm
found some problems with the current Derelict release.
1. Mission dl1-08 has a message that refers to file wa.ogg but the voice file in the release is dl08_a2a.ogg
2. You can not advance past mission dl4-08 because the campaign file refers to an event that is not in the mission
is-previous-event-true
            "dl4-08.fs2"
            "Alpha wing leaves area"
This event is not in the mission.
3. mod.ini has secondrylist = ,mediavps_3_6_12;
Should be secondarylist = ,mediavps_3612;

[attachment deleted by an evil time traveler]
Title: Re: RELEASE: Derelict 3.7.0
Post by: Stilljoe7 on November 22, 2013, 11:44:29 pm
" You can not advance past mission dl4-08 because the campaign file refers to an event that is not in the mission
is-previous-event-true
            "dl4-08.fs2"
            "Alpha wing leaves area"
This event is not in the mission."


I'm glad it's not just me.
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on November 23, 2013, 03:05:37 am
Core file has been updated. For those who want a fast solution unpack this 7z file (http://stormfront.hard-light.net/Derelict/Derelict_patch.7z) into Derelict/data/missions.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Stilljoe7 on November 23, 2013, 07:01:23 pm
Thanks very much - again. I rarely play these days, but I'm thoroughly enjoying running through Derelict again.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Master_of_the_blade on December 18, 2013, 03:44:18 pm
It looks like retail FS2 when the new media VPs are used. 3614 beta 2.
Title: Re: RELEASE: Derelict 3.7.0
Post by: niffiwan on December 18, 2013, 03:50:09 pm
Did you mean 2014 beta 2? :)

Can you post the contents of your Derelict mod.ini file?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Master_of_the_blade on December 18, 2013, 04:15:05 pm
Did you mean 2014 beta 2? :)

Oops! Yeah. I meant 2014 beta 2.
Code: [Select]
[launcher]
image255x112 = Derelict.bmp;
infotext     = Five years have passed since the jump node to the Capella system was collapsed, sealing off a massive wave of Shivan Juggernaughts from pushing further into GTVA space. The supernova and subsequent nebula hang like a growing scar throughout the GTVA as light from that event continues to spread across our worlds. You are to take a new tour of duty with the 212th Silver Scythes squadron in the Tau Sigma cluster, a remote group of systems beyond the Altair Jump Node. These are mining colonies, and while the GTVA presence is small, it is nontheless important.;
website      = http://www.3dap.com/hlp/hosted/ce/;
forum        = http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=83686deb4fd49b5f670f6d92203b257d&forumid=89;

[multimod]
primarylist  = ;
secondrylist = ,mediavps_2014_beta;

[settings]
flags = -spec;

The problem is that I can't use the older mediaVPs because some of the files got deleted. I am downloading them but, since I've reached my connection's FUP limit, I'm down to 512Kbps.

Edit: Now it doesn't want to run at all. I have 3.7.0 selected.

Code: [Select]
mv_effects-sdf.tbm(line 16):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Type One] .

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
Title: Re: RELEASE: Derelict 3.7.0
Post by: niffiwan on December 18, 2013, 05:21:02 pm
Try removing the comma from the secondary list:

Code: [Select]
[multimod]
primarylist  = ;
secondrylist = ,mediavps_2014_beta;

And for the new error; Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Master_of_the_blade on December 19, 2013, 01:30:25 am
The comma had already existed. I had only replaced the mediaVP name. Even so, I tired with the comma removed. No joy.
Here are the contents of the 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 2 Open version: 3.7.0.9755
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Derelict,mediavps_2014_beta
  -fps
Building file index...
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\Derelict_3_7.vp' with a checksum of 0x2e6c3200
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\DerelictSCP1.vp' with a checksum of 0x40924812
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_A-Glows.vp' with a checksum of 0xb71153f6
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Advanced.vp' with a checksum of 0x775b9599
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Assets.vp' with a checksum of 0x78ba7e75
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_CB_ANI_1.vp' with a checksum of 0x6788e102
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_CB_ANI_2.vp' with a checksum of 0xf9fefcbb
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Effects.vp' with a checksum of 0x089e63de
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Music.vp' with a checksum of 0xa37a4e9c
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Root.vp' with a checksum of 0x5de9785e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\' ... 30 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\Derelict_3_7.vp' ... 172 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\DerelictSCP1.vp' ... 1605 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Derelict\DerelictSCP4.vp' ... 203 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\' ... 0 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Assets.vp' ... 2011 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Effects.vp' ... 2069 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\mediavps_2014_beta\MV_Root.vp' ... 848 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace2\' ... 5 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'h:\' ... 0 files
Found 26 roots and 17726 files.
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Microphone (HD Webcam C270)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 210/PCIe/SSE2
  OpenGL Version   : 3.3.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
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.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
mv_effects-sdf.tbm(line 16): Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Type One] .

ERROR: mv_effects-sdf.tbm(line 16):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Type One] .

File: parselo.cpp
Line: 336
Int3(): From c:\code\fs2_open_3_7_0\code\globalincs\windebug.cpp at line 1253
Title: Re: RELEASE: Derelict 3.7.0
Post by: niffiwan on December 19, 2013, 03:44:25 am
okaaaaaay then.  I just got the same error with 3.7.0.  But it worked OK with a recent nightly, so I suspect something has crept into the latest release which isn't compatible with 3.7.0.  Maybe per-species countermeasures? Anyway - can you try a recent nightly build and see if that works?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on December 19, 2013, 08:23:34 am
The countermeasures error was introduced by the mediavps_2014_beta release which added Vasudan and Shivan countermeasures and has been fixed in the nightly releases.  It appears that you can't use the mediavps_2014_beta release with 3.7.0 without getting an error.  Using the latest nightly may also fix the other problems.

I would also suggest you relocate your files.  The GOG install has caused some problems due to the long folder list.
C:\Program Files (x86)\GOG.com\Freespace2\Derelict

I would suggest C:\games\Freespace2\Derelict
Title: Re: RELEASE: Derelict 3.7.0
Post by: Luis Dias on December 19, 2013, 08:27:05 am
perhaps the original post could be updated?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on December 19, 2013, 08:33:58 am
It's not Derelict 3.7.0 that's causing the problem, it's the mediavps_2014_beta and the Good Old Games installation.  The release was designed to be used with 3.7.0 and the mediavps_3612.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Luis Dias on December 19, 2013, 08:44:20 am
Yeah I know, still a little note would be useful.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on December 19, 2013, 08:59:33 am
Beyond saying "!! Important !! You need FSO 3.7.0 and the mediavps 3.6.12!!"

I did however ask that the mediavps_2014_beta put a note in there release page.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Master_of_the_blade on December 28, 2013, 05:12:35 am
Using the nightly fixed the problem. Another one has appeared. This one has to do with the mission Sheridan's Gambit. I know that when the Demon class enters the canon should fire all 3 of its beam collars. However, it only fires one and doesn't destroy the Demon.

Edit: Never mind, done. Though there's inconsistency. Sometimes event aren't triggered and I have to restart hoping that they will.
Anyways, finished the campaign and I loved it(never played the original Derelict). Is there a sequel?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Hellzed on December 28, 2013, 05:20:08 am
If anyone is installing Derelict 3.7.0 on Linux, could you please try my Derelict installer available here : http://www.hard-light.net/forums/index.php?topic=86364.msg1725121#msg1725121 ?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Eaglesix on January 10, 2014, 08:11:46 am
Hello,

I seem to be stuck at the mission "last leg" in the first act of the campaign. No matter what i do i wont be able to advance to the deploy point, because i cant see it in my escort list (or target it in any other way). Ive tried all combinations of events: Let Both freighters die, let 1 die, save both (2nd dies anyway).

regards,
Title: Re: RELEASE: Derelict 3.7.0
Post by: Wobble73 on January 10, 2014, 09:17:13 am
Hasn't the spelling of Secondary been corrected yet in the Mod.ini's?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on January 10, 2014, 09:47:39 am
Hasn't the spelling of Secondary been corrected yet in the Mod.ini's?

Yes, but it doesn't make any difference.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Eaglesix on January 14, 2014, 02:16:15 pm
Hello there,

I just wanted to inform every reader here that i solved my problem using FSO 3.7.0 + mediavp_3612 (i used 3.7.1. nightly + mediavp_2014 before) - just as the first post suggests you to do!

regards
Title: Re: RELEASE: Derelict 3.7.0
Post by: Eaglesix on January 15, 2014, 01:48:20 pm
Its me again,

I was just wondering if it is possible to play the campaign using a HUD which has more resolution? Apparantly iam playing with 640x480 HUD right now using the above configuration.

regards
Title: Re: RELEASE: Derelict 3.7.0
Post by: LapsedPacifist on January 15, 2014, 04:01:01 pm
Small point as I'm playing this through at the moment; the GTB Hydra uses the retail Artemis DH model rather than the HTL version.
Guessing that's probably a simple table fix?

EDIT: Didn't want to wait, so had a play. See attached .tbm  :D

[attachment deleted by an evil time traveler]
Title: Re: RELEASE: Derelict 3.7.0
Post by: Goober5000 on January 15, 2014, 08:35:27 pm
Its me again,

I was just wondering if it is possible to play the campaign using a HUD which has more resolution? Apparantly iam playing with 640x480 HUD right now using the above configuration.

regards

Hey Eaglesix,

I would recommend posting in the Support (http://www.hard-light.net/forums/index.php?board=151.0) forum.  There are more people there who would be equipped to help you solve your various mod issues. :)
Title: Re: RELEASE: Derelict 3.7.0
Post by: Wobble73 on January 19, 2014, 10:11:57 am
Hi there, just thought I'd have a go at this, but in the first mission I seem to be missing the Starfield.pof? I get the planet and the sun, but stars and nebula in the background is missing,  I just get blackness?? What am I doing wrong?
Title: Re: RELEASE: Derelict 3.7.0
Post by: General Battuta on January 19, 2014, 10:36:18 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Wobble73 on January 19, 2014, 11:17:24 am
Here's my 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 2 Open version: 3.7.0.9755
Passed cmdline options:
  -missile_lighting
  -nomotiondebris
  -noscalevid
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -cache_bitmaps
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Derelict
  -fps
  -reparse_mainhall
  -spec
  -glow
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'C:\Games\Freespace 2\Derelict\Derelict_3_7.vp' with a checksum of 0x2e6c3200
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Derelict\' ... 28 files
Searching root pack 'C:\Games\Freespace 2\Derelict\Derelict_3_7.vp' ... 172 files
Searching root 'C:\Games\Freespace 2\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 11 roots and 7186 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (High Definition Audio Device)
  Capture device: Microphone (High Definition Aud
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x800 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel 965/963 Graphics Media Accelerator
  OpenGL Version   : 2.0.0 - Build 7.15.10.1666

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Unable to find extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (2)
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Max render buffer size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'dl-effects-wep.tbm' ...
TBM  =>  Starting parse of 'derelict-wep.tbm' ...
TBM  =>  Starting parse of 'derelict-shp.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1466
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Unification.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Incursion.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Pandors.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Unification.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Wobble.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.425 (0.425)
Frame  0 too long!!: frametime = 0.688 (0.688)
Frame  0 too long!!: frametime = 1.332 (1.332)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'derelict.Derelict.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'Scythes2.pcx'
CSG => Loading complete!
CSG => Loading 'derelict.Derelict.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'Scythes2.pcx'
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.927 (0.927)
Frame  0 too long!!: frametime = 0.480 (0.480)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'derelict.Derelict.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'Scythes2.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 212th Silver Scythes
Someone passed an extension to bm_load for file 'Scythes2.pcx'
Someone passed an extension to bm_load for file '2_dl1.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'dl1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 212th Silver Scythes
Someone passed an extension to bm_load for file 'Scythes2.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0x64491b4a, IBX checksum: 0xf386d162 -- "subspacenode.pof"
Starting mission message count : 205
Ending mission message count : 226
Failed to add starfield bitmap 'nebulB3-main' to the mission!Failed to add starfield bitmap 'nebulB6-whisp' to the mission!Failed to add starfield bitmap 'nebulB8-whisp' to the mission!Failed to add starfield bitmap 'nebulB9-whisp' to the mission!Failed to add starfield bitmap 'nebulB14-whisp' to the mission!Failed to add starfield bitmap 'nebulB4-whisp' to the mission!Failed to add starfield bitmap 'nebulB9-whisp' to the mission!Failed to add starfield bitmap 'nebulB7-whisp' to the mission!Failed to add starfield bitmap 'nebulB4-whisp' to the mission!Failed to add starfield bitmap 'nebulB14-whisp' to the mission!Failed to add starfield bitmap 'nebulB10-whisp' to the mission!Failed to add starfield bitmap 'nebulB6-whisp' to the mission!Failed to add starfield bitmap 'nebulB8-whisp' to the mission!Failed to add starfield bitmap 'nebulB11-whisp' to the mission!Failed to add starfield bitmap 'nebulB5-whisp' to the mission!Failed to add starfield bitmap 'nebulB14-whisp' to the mission!Failed to add starfield bitmap 'nebulF2-main' to the mission!Failed to add starfield bitmap 'nebulF11-whisp' to the mission!Failed to add starfield bitmap 'nebulF13-whisp' to the mission!Failed to add starfield bitmap 'nebulF9-whisp' to the mission!Failed to add starfield bitmap 'nebulF4-whisp' to the mission!Failed to add starfield bitmap 'nebulF6-whisp' to the mission!Failed to add starfield bitmap 'nebulF10-whisp' to the mission!Failed to add starfield bitmap 'nebulF13-whisp' to the mission!Failed to add starfield bitmap 'nebulF14-whisp' to the mission!Failed to add starfield bitmap 'nebulF3-whisp' to the mission!Failed to add starfield bitmap 'nebulF9-whisp' to the mission!Failed to add starfield bitmap 'nebulF10-whisp' to the mission!Failed to add starfield bitmap 'nebulF10-whisp' to the mission!Failed to add starfield bitmap 'nebulF6-whisp' to the mission!Failed to add starfield bitmap 'nebulF11-whisp' to the mission!Failed to add starfield bitmap 'nebulF13-whisp' to the mission!Failed to add starfield bitmap 'nebulF9-whisp' to the mission!Failed to add starfield bitmap 'nebulF10-whisp' to the mission!Failed to add starfield bitmap 'nebulF14-whisp' to the mission!Failed to add starfield bitmap 'nebulF10-whisp' to the mission!Failed to add starfield bitmap 'nebulF5-whisp' to the mission!Failed to add starfield bitmap 'nebulF12-whisp' to the mission!Failed to add starfield bitmap 'nebulF6-whisp' to the mission!Failed to add starfield bitmap 'nebulF11-whisp' to the mission!Failed to add starfield bitmap 'nebulF13-whisp' to the mission!Failed to add starfield bitmap 'nebulF12-whisp' to the mission!Failed to add starfield bitmap 'nebulB7-whisp' to the mission!Failed to add starfield bitmap 'nebulF7-whisp' to the mission!Failed to add starfield bitmap 'nebulF8-whisp' to the mission!Failed to add starfield bitmap 'nebulF10-whisp' to the mission!Failed to add starfield bitmap 'nebulF9-whisp' to the mission!WARNING: "Failed to add 47 starfield bitmaps to the mission!" at starfield.cpp:2683
Int3(): From c:\code\fs2_open_3_7_0\code\globalincs\windebug.cpp at line 1378
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on January 19, 2014, 11:27:23 am
For some reason, you don't seem to have the MediaVPs installed, which is where starfield.pof is from.

Also:
Code: [Select]
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
This isn't related to your problem, but you really should get those flags out of your command line.
Title: Re: RELEASE: Derelict 3.7.0
Post by: General Battuta on January 19, 2014, 11:40:14 am
There should be a mod.ini folder that tells the game to also load the MediaVPs. Do you have the 3.6.12 MediaVPs installed at FreeSpace2/mediavps_3612? Can you check and make sure the mod.ini is present in the Derelict folder?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Wobble73 on January 19, 2014, 11:41:11 am
Ha Ha, I had them installed but had a semi-colon before the "mediavps_3612" part and not a comma, lol.

Thanks for your help Batts and Admiral!
Title: Re: RELEASE: Derelict 3.7.0
Post by: clouds12 on January 24, 2014, 10:09:55 am
 I'm coming to all sorts of barriers in starting this mod up and everyone else seems to have no problem with it.

At first there was an error with the music loading so I downloaded a mv_music fix that solved that problem. Now it's saying this:

weapons.tbl(line 512):
Error: Required token = [#End] or [$Name:], found [@Laser Glow: 2_laserglow03]
in weapon: GTVA Rapid Laser
.

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>

Here are some photos for now. I'm currently trying to find the fs2_open.log but I'm not sure where to find it on windows 8. I'm not even sure if the .log file will form since I can't even get past the MediaVPS screen. It happens with both 3612 and 2014.

[attachment deleted by an evil time traveler]
Title: Re: RELEASE: Derelict 3.7.0
Post by: General Battuta on January 24, 2014, 10:10:47 am
Even without an FS2_open.log, it looks like you have loose Inferno VPs in your root directory.
Title: Re: RELEASE: Derelict 3.7.0
Post by: clouds12 on January 24, 2014, 10:34:36 am
Even without an FS2_open.log, it looks like you have loose Inferno VPs in your root directory.

That's the thing though, I deleted them yesterday after I heard it was a problem. All of the remaining files from those are gone. I've checked everywhere.

EDIT: Nevermind. Problem solved. There was a file I had renamed that was actually an INF
Title: Re: RELEASE: Derelict 3.7.0
Post by: Wobble73 on January 25, 2014, 09:04:34 am
I now seem to have a new problem since downloading and placing the voice acting files into the Derelict folder I am getting errors.. here is my 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 2 Open version: 3.7.0.9755
Passed cmdline options:
  -missile_lighting
  -nomotiondebris
  -noscalevid
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -cache_bitmaps
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Derelict,MediaVPs_2014
  -fps
  -reparse_mainhall
Building file index...
Found root pack 'C:\Games\Freespace 2\Derelict\Derelict_3_7.vp' with a checksum of 0x2e6c3200
Found root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP1.vp' with a checksum of 0x40924812
Found root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Derelict\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\Derelict\Derelict_3_7.vp' ... 172 files
Searching root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP1.vp' ... 1605 files
Searching root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP4.vp' ... 203 files
Searching root 'C:\Games\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\Freespace 2\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 25 roots and 17704 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (High Definition Audio Device)
  Capture device: Microphone (High Definition Aud
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x800 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel 965/963 Graphics Media Accelerator
  OpenGL Version   : 2.0.0 - Build 7.15.10.1666

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Unable to find extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (2)
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Max render buffer size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
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.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
mv_effects-sdf.tbm(line 16): Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Type One] .

ERROR: mv_effects-sdf.tbm(line 16):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Type One] .

File: parselo.cpp
Line: 336
Int3(): From c:\code\fs2_open_3_7_0\code\globalincs\windebug.cpp at line 1253
Title: Re: RELEASE: Derelict 3.7.0
Post by: General Battuta on January 25, 2014, 09:09:53 am
You're now using the 2014 MediaVPs instead of the old 3.6.12s. The 2014 MediaVPs require a recent nightly build (3.7.0 isn't new enough). Go to the Nightly Builds subforum and grab a recent nightly build for your OS.

Sorry about all the hassle.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Wobble73 on January 25, 2014, 09:44:51 am
Cheers General Battuta, (although I am sure I moved to the 2014 mediavps before downloading the VA files and I am sure it was still working?? Weird!!) All is working fine now thanks!
Title: Re: RELEASE: Derelict 3.7.0
Post by: clouds12 on January 25, 2014, 09:48:48 am
Something's terribly wrong on the mission 7: Last Leg.

Whether I save both the transports or not, the next nav point doesnt show on a 2D or 3D radar. It would be fine if I could find it by blind targeting, but it appears the Pharos deploy point simply isnt there and so I cant finish the mission.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on January 25, 2014, 11:15:57 am
to quote from the release "!! Important !! You need FSO 3.7.0 and the mediavps 3.6.12!!"
Several people have had problems with this mission when using the new nightly builds and the mediavps_2014.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Wobble73 on January 25, 2014, 11:47:58 am
to quote from the release "!! Important !! You need FSO 3.7.0 and the mediavps 3.6.12!!"
Several people have had problems with this mission when using the new nightly builds and the mediavps_2014.

If this is the case why have I just reverted to FSO 3.7.0 and mediavps_3612 and received an error (I reverted because although it was working with 3.7.1 and mediavps 2014 I was getting a textureless Typhon, all white). Here is my FS Open.log again...

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 2 Open version: 3.7.0.9755
Passed cmdline options:
  -noenv
  -missile_lighting
  -nomotiondebris
  -noscalevid
  -3dshockwave
  -post_process
  -img2dds
  -3dwarp
  -warp_flash
  -snd_preload
  -mod Derelict, mediavps_3612
  -no_glsl
  -disable_glsl_model
  -fps
Building file index...
Found root pack 'C:\Games\Freespace 2\Derelict\Derelict_3_7.vp' with a checksum of 0x2e6c3200
Found root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP1.vp' with a checksum of 0x40924812
Found root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Derelict\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\Derelict\Derelict_3_7.vp' ... 172 files
Searching root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP1.vp' ... 1605 files
Searching root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'C:\Games\Freespace 2\Derelict\DerelictSCP4.vp' ... 203 files
Searching root 'C:\Games\Freespace 2\ mediavps_3612\' ... 0 files
Searching root 'C:\Games\Freespace 2\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 16 roots and 9245 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (High Definition Audio Device)
  Capture device: Microphone (High Definition Aud
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x800 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel 965/963 Graphics Media Accelerator
  OpenGL Version   : 2.0.0 - Build 7.15.10.1666

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Unable to find extension "GL_ARB_texture_float".
  Unable to find extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (2)
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Max render buffer size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'dl-effects-wep.tbm' ...
TBM  =>  Starting parse of 'derelict-wep.tbm' ...
TBM  =>  Starting parse of 'derelict-shp.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1267
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Incursion.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Pandors.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Unification.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Wobble.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.331 (0.331)
Frame  0 too long!!: frametime = 0.270 (0.270)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'derelict.Derelict.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'Vsquad1.pcx'
CSG => Loading complete!
CSG => Loading 'derelict.Derelict.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'Vsquad1.pcx'
CSG => Loading complete!
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
Frame  0 too long!!: frametime = 0.750 (0.750)
Frame  0 too long!!: frametime = 0.446 (0.446)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'derelict.Derelict.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'Vsquad1.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 72nd Khopekh
Someone passed an extension to bm_load for file 'Vsquad1.pcx'
Someone passed an extension to bm_load for file '2_dl3.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'dl2-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 72nd Khopekh
Someone passed an extension to bm_load for file 'Vsquad1.pcx'
Using alternate ship type name: GVI Typhon - Modified
Using alternate ship type name: MTSC Faustus
Using alternate ship type name: Modified GTI Ganymede
Using alternate ship type name: GTFf Saphah
Starting mission message count : 205
Ending mission message count : 238
Failed to add starfield bitmap 'nebulF2-main' to the mission!Failed to add starfield bitmap 'nebulF1-main' to the mission!Failed to add starfield bitmap 'nebulF3-whisp' to the mission!Failed to add starfield bitmap 'nebulF4-whisp' to the mission!Failed to add starfield bitmap 'nebulF6-whisp' to the mission!Failed to add starfield bitmap 'nebulF12-whisp' to the mission!Failed to add starfield bitmap 'nebulF9-whisp' to the mission!Failed to add starfield bitmap 'nebulF5-whisp' to the mission!Failed to add starfield bitmap 'nebulF14-whisp' to the mission!Failed to add starfield bitmap 'nebulF10-whisp' to the mission!Failed to add starfield bitmap 'nebulF13-whisp' to the mission!Failed to add starfield bitmap 'nebulF11-whisp' to the mission!WARNING: "Failed to add 12 starfield bitmaps to the mission!" at starfield.cpp:2683
Int3(): From c:\code\fs2_open_3_7_0\code\globalincs\windebug.cpp at line 1378

Is this a problem with the pilot code?
Title: Re: RELEASE: Derelict 3.7.0
Post by: General Battuta on January 25, 2014, 11:52:40 am
Your 3.6.12 MediaVPs aren't loading. Do you have them in a folder named mediavps_3612 in your main FS2 directory? Is the mod.ini for Derelict correctly pointing at it?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Wobble73 on January 25, 2014, 11:59:50 am
Whoops, I had a space in between the comma and the mediavps_3612 in the mod.ini. I wish the MediaVPs_2014 would work with this though. It only seems to be Vasudan Capital ships affected?
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on March 25, 2014, 03:32:35 pm
I noticed a minor problem with my recent playthrough of Derelict 3.7.  I just completed the game but just realized an issue:  I never got the second "GTVI loop" (where you attempt to capture the MTD Auriga (I remember that from previous playthroughs).  I never got the option to choose to play it like the first GTVI loop in the game.


Has anyone else ever had a loop 'skip' before?
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on May 17, 2014, 10:43:21 pm
Forgive what may be a silly question, but can I use the latest nightly builds to try this (a friend of mine here fixed a bug I had with Derelict 3.7 in a recent nightly build) or is it only the 3.7 that I can use on this?
Title: Re: RELEASE: Derelict 3.7.0
Post by: General Battuta on May 17, 2014, 10:45:26 pm
Unless something has gone terribly wrong, or you've found very unusual circumstances, any given build of FSO is backwards compatible. You can always play older content on a newer build.
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on May 17, 2014, 10:52:55 pm
Thanks.

I thought I had heard once that you can only play Derelict "3.7" on "3.7"(.0) 

However, I guess that D3.7 can be played on 3.7.0 and beyond is the truth.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on May 18, 2014, 07:39:00 am
There have been some reports of problems when using builds other than 3.7.0.  Most of the problems have centered around the set of missions where you are deploying nav buoys.  The problems went away when the individuals reporting the problem went back to using the 3.7.0 build.
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on May 18, 2014, 02:20:55 pm
There have been some reports of problems when using builds other than 3.7.0.  Most of the problems have centered around the set of missions where you are deploying nav buoys.  The problems went away when the individuals reporting the problem went back to using the 3.7.0 build.
As I understand it, the problem was that they were using the 2014 MediaVPs; since this requires a build newer than 3.7.0, they also coincidentally had a recent nightly, but the problem was caused by not using the 3.6.12 MediaVPs... as I understand it.
Title: Re: RELEASE: Derelict 3.7.0
Post by: niffiwan on May 18, 2014, 04:48:15 pm
OK - so recent nightly is OK, but mediavps_2014 is not?

It's just that there's a SOC loop bug fixed in the recent nightlies, and I was wondering if this reported issue was fixed by that or not.

I noticed a minor problem with my recent playthrough of Derelict 3.7.  I just completed the game but just realized an issue:  I never got the second "GTVI loop" (where you attempt to capture the MTD Auriga (I remember that from previous playthroughs).  I never got the option to choose to play it like the first GTVI loop in the game.


Has anyone else ever had a loop 'skip' before?
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on May 26, 2014, 06:23:26 pm
I had an issue with mission 5 of Derelict 3.7 ("Last Leg").

When playing the campaign I accomplish the first part of the mission (escort freighters out of asteroid belt) but when I'm told to do the second part of the mission (drop nav beacons) I can't do that in the campaign mode of the recent nightly build I'm using because the nav drop points don't appear on my radar or on escort list).

However, the weird thing is, this mission plays fine (I'm able to target nav drop points on radar and on my escort list) when playing this mission in the techroom (even on the nightly build) and I don't have to switch back temporarily to 3.7 to complete this mission that way.

Any ideas about this?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Goober5000 on May 26, 2014, 10:46:48 pm
You're not the first person to mention this bug.  Someone will need to take a look at the mission file and test it out.  It could be a FREDding bug or a SCP bug.
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on May 26, 2014, 10:52:56 pm
Some more info:  I was using the 3612 media VPs.
Title: Re: RELEASE: Derelict 3.7.0
Post by: badpenguin on June 08, 2014, 08:24:34 am
I have the same bug with mediavps_2014 and stuck
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on June 08, 2014, 01:23:33 pm
Release was tested on the official release build 3.7.0 and mediaVPs 2012.  If you are using anything else you are on your own.  There have been no reports of any problems when using this combination.

To quote the release post:
"!! Important !! You need FSO 3.7.0 and the mediavps 3.6.12!! No guarantee that this will work without the mediavps. And please have a look into the mod.ini before you start and check out if the mediavps folder name in the "secondrylist" line matches yours!"
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on June 08, 2014, 01:54:34 pm
I just tested this mission with a recent build with both the 3.6.12 MediaVPs and the 2014 MediaVPs and the mission exhibited no problems in the nav beacons not showing up. Anybody experiencing this problem, please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on June 08, 2014, 06:32:17 pm
Release was tested on the official release build 3.7.0 and mediaVPs 2012.  If you are using anything else you are on your own.  There have been no reports of any problems when using this combination.

To quote the release post:
"!! Important !! You need FSO 3.7.0 and the mediavps 3.6.12!! No guarantee that this will work without the mediavps. And please have a look into the mod.ini before you start and check out if the mediavps folder name in the "secondrylist" line matches yours!"


The problem is when I play Derelict 3.7 on 3.7.0 (while playing with the 2012 vps) I encounter other bugs. 


In regards to this particular mission I've been talking about (no nav beacons on mission 5), it plays fine when I play it through the techroom but it's when I play it through the campaign I have these problems.
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on June 08, 2014, 07:27:01 pm
For what it's worth, here's the fs2 open log I got when I used a recent debug build.



[attachment kidnapped by pirates]
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on June 08, 2014, 07:34:25 pm
For what it's worth, here's the fs2 open log I got when I used a recent debug build.
The checksum of your DerelictSCP1.vp (0x40924812) doesn't match mine (0x0eff4777)... although that should only be voices, and I don't see anything else wrong with your checksums.
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on June 08, 2014, 07:47:42 pm
I haven't had anything wrong with audio so I don't really know what to do now.

If it can be fixed one day, great; however, switching back to the 3.7.0 build for this one mission is a way to progress through the mission I've found.  Switching builds for one mission isn't that big a deal (I had bigger issues when using 3.7.0).
Title: Re: RELEASE: Derelict 3.7.0
Post by: Macfie on June 08, 2014, 07:59:01 pm
What problems have you with Derelict when using 3.7.0?
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on June 08, 2014, 08:10:00 pm
1-After completing the first SOC loop (investigating mercenaries), the "exit loop" button was still in the upper right corner and remained that way throughout the rest of the campaign

2-This may be related to problem #1 or it may be a separate issue, but I never got to play the second SOC loop of Derelict 3.7 (hunting the MTD Auriga).  Let's say this second SOC loop is supposed to happen between missions "X" and "Y", after beating mission "X" I went right to "Y" without getting the option to play the second SOC loop of the campaign
Title: Re: RELEASE: Derelict 3.7.0
Post by: SF-Junky on June 09, 2014, 06:36:50 am
Sorry for not having answered to the various issues here for so long, but I was (and am) quite engaged with other things. I promise, however, that I'll have a look into that loop problem next weekend, CT27.
Title: Re: RELEASE: Derelict 3.7.0
Post by: niffiwan on June 09, 2014, 07:33:16 am
Don't worry about the loop issue SF-Junky, it's a code issue that has been fixed in the recent RC's. 

On the other hand, the navpoint issue that CT27 reported could do with a closer look :)

In regards to this particular mission I've been talking about (no nav beacons on mission 5), it plays fine when I play it through the techroom but it's when I play it through the campaign I have these problems.
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on June 09, 2014, 08:34:54 am
In regards to this particular mission I've been talking about (no nav beacons on mission 5), it plays fine when I play it through the techroom but it's when I play it through the campaign I have these problems.
Hmm... my test was in the techroom. I'll do a more thorough test when I get home later.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Admiral Nelson on June 09, 2014, 10:07:44 am
Why do the beacons have red-alert-carry set?  That may the source of the problem, as they were not present in the previous mission.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Goober5000 on June 09, 2014, 02:48:39 pm
Why do the beacons have red-alert-carry set?  That may the source of the problem, as they were not present in the previous mission.

Gah...

That is precisely it.  You've found the problem.  Since red-alert now applies to ships which arrive later in the mission, the navbuoys are susceptible to red-alert whereas they were not before.

Do earlier versions of Derelict (including the retail one) have the red-alert-carry flag?
Title: Re: RELEASE: Derelict 3.7.0
Post by: AdmiralRalwood on June 09, 2014, 03:04:17 pm
Is it desired engine behavior for a ship with red-alert-carry set that wasn't in the previous mission to cease to exist?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Admiral Nelson on June 09, 2014, 04:16:30 pm
Do earlier versions of Derelict (including the retail one) have the red-alert-carry flag?

It was there in Blaise's remake, at least. 
Title: Re: RELEASE: Derelict 3.7.0
Post by: niffiwan on June 09, 2014, 04:52:32 pm
Is it desired engine behavior for a ship with red-alert-carry set that wasn't in the previous mission to cease to exist?

The way the code works, if it can't find red-alert data from the previous mission for the red-alert-carry ship, it'll assume it's been destroyed. Previously it only looked at ships that were present at mission start, now it looks at ships that arrive after mission start as well.
Title: Re: RELEASE: Derelict 3.7.0
Post by: Goober5000 on June 09, 2014, 06:14:34 pm
The best solution, I think, is to make the new extension of red-alert behavior (i.e. applying to ships that arrive after mission start) contingent on a game_settings.tbl flag.
Title: Re: RELEASE: Derelict 3.7.0
Post by: niffiwan on June 10, 2014, 07:04:28 am
FYI, I've just run a test with a shortened campaign file.  It seems that removing red-alert-carry from all ships in the 5th mission at least allows you complete the mission (see previous posts for why the nav-buoys shouldn't have it, and wingman don't need it because they're always assumed to have red-alert-carry anyway).  On the downside, the issue with the extra Subach and 3rd missile bank remains, so it seems there's a 2nd & separate issue to track down (it's probably related to red-alert code changes as well though)

edit: oops, meant to attach the the changed mission & campaign file, they just need to go into derelict/data/missions, then select "Derelict Test" in the campaign room

[attachment kidnapped by pirates]
Title: Re: RELEASE: Derelict 3.7.0
Post by: Phantom Hoover on June 10, 2014, 07:25:57 am
Uuuh, why can't we just get rid of the red-alert-carries on the navbuoys?
Title: Re: RELEASE: Derelict 3.7.0
Post by: Goober5000 on June 10, 2014, 09:42:55 pm
We could, but there are several already-released versions of Derelict that have the flags.  Not to mention the possibility of other mistakenly added flags in other campaigns.
Title: Re: RELEASE: Derelict 3.7.0
Post by: CT27 on June 11, 2014, 07:38:32 pm
niffiwan has created a couple Mantis tickets to look at the issue:

http://scp.indiegames.us/mantis/view.php?id=3055
http://scp.indiegames.us/mantis/view.php?id=3056
Title: Re: RELEASE: Derelict 3.7
Post by: SF-Junky on June 15, 2014, 04:16:10 am
Alright. I got rid of the red-alert flags on those nav buoys and played through the entire campaign again. It all worked quite fine. Please check out the opening post. You just have to re-download the core files!
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 20, 2014, 09:58:35 pm
While the loop and nav buoy issues seem to be fixed, I ran into another problem with Derelict 3.7.  FYI, I was using a recent nightly build on this.

The mission name is "An Advancement Of Learning".  In the techroom its designation is "DL2-09.FS2" (I give the designation because I unfortunately wasn't keeping count of how many missions I got through).

There were two primary objectives (1-Escort the science convoy and 2-Escort Einstein's escape pod) and a secondary objective (Defeat pirate attacks).  I was successfully able to complete all three, however the debriefing acted like the convoy and escape pod were destroyed (however, I was still able to progress in the campaign).

Something I noticed:  when the escape pod successfully docked and Command said the scientists were safe, the "Primary Objective 1/2 complete" tab didn't come up like it usually does when you complete a mission objective.  At the very end of the mission when Command orders you to dock with Tau Sigma Station, I hit F4 to check the mission objective screen and 'Escort the science convoy' and 'Defeat pirate attacks' had a green circle next to them registering them as complete but for some reason the Einstein escape pod objective still had a blank circle next to it.  For some reason the mission doesn't seem to acknowledge this objective as completed.  Maybe that's why I'm getting the failure debriefing even though I fulfilled all objectives?
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on June 21, 2014, 11:15:49 am
Does this happen every time you play the mission?  Occasionally objectives will not get picked up which is what this sounds like.  If it's a random problem it will be hard to track down but if it occurs all the time it is easier to fix. 
Also did both escape pods dock/depart?  The message is sent as soon as either escape pod docks/departs, but the objective requires both escape pods to dock/depart. 
"DL2-09.FS2" is much more useful than how many missions.  This mission could be mission number 20 or number 16 or anything in between depending on which path you played.  The techroom designation is also the file name which makes it easier to find and check.  In order of importance it would be Techroom designation, then mission name and least useful of all, mission number.
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 21, 2014, 01:04:08 pm
So far it's happened every time I played the mission.

There was only one escape pod.  It leaves the GTSC Einstein after it's hit by pirate bombers.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on June 21, 2014, 01:17:20 pm
That's the problem there are supposed to be 2 escape pods.  The second escape pod arrives 4 seconds after the 1st.  I would guess you are not keeping the Einstein alive long enough for the second escape pod to arrive.
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 21, 2014, 06:03:42 pm
That's extremely difficult to do if two pods are supposed to be launched.  As soon as the bombers arrive (in different locations each time so I can't guess a certain location to try and be at) they launch a boatload of Trebs , quickly killing the Einstein and only allowing one to be launched.

I would have thought this was one of those missions that is supposed to be failed but Command gives a successful 'we have all the scientists' when the escape pod docks at the station.
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on June 21, 2014, 08:48:25 pm
Uh... in retail Derelict, it was not possible for bombers to launch Trebuchets.  Does the SCP-ified version of Derelict include an AI profile option to enable that?  Cause that would dramatically throw off the balance as CT27 has seen.

Of course it's also possible that a SCP bug has been introduced that ignores the AI profile option...
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 21, 2014, 09:32:20 pm
I don't remember bombers throwing Trebs in other missions, so maybe it's just this one that has the problem?

Also, just to make sure I'm identifying the missiles in the mission correctly, Trebs have kind of a reddish orangish trail to them right?
Title: Re: RELEASE: Derelict 3.7
Post by: niffiwan on June 21, 2014, 10:28:59 pm
I don't remember bombers throwing Trebs in other missions, so maybe it's just this one that has the problem?

Also, just to make sure I'm identifying the missiles in the mission correctly, Trebs have kind of a reddish orangish trail to them right?

Probably, trebuchets are assigned to a number of ships in that mission (Black, Grey & Gold wings).  And there's this SEXP which I presume means that all hostile ships in the mission will Treb the Einstein when Green wing arrives (ouch)

Code: [Select]
$Formula: ( when
   ( has-arrived-delay 0 "Green" )
   ( good-secondary-time
      "Hostile"
      100
      "Trebuchet"
      "Einstein"
   )
)
+Name: Use Trebs against Einstein
+Repeat Count: 1
+Interval: 1
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on June 21, 2014, 10:32:49 pm
The original SCP edition had the escape pod arrivals triggered off < 76 hits remaining for escape 1 and < 70 hits for escape 2 essentially they arrived at the same time.  When SF-Junky revised the mission he changed the arrival cue for escape 2 for 4 seconds after escape 1 arrives.  Because the arrival point is the Einstein fighter bay if it is destroyed the second escape pod will not arrive.  If the arrival cue is reverted to the original the mission will work but the escape pods arrive at the same time. 
Title: Re: RELEASE: Derelict 3.7
Post by: SF-Junky on June 22, 2014, 04:09:12 am
When SF-Junky revised the mission he changed the arrival cue for escape 2 for 4 seconds after escape 1 arrives.
No, me stupid had Escape 2 arrive four seconds after Escape 2. That, of course, couldn't work. :p I now got rid of the bug. I also changed the loadout of those bombers. They now carry only 1 Treb, so that the first salvo will bring the Einstein down to 34% hull integrity. Then the trigger with the containment brach can work quite on the way it should.

The core files have been updated. Alternatively, you can just download this file (http://stormfront.hard-light.net/Derelict/dl2-09.7z) and unpack it right into your derelict/missions folder.
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on June 22, 2014, 06:58:34 pm
Probably, trebuchets are assigned to a number of ships in that mission (Black, Grey & Gold wings).  And there's this SEXP which I presume means that all hostile ships in the mission will Treb the Einstein when Green wing arrives (ouch)

Code: [Select]
$Formula: ( when
   ( has-arrived-delay 0 "Green" )
   ( good-secondary-time
      "Hostile"
      100
      "Trebuchet"
      "Einstein"
   )
)
+Name: Use Trebs against Einstein
+Repeat Count: 1
+Interval: 1

That event isn't present in either the original retail release or Blaise Russel's 2005 re-release.  Additionally, in those releases, only Grey wing has Trebuchets.  So when and why was it rebalanced?
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 23, 2014, 01:59:33 pm
Good news:

The updated mission worked and I got two escape pods.


Not great news:
I think this is one of those missions that is maybe supposed to be lost because I saved all the convoy craft (except for the Einstein) but in the mission debriefing it said the loss of the convoy ships was disappointing but understandable due to the number of enemy ships.  It then said they will try to get MT help.

However, this is better than before due to the fact that the  debriefing now talked about how you at least saved some of the scientists and research (on the pods).
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 23, 2014, 02:50:10 pm
Some bad news unfortunately:

I can't access the final few missions (I'm playing a campaign).

This error came up:

Can't open model file <artemisdh.pof>
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_20140608_r10778.exe! <no symbol>
fs2_open_3_7_1_20140608_r10778.exe! <no symbol>
fs2_open_3_7_1_20140608_r10778.exe! <no symbol>
fs2_open_3_7_1_20140608_r10778.exe! <no symbol>



Which is weird because up until recently I didn't get this screen (I didn't have an Artemis error before).  For some reason now it seems to be having problems with the new Artemis model Hydra maybe?
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on June 23, 2014, 03:14:52 pm
It would appear that the model was left out of the recent core files.
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 23, 2014, 03:43:38 pm
I was able to solve this particular problem for now at least.

I was playing on the 2012 Media VPs, but I switched the mod ini thing to the 2014 Media VPs, and that fixed things so I was able to complete the campaign.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on June 23, 2014, 04:22:56 pm
Yes  in the mediavps 2014 the artemis DH model is artemisDH.pof, but in the 3.6.12 mediavps it is bonus2t-01.pof because there was not an upgraded model.  The upgraded model should have been included for use with the 3.6.12 mediavps.
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 23, 2014, 06:23:29 pm
One thing I did notice using the 2014 VPs is that the Arcadia looks really pretty now.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on June 23, 2014, 11:23:59 pm
I'm thinking that with the recent fixes derelict 3.7 may be compatible with the mediaVPs_2014.
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 24, 2014, 01:01:26 am
For what it's worth the final two playable missions ("Momento Mori" and "Hail Mary") seemed to work fine with the 2014 VPs.
Title: Re: RELEASE: Derelict 3.7
Post by: SF-Junky on June 28, 2014, 05:29:07 am
Probably, trebuchets are assigned to a number of ships in that mission (Black, Grey & Gold wings).  And there's this SEXP which I presume means that all hostile ships in the mission will Treb the Einstein when Green wing arrives (ouch)

Code: [Select]
$Formula: ( when
   ( has-arrived-delay 0 "Green" )
   ( good-secondary-time
      "Hostile"
      100
      "Trebuchet"
      "Einstein"
   )
)
+Name: Use Trebs against Einstein
+Repeat Count: 1
+Interval: 1

That event isn't present in either the original retail release or Blaise Russel's 2005 re-release.  Additionally, in those releases, only Grey wing has Trebuchets.  So when and why was it rebalanced?
I made these changes, because (at least on medium difficulty) it is all too easy to destroy all bombers without the Einstein even suffering a scratch, but it still gets destroyed because of a "containment failure" due to battle damage. I think the current setting makes it a little more credible. Do you think I went too far? :)


Good news:

The updated mission worked and I got two escape pods.


Not great news:
I think this is one of those missions that is maybe supposed to be lost because I saved all the convoy craft (except for the Einstein) but in the mission debriefing it said the loss of the convoy ships was disappointing but understandable due to the number of enemy ships.  It then said they will try to get MT help.

However, this is better than before due to the fact that the  debriefing now talked about how you at least saved some of the scientists and research (on the pods).
Yes, the Einstein is supposed to be destroyed. It always happens. Even if it survives the pirate attacks with 100% hull integrity, it loses containment due to battle damage as soon as 90% of the pirate bombers are destroyed. The debriefing does indeed sound a little strange as it always says that "Without the science vessels, their crews and their research, it seems that we will fall seriously behind in our research into the Nyarlathotep." even if you save the escape pods and therefore did not lose any scientists.

Oh, and sorry about that artemisdh.pof. I oversaw that I had changed the model name. This was necessary because otherwise the game would have used the retail model which really does not live up to today's standards. :D So, yeah, you now need the 2014 mediavps to play Derelict. I changed the opening post accordingly.
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 28, 2014, 02:03:23 pm
Yes, the Einstein is supposed to be destroyed. It always happens. Even if it survives the pirate attacks with 100% hull integrity, it loses containment due to battle damage as soon as 90% of the pirate bombers are destroyed. The debriefing does indeed sound a little strange as it always says that "Without the science vessels, their crews and their research, it seems that we will fall seriously behind in our research into the Nyarlathotep." even if you save the escape pods and therefore did not lose any scientists.

At least now it says (I forgot the exact wording) "at least you saved something so it's not a total loss" if you save the Einstein's pods.
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on June 28, 2014, 03:06:53 pm
I made these changes, because (at least on medium difficulty) it is all too easy to destroy all bombers without the Einstein even suffering a scratch, but it still gets destroyed because of a "containment failure" due to battle damage. I think the current setting makes it a little more credible. Do you think I went too far? :)

It depends on your purpose.  Are you doing a simple straight conversion of Derelict to use the most recent MVPs, like Blaise Russel did?  Or are you fixing some bugs and inconsistencies, like a mini-"Derelict Reborn"?

I think it would be acceptable to change the balance slightly, but it sounds like you changed the balance significantly if CT27 was having so much trouble with it.  The best balance, IMHO, would be the Einstein suffering some damage (i.e. more than "just a scratch") but not so much that the player is in danger of losing it before the scripted event.
Title: Re: RELEASE: Derelict 3.7
Post by: SF-Junky on June 29, 2014, 02:19:29 am
It depends on your purpose.  Are you doing a simple straight conversion of Derelict to use the most recent MVPs, like Blaise Russel did?  Or are you fixing some bugs and inconsistencies, like a mini-"Derelict Reborn"?

The latter rather than the former.


Quote
I think it would be acceptable to change the balance slightly, but it sounds like you changed the balance significantly if CT27 was having so much trouble with it.  The best balance, IMHO, would be the Einstein suffering some damage (i.e. more than "just a scratch") but not so much that the player is in danger of losing it before the scripted event.

CT27's trouble came from the simple fact, that the second escape pod didn't show up due to the arrival trigger error I caused. The scripted event that destroys the Einstein kicks in when either its hull integrity is down to 80% or 90% of Black wing are destroyed. So I think the current solution is pretty close to what it's supposed to be.
Title: Re: RELEASE: Derelict 3.7
Post by: Soul Reaver on July 10, 2014, 06:12:56 am
Just started playing this with MediaVPS 2014 and noticed the bugs mentioned above as well (Arcadia looks ugly, nav buoy missing etc).

It sounds like a lot of these issues are being fixed at this very moment - is there a plan to release a newer Derelict package with these fixes implemented?  Because so far it's been a great campaign.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on July 10, 2014, 07:11:56 am
Just started playing this with MediaVPS 2014 and noticed the bugs mentioned above as well (Arcadia looks ugly, nav buoy missing etc).

It sounds like a lot of these issues are being fixed at this very moment - is there a plan to release a newer Derelict package with these fixes implemented?  Because so far it's been a great campaign.
The problems have been fixed in the updated release.  Make sure you have the current release.  If the Arcadia looks ugly there is something wrong with your setup.  You might want to post a log.
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on July 10, 2014, 01:39:14 pm
Also, make sure you're playing with a recent nightly build.
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on July 11, 2014, 01:46:59 am
If someone has the unpatched version of the Derelict campaign, I'd appreciate some feedback on whether the nightly builds fix the navbuoy bug:
http://scp.indiegames.us/mantis/view.php?id=3055
Title: Re: RELEASE: Derelict 3.7
Post by: Soul Reaver on July 12, 2014, 07:29:56 am
I've downloaded the new release of Derelict and things seem to be much better now.  However, I should point out that the core package didn't seem to contain the mod.ini or the .blp file anymore - I'm guessing they were overlooked?

If someone has the unpatched version of the Derelict campaign, I'd appreciate some feedback on whether the nightly builds fix the navbuoy bug:
http://scp.indiegames.us/mantis/view.php?id=3055

Unfortunately I don't have the unpatched build anymore right now, but I can confirm the following:

I initially played the unpatched Derelict on 3.7.2 RC3.  This unpatched version had the nav buoy bug.

I then played the newer, patched Derelict on the same build (3.7.2 RC3).  That worked.

However, on both of the above, I noticed that after the end of the second 'red alert' mission, my loadout reverted from a custom, reduced loadout to a 'standard' loadout on my fighter.  Should I try it with a newer nightly build to see if it still occurs?
Title: Re: RELEASE: Derelict 3.7
Post by: SF-Junky on July 13, 2014, 02:47:10 pm
I've downloaded the new release of Derelict and things seem to be much better now.  However, I should point out that the core package didn't seem to contain the mod.ini or the .blp file anymore - I'm guessing they were overlooked?
*sigh*

There's always something. ;-)
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on July 14, 2014, 03:25:23 am
If someone has the unpatched version of the Derelict campaign, I'd appreciate some feedback on whether the nightly builds fix the navbuoy bug:
http://scp.indiegames.us/mantis/view.php?id=3055

Unfortunately I don't have the unpatched build anymore right now

Niffiwan confirmed the fix, so this is no longer needed.

Quote
However, on both of the above, I noticed that after the end of the second 'red alert' mission, my loadout reverted from a custom, reduced loadout to a 'standard' loadout on my fighter.  Should I try it with a newer nightly build to see if it still occurs?

Yes, please do.
Title: Re: RELEASE: Derelict 3.7
Post by: Soul Reaver on July 16, 2014, 03:35:42 am
Quote
However, on both of the above, I noticed that after the end of the second 'red alert' mission, my loadout reverted from a custom, reduced loadout to a 'standard' loadout on my fighter.  Should I try it with a newer nightly build to see if it still occurs?

Yes, please do.

Ok, I can confirm that with a more recent nightly build (20140711_r10911) this works as intended - it kept the custom loadout for all of the 'red alert' missions.
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on July 16, 2014, 08:38:51 pm
Super. :yes:  That's probably due to niffiwan's work on Mantis #3056 (http://scp.indiegames.us/mantis/view.php?id=3056).
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on July 16, 2014, 10:52:13 pm
I can also confirm this works on 10918.
Title: Re: RELEASE: Derelict 3.7
Post by: AdmiralRalwood on July 18, 2014, 06:45:18 pm
Just had a user come onto IRC complaining about the beacon bug; they got Derelict through the installer. Why is this not the version on the installer?
Title: Re: RELEASE: Derelict 3.7
Post by: dan87uk on July 31, 2014, 01:55:47 pm
Been doing my full Freespace marathon Binge the last few weeks after rediscovering it, I have just finished the Derelict campaign from start to finish with MediaVPS_2014 and I can confirm that all the missions worked fine (I had a few crash outs but that's more to do with my computer being overtaxed by all the graphical goodness not the missions)

I remember playing through this many years ago and liking it, but with the improved graphics its just even more immense, good job done all round! thank you!

 :yes2:
Title: Re: RELEASE: Derelict 3.7
Post by: Ctoagu on August 13, 2014, 09:17:29 pm
There appears to be an issue in the mission "The Third Man" with the shuttle attempting to dock with the Ithaca. The shuttle in this case simply keeps flying straight when it jumps in, and just keeps on going straight forever, sending the docking countdown backwards even. So far, I've only had this problem with the 2014 MediaVPs, and the problem went away when I went back to 3.6.12.
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on August 13, 2014, 09:44:39 pm
Sounds like a problem with the paths on one of the models.  I've filed a report on HLP Mantis: http://www.hard-light.net/mantis/view.php?id=1006
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on August 18, 2014, 06:10:57 pm
I sort of had this same problem when testing the mission in the tech room.  I was also using MediaVPs_2014.

The transport did go past the corvette in a straight line for a while.  However, I used time acceleration and after a while, it did eventually turn around and moved to dock with the corvette.
Title: Re: RELEASE: Derelict 3.7
Post by: Stormcrow on February 06, 2015, 07:40:05 am
Sorry for graverobbing this thread (pun definitely intended), but I would like to know whether a reinstall of this version over the SCP-version linked to in the wiki will overwrite my campaign file?
In a related issue, I am stuck in "Descent" (the mission where the Auriga first appears), since the mission simply doesn't end. I've tried destroying the Auriga (did nothing), warping out (got me chewed out) and dying five times in a row so I could skip it (which took me back to the SAME mission again twice in a row). I was wondering whether there is a fix for this issue or, if not, if a fresh installation of this version would fix the problem.
Thanks in advance!
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on February 06, 2015, 09:01:11 am
The campaign name is the same so you should be able to install this without overwriting your progress.  Make sure and follow the directions in the original post. 
Title: Re: RELEASE: Derelict 3.7
Post by: noretoc on February 16, 2015, 04:16:24 pm
Sorry for graverobbing this thread (pun definitely intended), but I would like to know whether a reinstall of this version over the SCP-version linked to in the wiki will overwrite my campaign file?
In a related issue, I am stuck in "Descent" (the mission where the Auriga first appears), since the mission simply doesn't end. I've tried destroying the Auriga (did nothing), warping out (got me chewed out) and dying five times in a row so I could skip it (which took me back to the SAME mission again twice in a row). I was wondering whether there is a fix for this issue or, if not, if a fresh installation of this version would fix the problem.
Thanks in advance!
Same issue here.  I was really getting into it too.  Can't go any further.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on February 16, 2015, 06:43:02 pm
If you got your version of derelict from the installer it is not the up to date version.  Go to the first post in this topic and download Derelict 3.7.
Title: Re: RELEASE: Derelict 3.7
Post by: noretoc on February 16, 2015, 07:55:51 pm
If you got your version of derelict from the installer it is not the up to date version.  Go to the first post in this topic and download Derelict 3.7.
This is the version I'm using.  The one from this thread.  Still can't complete that mission.  Never get the ok to jump.
Title: Re: RELEASE: Derelict 3.7
Post by: tomimaki on February 17, 2015, 06:25:47 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on February 17, 2015, 08:40:22 am
Could you post the file name rather than the mission name?  It should be in the format dl1-01.  You can get the file name by going to the tech room in the mission simulator.  Make sure you have campaign missions selected.  Look at the bottom mission and look to the right it should list a file name.  The bottom one is the last successfully completed mission.  The file name for the mission Descent should be the next sequential number.

Never mind, it's dl2-10.  Played the mission and didn't have any problems. 
The Awacs has to be scanned and destroyed.  This should allow the Swiftsure to arrive.  The Swiftsure has to dock with the station and then undock  The Auriga should arrive, fire at the Cipher, destroy the station and depart.  To complete the mission the Swiftsure and the Cipher have to depart safely. 
Title: Re: RELEASE: Derelict 3.7
Post by: noretoc on March 03, 2015, 06:55:09 pm
The swiftsure come in docks departs, the event horizon gets destroyed, but the Cypher just sit there.  It show no orders. and i never get the clear to leave.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on March 03, 2015, 10:51:57 pm
Does the event horizon get destroyed by the Auriga?  The Auriga should fire at the Cypher and the Cypher should bug out and then the Auriga should destroy the event horizon.  I haven't been able to duplicate your problem.  What version of FSOpen are you using and are you using the Mediavps-2014?
Title: Re: RELEASE: Derelict 3.7
Post by: noretoc on March 04, 2015, 06:55:32 am
I don't remember the Auriga coming in.  I will play it again tonight and check.
using fs2_open_3_7_1_SSE_20150119_r11221
I have Mediavps2014 but I don't think the mod is set to use it.
mod ini says:
[multimod]
primarylist  = ;
secondrylist = ,mediavps_3612;

That is the way it came.
Title: Re: RELEASE: Derelict 3.7
Post by: tomimaki on March 04, 2015, 07:33:38 am
You have older version of Derelict.
Title: Re: RELEASE: Derelict 3.7
Post by: noretoc on March 04, 2015, 08:54:02 am
Can someone point me to the new version then, because the link in this thread goes to the version I am playing.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on March 04, 2015, 09:24:22 am
mod ini says:
[multimod]
primarylist  = ;
secondrylist = ,mediavps_3612;

That is the way it came.
Change the mod.ini to
primarylist  = ;
secondrylist = ,MediaVPs_2014;
It may be the combination of using the newer exe file with the 3612 mediavps that's causing the problem.

The Auriga should arrive after Maul wing and the cruiser Hephaestus are destroyed and the swift sure is > 1000 meters from the event horison
Title: Re: RELEASE: Derelict 3.7
Post by: noretoc on March 04, 2015, 04:22:58 pm
Tried this, but still no luck.  The Auriga never shows up.  After the event Horizon is destroyed, and the Hephaestus is destroyed all that's left is maul wing.  I clean them up and the cypher just sits there.  no other ships come in, and the cyphus never goes anywhere.  Is there anyway to bypass the mission, I would really like to see the rest of the campaign.
Title: Re: RELEASE: Derelict 3.7
Post by: Lorric on March 04, 2015, 04:32:03 pm
Get yourself killed 5 times (replaying after each death) and you should get the option to skip the mission.

Or if you press CTRL+SHIFT+S in the campaign missions part of the techroom it will open up all the missions to play in there and then you can just work your way down the list from where you left off one by one.
Title: Re: RELEASE: Derelict 3.7
Post by: Macfie on March 04, 2015, 08:18:17 pm
Tried this, but still no luck.  The Auriga never shows up.  After the event Horizon is destroyed, and the Hephaestus is destroyed all that's left is maul wing.  I clean them up and the cypher just sits there.  no other ships come in, and the cyphus never goes anywhere.  Is there anyway to bypass the mission, I would really like to see the rest of the campaign.

There's your problem.  You let the event horizon get destroyed.  It is supposed to still be present.  The Auriga is supposed to destroy it.
The destruction of the Event Horizon is preventing the events from occuring.
Title: Re: RELEASE: Derelict 3.7
Post by: maquise on May 30, 2020, 12:24:08 pm
Is there a way to go back to Resupply and Revelation from Striking the Line? I didn't bring Trebuchets and now I can't take out the Lillith's beam weapon no matter how hard I try.
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on May 30, 2020, 01:54:30 pm
Unfortunately, no.  This is a limitation of the red-alert system which the original designers did not consider.

Your only solution here is to use cheats.  I recommend either using `9 to switch your secondary weapons or `k to kill the cruiser outright.

There is also a "skipmemymissionyo" cheat which allows "rewinding" the campaign to any mission, but I would not recommend using this as it has not been thoroughly tested.  You would run the risk of corrupting your entire campaign progress if there's an unexpected bug.
Title: Re: RELEASE: Derelict 3.7
Post by: Nightmare on May 30, 2020, 09:27:38 pm
Perhabs it should be fixed one day. Is it impossible even on very easy difficulty?
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on May 30, 2020, 09:38:10 pm
It depends on the pilot's health, weapon loadout, skill, and location.  It's probably possible for some players to take out the turret by spamming Tempests.
Title: Re: RELEASE: Derelict 3.7
Post by: SF-Junky on June 05, 2020, 03:28:52 pm
Why can't you just replay the previous mission from the briefing screen and again do the same in the previous mission? Thereby you should be able to get back to the first mission in the red alert streak.

Also a funny coincidence this thread has been brought back up now, because Scroll of Atankarzim having whet my appetite, I felt like re-playing Derelict - which I did over the past couple of days.

In a first instance, it was nice to see that it plays well with the most recent MediaVPs and builds. One of the advantages of having a campaign which uses virtually no mods and no SCP features. I found plenty of smaller bugs which would make it worth giving this old lady another facelift - it's been seven years since the last one after all. I openly admit, though, that I'm too lazy to do it know. ;)

Boy, this thing is ancient. :) When was it acutally originally released? I remember the first mission of the second act being available as a single mission in one of the official versions of FS2. Man, I still was a child back then and had no idea that there are people out there making entire campaigns. I didn't find out until years later that this mission was actually part of something much larger.

I bet, Derelict is definitely the oldest campaign which is still being played regularly by a significant number of players. As they should, because this is certainly one of the great masterpieces this community has to offer. Yes, technically Derelict is probably below any standard modern-age campaigns have set, but like with all classics there some magic to it. That special charm. Be it the great and unique storyline, Mackies cynicism, or simply the sometimes horribly bad voice acting sound quality, it all comes together within a large role of tuct tape to something none of theser newer days' campaigns can achieve despite all the cool new features and shiny models they bring. I can't describe it, I'd say nobody can, but I'd also say everybody knows what I mean.

Derelict. If you don't like this one, stop playing FreeSpace. :)
Title: Re: RELEASE: Derelict 3.7
Post by: CT27 on June 05, 2020, 06:14:46 pm
Why can't you just replay the previous mission from the briefing screen and again do the same in the previous mission? Thereby you should be able to get back to the first mission in the red alert streak.

Also a funny coincidence this thread has been brought back up now, because Scroll of Atankarzim having whet my appetite, I felt like re-playing Derelict - which I did over the past couple of days.

In a first instance, it was nice to see that it plays well with the most recent MediaVPs and builds. One of the advantages of having a campaign which uses virtually no mods and no SCP features. I found plenty of smaller bugs which would make it worth giving this old lady another facelift - it's been seven years since the last one after all. I openly admit, though, that I'm too lazy to do it know. ;)

Boy, this thing is ancient. :) When was it acutally originally released? I remember the first mission of the second act being available as a single mission in one of the official versions of FS2. Man, I still was a child back then and had no idea that there are people out there making entire campaigns. I didn't find out until years later that this mission was actually part of something much larger.

I bet, Derelict is definitely the oldest campaign which is still being played regularly by a significant number of players. As they should, because this is certainly one of the great masterpieces this community has to offer. Yes, technically Derelict is probably below any standard modern-age campaigns have set, but like with all classics there some magic to it. That special charm. Be it the great and unique storyline, Mackies cynicism, or simply the sometimes horribly bad voice acting sound quality, it all comes together within a large role of tuct tape to something none of theser newer days' campaigns can achieve despite all the cool new features and shiny models they bring. I can't describe it, I'd say nobody can, but I'd also say everybody knows what I mean.

Derelict. If you don't like this one, stop playing FreeSpace. :)


Overall I love Derelict too.  It blends together things like day-to-day minor operations and major fleet actions well.

I actually liked the voice acting, it gave each of your wingmen personalities:
Alpha 2 (Mackie)-cynical sarcastic vet
Alpha 3-eager young rookie
Alpha 4-by the book vet



The only main criticism I have of Derelict is that the two subplots they introduced (1-MT and 2-Mysterious force that got an Iceni somehow at the end) didn't really go anywhere or get resolved fully.
Title: Re: RELEASE: Derelict 3.7
Post by: Su-tehp on June 05, 2020, 06:54:03 pm
Yeah, I have to say I like the wingmen's personalities too. Mackie is a laugh riot with his caustic wit. I'm still playing through Derelict for the first time; I'm about to play "Said the Spider to the Fly" currently.

My question is this: Is there a way to play Derelict with the current MediaVPs? My version of Derelict only has the 3.8 MediaVPS enabled, not 4.3.
Title: Re: RELEASE: Derelict 3.7
Post by: Cobra on June 05, 2020, 10:18:53 pm
The only main criticism I have of Derelict is that the two subplots they introduced (1-MT and 2-Mysterious force that got an Iceni somehow at the end) didn't really go anywhere or get resolved fully.

The Cypher/GTVI Insurrection thing was going to be explored in BWO. I think that was the campaign, at least. We probably would have seen the resolution of the Morgan Technologies subplot, too.

And I hate that voice for Alpha 3. He sounds too young despite my voice being much deeper than that at the time. I hit puberty years earlier, dammit.

My question is this: Is there a way to play Derelict with the current MediaVPs? My version of Derelict only has the 3.8 MediaVPS enabled, not 4.3.

You'll have to edit the .json file to use the new MediaVPs. It's super simple, you're just changing the version numbers in Notepad.
Title: Re: RELEASE: Derelict 3.7
Post by: Goober5000 on June 05, 2020, 10:21:24 pm
Why can't you just replay the previous mission from the briefing screen and again do the same in the previous mission? Thereby you should be able to get back to the first mission in the red alert streak.

The red-alert system only remembers one previous mission.  I made the very same mistaken assumption when I first played Derelict, for the same reason.

Quote
Boy, this thing is ancient. :) When was it acutally originally released?

October 15, 2000.  https://web.archive.org/web/20020210141403/http://freespace.volitionwatch.com/derelict/


Y'all should also check out "Welcome to the Boonies" on Knossos, which has the original Derelict voice acting.
Title: Re: RELEASE: Derelict 3.7
Post by: Cobra on June 05, 2020, 11:45:18 pm
Alpha 2's Australian as ****, and Lonewolf probably wears a ten-gallon hat. :lol:
Title: Re: RELEASE: Derelict 3.7
Post by: Su-tehp on June 06, 2020, 12:44:56 am
I dunno if this had anything to do with the original Derelict voice actors, but I do remember a very early Fresspace mod where a voice-acted wingman kept saying "They're on me like white on rice!" in a hilariously over-the-top boonies accent.

Oddly enough, I think I remember hearing several characters in some of the Wing Commander games saying exactly the same phrase....
Title: Re: RELEASE: Derelict 3.7
Post by: SF-Junky on June 06, 2020, 11:24:50 am
To be clear about this: I was only refering to the quality of some of the sound files. Especially the speaker of Tom Faulkner seemed to have really sub-optimal equipment at hand. :lol: The voice actors all did a great job, especially Ransom Arceihn. I can see why Cobra might not be 100% happy with his voice, but I like this juvenile sound. It's a nice contrast to Alpha 2, reflecting the difference between the two characters: here the hardened veteran, there the greenhorn. Again, it's one of those things those polished modern-age campaigns might not dare doing. But as I said, these were the old days. Campaign developers did a lot more tinkering back then. Another example would be Wayfarer station. Today, we would simply put an Asteria or a Lycaon in there or any other new model. Back then all those mods were not available so they had to put something together and made up a nice background story in the process. And I simply love it to look back at those old days every now and then.

Disclaimer: Yeah, I might be a little over-sentimental, but what dafuq. I'm old enough for it. :p