Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Blaise Russel on January 22, 2006, 01:58:02 pm

Title: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on January 22, 2006, 01:58:02 pm
If you're going to play Derelict with FSO, you will need this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/DerelictPatch.zip). Extract the .vp file from the zip to your \freespace2\derelict\ folder. This patch fixes an issue in the mission "Rites of Passage", where the governor's shuttle cannot dock with Luxor station and instead just rams it until the shuttle is destroyed.
Also note that DerelictPatch.vp is NOT the same file as DerelictSCPPatch.vp.


As seen here. (http://www.sectorgame.com/forums/viewtopic.php?t=2090)

It's done. Super shiny fully voice-acted goodness. It's been a long time coming (almost a year, I think) but it's finally done. I can now get on with my life.

So here it is. Thanks go to: Agatheron and Kellan and the rest of the original Derelict crew; Ransom Arceihn, Cobra, Spaceman Spiff, Mongoose, Redberg, Getter Robo G, Ionia23, Stunaep, Nix, Darkblade and Azrael15; and an extra special thanks to Nix for being kind enough to mirror the mammoth voicepack files.

Pictures: 1 (http://www.sectorgame.com/blaise/derelict/dlpic1.jpg) 2 (http://www.sectorgame.com/blaise/derelict/dlpic2.jpg) 3 (http://www.sectorgame.com/blaise/derelict/dlpic3.jpg) 4 (http://www.sectorgame.com/blaise/derelict/dlpic4.jpg) 5 (http://www.sectorgame.com/blaise/derelict/dlpic5.jpg) 6 (http://www.sectorgame.com/blaise/derelict/dlpic6.jpg)

All right, here you go: http://hosted.filefront.com/BlaiseRussel/1537576 (http://hosted.filefront.com/BlaiseRussel/1537576)

DerelictSCP is the core campaign, while packs 1, 2, 3 and 4 are the special, briefing, command briefing and debriefing voice packs respectively.

Mirrors

Nix has generously provided a mirror. (http://nix1999.shackspace.com/) You'll need a free account at Fileshack to download anything other than the core campaign file.

FreeSpaceMods.net mirror (http://freespacemods.net/download.php?view.582) (contains all the files in a single package)

Enjoy. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on January 22, 2006, 02:26:07 pm
You've done a service, sir. Nice work (especially the Cypher voice; who did that, BTW?)
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on January 22, 2006, 02:51:06 pm
What SCP version is the taylored to work on?  Current CVS doesn't like it at all for me.  Lots of debug warnings on the first mission alone, and it won't get past mission load when running a release build.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 22, 2006, 03:17:32 pm
i want to mention before anyone downloads this, i was in a small environment, and if i spoke too loud i'd piss off the people in the other room (i could only find the time to do the voices at night), so you might hear some of my lines to be forced emotions, if you catch my drift. :)

hmmm... i'm getting dock errors from hell, as StratComm puts it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on January 22, 2006, 06:00:09 pm
What SCP version is the taylored to work on?  Current CVS doesn't like it at all for me.  Lots of debug warnings on the first mission alone, and it won't get past mission load when running a release build.

I've been using this build, (http://www.hard-light.net/forums/index.php/topic,37643.0.html) since the CVS builds I tried didn't have any music. I've also been using the 3.6.8 Media VPs.
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on January 22, 2006, 06:44:54 pm
Ah, that did it.  Thanks.  I'm not sure what the deal is, but CVS from the past couple of weeks is having coniptions over initial docking groups with the first mission, so avoid those builds unfortunately.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on January 22, 2006, 06:55:42 pm
I did the voice of the Cypher, nuclear1.  I thought ransom's part was absolutely golden (alpha 2).  In the subspace corridor, the lines Cobra and Ransom did, "But my grandfather died in the Great War, remember?", had me laughing so hard.  Great job guys.  That was awesome. 

I'll also mention one word if people are apprehensive about downloading from Fileshack.  Bugmenot.  It's hit and miss, but it beats having to fill out the signup form.  That, and most updated browsers should allow you to "temporarily disable popups for...", making it a one-shot deal to allow the pop up window displaying the download queue to appear.  You shouldnt have to disable popups globally in the browser.  Filefront is a great service too, and lets you get around the signups.  Fileshack's pretty fast though regardless if you have a mercury account or not. 

I've experienced one error myself using the base 3.6.7 build, upon the second SOC mission, it drops out with an error.  I'm happy to report using the build Blaise suggested, the voice recgonition build allows for that mission to load without an error.  So far, everything's working great. 
I did have to make a new pilot for some reason when I started this campaign.  I think my old pilot was just goofy or something. But I loaded up the voice build and it works great. 

I noticed something funny though.  Sometimes, ships will have a difficult time reaching thier waypoints.  On the mission where you escort Meridian and Haulian to the jump point, meridian hit it's waypoint, but sat there and rotated for about 5 ingame minutes, like it was trying to find the correct angle to hit the waypoint.  It was quite funny actually, but I have not seen that in any other mission yet.  The bad part is that meridian had to reach that waypoint to trigger the next part of the mission, which is to jump into the subspace corridor.

At the rate it was spinning around, I think the people would be mush from the G's experienced. :lol:
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on January 22, 2006, 07:01:36 pm
That's probably an instance of waypoints-completed when a distance from object SEXP should have been used.  Not uncommon for this to happen with larger ships, unfortunately.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on January 22, 2006, 07:30:54 pm
I did the voice of the Cypher, nuclear1.

Well, good job mate. All of the voiceacting is done very well, but I really think you did a great job at capturing how I always thought the Cypher's captain sounded. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Azrael15 on January 22, 2006, 08:00:03 pm
*Cough*

I've been waiting for this...

I hope my 56k can handle it...  :eek2:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Polpolion on January 22, 2006, 08:10:20 pm
Hey! no fair! SCP only?

 :(

 :sigh:

 :(
Title: Re: RELEASE - Derelict SCP Edition
Post by: bfobar on January 22, 2006, 09:28:36 pm
You mean I just played through 45 missions of derelict to see the high poly lucifer and hecate shoot things and now I have to do it again because it's better with voice acting? WAAAAAAAHHH!!
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on January 22, 2006, 09:49:16 pm
Well, my first impression is, wow.  I'd almost forgotten what it was like to play a campaign with voice, but this voice is over the top in terms of quality.  My only complaint with it is that the voice is too muffled across the board, and gets drowned out by combat easily.  A quick change of my sound settings, though, and that's not a problem anymore.  The Vasudan speech is especially nice, so an extra thumbs up for that.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 22, 2006, 10:17:32 pm
dammit, it's not working for me. :(
Title: Re: RELEASE - Derelict SCP Edition
Post by: CP5670 on January 22, 2006, 10:19:11 pm
Downloading it now; I'll give it a try sometime tomorrow. It's rare that you get a campaign with voices. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on January 22, 2006, 10:46:44 pm
dammit, it's not working for me. :(

Can you elaborate?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Azrael15 on January 22, 2006, 11:25:20 pm
I believe I was the one who got... uh... conscripted... into doing the Vasudan parts. I think I did all of them and Blaise did the crazy translator bits... that must've taken forever, it took me awhile just to do a few of em!

I'm still downloading it. 56k ho!

Good job, Blaise  :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: WMCoolmon on January 22, 2006, 11:32:43 pm
I'd love to download it, but Filefront refuses to work for me. Every time I click the "Download Now" link, it just refreshes the page.

Edit: I don't really mind an account, but I don't trust any site that opens pop-ups at all. Isn't there any better places online to host files? I almost miss Fileplanet...  :sigh:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 23, 2006, 01:05:49 am
dammit, it's not working for me. :(

Can you elaborate?

i'm having the problem StratComm had before he switched to the other build which doesn't work for me. :(
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on January 23, 2006, 01:44:12 am
dammit, it's not working for me. :(

Can you elaborate?

i'm having the problem StratComm had before he switched to the other build which doesn't work for me. :(

Is it crashing to desktop with a windows crash box, and no SCP-related output?  With my main pilot I've used for ages now, the exe would crash without an error message to desktop.  Making a new pilot file fixed it for me. I dont know if cloning a pilot will copy over the key bindings you may have customized on your pilot, but if it doesnt, trust me.  It's worth re-setting up all over again. 
Use the new voice-recgonition build and make a new pilot, it might fix the problems.

Also, try putting just the campaign and the four voice packs in it's own directory, get rid of the data directory if it exists, and re-select the campaign in the launcher.  Make sure on the campaign room you've selected Derelict.  I remember I had to do this, select the campaign in the campaign room when I got it to load.   If you're mixing this with the old derelict builds, this might cause problems too, so get the vp's by themselves.

I'd love to download it, but Filefront refuses to work for me. Every time I click the "Download Now" link, it just refreshes the page.

Edit: I don't really mind an account, but I don't trust any site that opens pop-ups at all. Isn't there any better places online to host files? I almost miss Fileplanet...  :sigh:

When you go to download the files from my site, it simply pops up the download queue, and since it's not part of thier normal, high-traffic files, it should allow you to download immediately.  It's not advertisement based or anything.  If it is, it's nothing intrusive.  It's about the same thing as downloading it from fileplanet, didnt they use a pop up window in order to show thier download queue?  I've tested it in Firefox, 1.5 that is, and you can choose to open the popup window once without globally enabling it.  I'm sure there's something in IE that allows you to Temporarily allow popups, meaning they arent enabled globally.  You wont get bombarded with ads or anything either, and shouldn't, because these files are not in thier main download library, rather, on FTP space that I "own" that's taken care of by Fileshack.  Bla-de-bla-de-bla.  Simply put, you have nothing to fear from Fileshack.  I refuse to use services like Rapidshare, and FileH creeped me out about how... "free" everything was.  I'f you're creeped out about the account signup process, use bugmenot. 

 
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 23, 2006, 02:06:22 am
i've already done every god damn thing you mentioned. it's so unfair! :sigh:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Shiku on January 23, 2006, 07:00:57 am
Will the voices work with the old non-SCP version, or do you need to have SCP?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Setekh on January 23, 2006, 07:47:51 am
nuclear1 said it. That's awesome. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rott3 on January 23, 2006, 09:07:12 am
 Just finsihed playing the first few missions and oh my god. A campaign that was already excellent just got massively better. A job well done, lads.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 23, 2006, 11:33:48 am
my errors. the last one is pretty strange.

Warning: No dock leaders found in the docking group containing Ore Carrier 1.  The group will not appear in-mission!

File:c:\fs2_open\code\mission\missionparse.cpp
Line: 5457
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20060116.exe 006e48a9()
    fs2_open_d-20060116.exe 006e9131()
    fs2_open_d-20060116.exe 006ea442()
    fs2_open_d-20060116.exe 008aba8f()
    fs2_open_d-20060116.exe 006c881b()
    fs2_open_d-20060116.exe 006d5c3d()
    fs2_open_d-20060116.exe 0088675d()
    fs2_open_d-20060116.exe 006d465c()
    fs2_open_d-20060116.exe 00886d7c()
    fs2_open_d-20060116.exe 006d7cd5()
    fs2_open_d-20060116.exe 006d7f59()
    fs2_open_d-20060116.exe 00b3ffb7()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------


Warning: No dock leaders found in the docking group containing Ore Carrier 2.  The group will not appear in-mission!

File:c:\fs2_open\code\mission\missionparse.cpp
Line: 5457
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20060116.exe 006e48a9()
    fs2_open_d-20060116.exe 006e9131()
    fs2_open_d-20060116.exe 006ea442()
    fs2_open_d-20060116.exe 008aba8f()
    fs2_open_d-20060116.exe 006c881b()
    fs2_open_d-20060116.exe 006d5c3d()
    fs2_open_d-20060116.exe 0088675d()
    fs2_open_d-20060116.exe 006d465c()
    fs2_open_d-20060116.exe 00886d7c()
    fs2_open_d-20060116.exe 006d7cd5()
    fs2_open_d-20060116.exe 006d7f59()
    fs2_open_d-20060116.exe 00b3ffb7()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------


Warning: No dock leaders found in the docking group containing Ore Carrier 3.  The group will not appear in-mission!

File:c:\fs2_open\code\mission\missionparse.cpp
Line: 5457
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20060116.exe 006e48a9()
    fs2_open_d-20060116.exe 006e9131()
    fs2_open_d-20060116.exe 006ea442()
    fs2_open_d-20060116.exe 008aba8f()
    fs2_open_d-20060116.exe 006c881b()
    fs2_open_d-20060116.exe 006d5c3d()
    fs2_open_d-20060116.exe 0088675d()
    fs2_open_d-20060116.exe 006d465c()
    fs2_open_d-20060116.exe 00886d7c()
    fs2_open_d-20060116.exe 006d7cd5()
    fs2_open_d-20060116.exe 006d7f59()
    fs2_open_d-20060116.exe 00b3ffb7()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------


Assert: (pobjp->flags & P_SF_DOCK_LEADER)
File: c:\fs2_open\code\mission\missionparse.cpp
Line: 2183
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20060116.exe 006e5074()
    fs2_open_d-20060116.exe 006e66ab()
    fs2_open_d-20060116.exe 006e6b76()
    fs2_open_d-20060116.exe 006e913d()
    fs2_open_d-20060116.exe 006ea442()
    fs2_open_d-20060116.exe 008aba8f()
    fs2_open_d-20060116.exe 006c881b()
    fs2_open_d-20060116.exe 006d5c3d()
    fs2_open_d-20060116.exe 0088675d()
    fs2_open_d-20060116.exe 006d465c()
    fs2_open_d-20060116.exe 00886d7c()
    fs2_open_d-20060116.exe 006d7cd5()
    fs2_open_d-20060116.exe 006d7f59()
    fs2_open_d-20060116.exe 00b3ffb7()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 23, 2006, 12:55:01 pm
Ahh, what a beauty to see this up and running at last :).

Yes, some general tweaking is needed to get all the voices at a comfortable volume.  In my case, I set "voice" at maximum and shut off music and effects.  Cranked up the volume on my speakers, started a mission, then brought in the music and effects to a comfortable level.

This makes such a huge difference.  I couldn't be happier to tackle this whole thing again. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Reppyboyo on January 23, 2006, 03:08:30 pm
Damn it just as Im half way though the campaign you release a voice acting version!

DAMN YOU ALL!

Oh, and thanks  :lol:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on January 23, 2006, 03:28:47 pm
I just went through the files manually and found just about the ****ing funniest blooper I've ever heard in my life. My conclusion now is that Matt should go and start his own band. :lol:
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 23, 2006, 03:55:31 pm
Didn't work at all for me. Locked up the PC and I had to reset. I'll try and figure out what was happening later.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on January 23, 2006, 04:35:22 pm
I'm using a very clean install of FS2 and have everything segmented into thier own folders so one campaign pack will not conflict with another.  With the exception of the MediaVP 3.6.7 and using the latest build, everything appears as a standard install.  Something must be hiding in your main data folders or effects folders or something.  Check those, and if all else fails, re-install FS2 and re-patch FS2 to a different directory, JUST TO TEST.  If it works in that install, then there's something hanging out where it shouldnt in your main install.  I'm just suggesting the things I do whenever I have problems like this.  With the exception of using the latest build because I honestly havent been keeping up on the latest CVS builds (that, and I've heard of some major bugs in them as of right now).  I'm also running it in OpenGL.  I've had massive problems with running anything in D3D as of late.  I guess you could blame ATI for that... but it looks like Cobra's problems arent related to what graphics settings he's using.  I'd suggest going through your data folders and make sure that if there's anything at all in there that doesnt need to be there, get rid of it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 23, 2006, 04:43:30 pm
I just went through the files manually and found just about the ****ing funniest blooper I've ever heard in my life. My conclusion now is that Matt should go and start his own band. :lol:

Which one??
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on January 23, 2006, 04:59:55 pm
Spoiler:
Open DerelictSCP1.vp and look for a file named "dl06_lwf4 (blooper).ogg".
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 23, 2006, 05:01:15 pm
@Nix : Was that aimed at me?

Cause I was just reporting that I'd had problems in case anyone else gets the same or in case one of the coders had ideas on what could be wrong (anything that locks up the PC like that needs to be reported even if I had got the wrong files somewhere). :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 23, 2006, 05:17:48 pm
hahaha, i just checked out the file named dl35_omg1(blooper). that was funny as hell, and a very nice James Kirk voice. :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 23, 2006, 05:39:28 pm
Can't wait to get to the ending credits and see who voiced the Meridian and Alpha2.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cyker on January 23, 2006, 05:43:44 pm
Woohoo!!!
I've been waiting sooo long for this to come out!!!

Now, I must confess, I preferred the original voice acting to the new ones (If you have ever heard the original voices you'll probably understand :D), but the fact that the WHOLE campaign has been scripted is just friggin' awesome! :yes:

There goes another week of my life to play through it...
;) :D :nod: :lol: :wakka:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on January 23, 2006, 05:45:18 pm
Can't wait to get to the ending credits and see who voiced the Meridian and Alpha2.

You can just check the first post of the Roll Call thread as well.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 23, 2006, 06:23:06 pm
now, will someone help me? xD
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on January 23, 2006, 07:01:19 pm
@Nix : Was that aimed at me?

Cause I was just reporting that I'd had problems in case anyone else gets the same or in case one of the coders had ideas on what could be wrong (anything that locks up the PC like that needs to be reported even if I had got the wrong files somewhere). :)
Was aimed more at Cobra than anyone else.  :)


now, will someone help me? xD
Have you read anything I've posted beyond the first post??
Title: Re: RELEASE - Derelict SCP Edition
Post by: Azrael15 on January 23, 2006, 07:03:28 pm
This has credits? Awesome. My name in lights... uh... text!  :lol:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Gloc on January 23, 2006, 07:13:20 pm
Gentlemen, I am deeply in your debt. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Polpolion on January 23, 2006, 09:36:35 pm
 :(   :(

Is there any way to get the voice pack to work without the SCP?
Title: Re: RELEASE - Derelict SCP Edition
Post by: perihelion on January 23, 2006, 09:59:01 pm
Thanks for all your efforts guys.  I can't tell you how much I've been looking forward to this.   I deliberately refrained from playing any of the earlier versions of this campaign when I heard what you were working on.  This looks to be a blast.

First few missions definitely have the creepiness factor ramped up!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 23, 2006, 11:17:08 pm
@ Nix: uh, i said i had already done the things you suggested, but they didn't work, so your info was useless to me. :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: redmenace on January 23, 2006, 11:33:19 pm
The CVS Builds (http://www.hard-light.net/forums/index.php/topic,34852.from1138079643/topicseen.html#msg775590) have been updated, FYI.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 23, 2006, 11:37:10 pm
i'm getting a 404.
Title: Re: RELEASE - Derelict SCP Edition
Post by: freespacegundam on January 24, 2006, 12:12:07 am
First of all let me say the voice acting is a welcome treat for such a stellar campaign.  You folks really outdid yourselves on this one.

Now, on to the complaining.  For some reason when I play everything works fine, except I have no nebula backgrounds at all.  Planets and stars are fine, but no nebulas.  I'm using 3.6.7 with most of the enhanced features and media vps going for me.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Trivial Psychic on January 24, 2006, 12:19:44 am
You need Lightspeed's special nebulae pack, and the accompanying stars table file.  Blaise is a big fan of those packs, adding them into pretty much every one of his campaigns, starting with STL.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 24, 2006, 12:52:22 am
even with the new SCP build it won't play! :(
Title: Re: RELEASE - Derelict SCP Edition
Post by: Col. Fishguts on January 24, 2006, 06:35:13 am
:( :(

Is there any way to get the voice pack to work without the SCP?

It's probably easier to get FS_open running on your machine, what's the holdup there ?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on January 24, 2006, 06:38:34 am
Strange problem..

Campaign not found!  I went back and noticed even if you delete the data folder it makes a new blank one. Anyway I extracted all the relevant files from vp including copy of campaign file and ported to appropriate folders like teh old way, still no go.. I then copied all vp's to root also including campaign file, no go. I even went back to 3.6 open and launcher, still no go.

End result:  game plays no probs BUT only lists main fs2 campaign, Derelict cannot be located...?

Any ideas?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on January 24, 2006, 06:51:52 am
:(   :(

Is there any way to get the voice pack to work without the SCP?

If you want to go through the original campaign and rename all the voice file references to the new system, sure. However, you're better off just using the SCP, as suggested. The entire point of this project was to update an old favourite; I don't particularly want to go back to the ugly, slightly buggier FS2 Retail version. SCP is the future, baby.

Quote from: Getter Robo G
Strange problem..

All I can suggest is a new pilot - after that, it's beyond me.



Anyway, I'm glad it's going well (with one or two exceptions, unfortunately) and I'm happy the voices have been well-received. I was very impressed with the quality of the volunteers' submissions, and the depth or range that each individual actor brought to his role or roles. I hope I've done the campaign justice. Of course, my secret hope is that a few years from now, someone will say "Y'know, Derelict's a really good campaign... wouldn't it be nice if it had custom command briefing animations..."

But for now, this is enough.  :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 24, 2006, 09:40:07 am
:(   :(

Is there any way to get the voice pack to work without the SCP?

Only if you converted all the .ogg samples to .wav and then edited every single mission in Derelict to play them.

And if Blaise changed any of the dialogue you'd need to edit that too.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on January 24, 2006, 01:13:21 pm
Many thanks to you, Blaise, for putting all the effort into updating Derelict and giving all of us the chance to be part of the project.  I can't wait to play through it and see how everyone's parts turned out. :)

(Too bad I didn't think to include my one notable blooper in there; it had me in stitches at least. :p I think I still have it uploaded somewhere, though.)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on January 24, 2006, 02:21:23 pm
Was that the "Aw, ****!" blooper? :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on January 24, 2006, 02:30:58 pm
Strange problem..   Campaign not found!
Make sure you've selected the mod under the MOD tab of the launcher.  If you have done that, then I'm at a loss too.  Make sure you have the voice-recognition build, make sure the mod is selected, and try a new pilot as Blaise suggested. 
@ Nix: uh, i said i had already done the things you suggested, but they didn't work, so your info was useless to me. :p
I find that hard to believe.  It sounds like to me you have some old residuals from old builds hanging around that shouldnt be there.   (perhaps some MAP files or something, I recall phreak started including them last year) Try a fresh install of FS2, retail patch it, and then just adding in the MediaVP's and the voice-recgonition build along with the launcher.  If your install has a lot of old stuff in it that you dont want to lose, just simply re-install FS2 to ANOTHER folder instead of your default location. If you STILL get dock errors and the like, then re-download the campaign and voicepacks.  You *MIGHT* have a corrupt download, and if you STILL get dock errors, then it's beyond me and up to a coder or someone with more techical knowledge about the SCP than I.   Hey, I tried, eh?
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 24, 2006, 03:17:26 pm
*Point*

If you are using a player file that was used in a previous version of derelict, you may run into problems (as I did).  I don't know 'why'.  Creating a new character file and using the latest CVS build seems to have done the trick.  I took notes on where the game started to go tits-up.  We'll see if it happens again.

One of the problems I ran into was in the mission with the Equinox, during the SOC loop.  This is the mission where the civilian crafts warp in and you have to protect them.  I believe the mission is called "Bond Of Trust".  The problem I ran into was, despite completing all objectives, the option to depart is never given.  Once I finally catch up to that mission again I'll see if it's still happening.

Simply wonderful playing it with voice acting :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Polpolion on January 24, 2006, 03:42:26 pm
:( :(

Is there any way to get the voice pack to work without the SCP?

It's probably easier to get FS_open running on your machine, what's the holdup there ?

The SCP dosn't work on my computer.    :(
And I don't feel like springing for a graphics card. Yet.
I'd need to get a new motherboard for most cards to work anyway.

Quote
Only if you converted all the .ogg samples to .wav and then edited every single mission in Derelict to play them.

And if Blaise changed any of the dialogue you'd need to edit that too.

 :sigh: I suppose I could try.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 24, 2006, 05:16:16 pm
aw, come on, sizzler, it's not that hard. ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Col. Fishguts on January 24, 2006, 05:36:15 pm
The SCP dosn't work on my computer. :(
And I don't feel like springing for a graphics card. Yet.
I'd need to get a new motherboard for most cards to work anyway.

Is your graphics card that old ? If yes, grab a really cheap one from ebay, that can run FS_open. (something like a GF3 or GF4, or an ATI equivalent)
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 24, 2006, 05:40:13 pm
It's not hard. It's time consuming but it's not hard.

All you have to do is open both the Retail and SCP versions of the missions, scroll down to the messages section and copy the filenames from one to the other.
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on January 24, 2006, 05:45:40 pm
And by the way, there's some major wierdness in the first mission ivolving initially docked ships in a wing.  It's causing them to not show up in most recent builds.  I'm not sure how best to fix it, but I'm looking at the problem.  Is making Ore Carriers a wing necessary to that mission, BR?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 24, 2006, 05:53:22 pm
Spoiler:
well, it is story driven. what is the wing Kidd and the freighter Blackbeard supposed to attack? ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on January 24, 2006, 05:59:48 pm
Cobra, I've played the mission.  I'm not asking if the ships are necessary, I'm asking if it's necessary to the mission scripting that they are formed into a wing.  Get on IM damnit.  :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on January 24, 2006, 06:09:48 pm
It's a problem with the docking code.  The new stuff required to handle initially docked ships doesn't work for wings.  I'll have to fix it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on January 24, 2006, 06:14:35 pm
It's a problem with the docking code.  The new stuff required to handle initially docked ships doesn't work for wings.  I'll have to fix it.

:rolleyes: Just as I mantis it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 24, 2006, 06:46:49 pm
One other small point. The mod.ini included is an old one which may point to the wrong place for people who've followed the guides on the wiki or my FAQ on how to install FS2.

Just open it up in notepad and change

Code: [Select]
secondrylist = ,media_VPs;

into

Code: [Select]
secondrylist = ,mediavps;
Or just use this one.


[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: ChronoReverse on January 24, 2006, 08:17:14 pm
Downloading.  This is a remake of the original Derelict?  I don't even remember most of that.  Should be fun with voices for more than just the first four missions.

Welcome to the Boonies?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Polpolion on January 24, 2006, 08:22:40 pm
Is your graphics card that old ? If yes, grab a really cheap one from ebay, that can run FS_open. (something like a GF3 or GF4, or an ATI equivalent)

I don't have a graphics card.   :nervous:

I suppose I could get one from ebay...I think I'll take a look at what theys got.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on January 24, 2006, 08:37:49 pm
:rolleyes: Just as I mantis it.

Why the :rolleyes:?  I appreciate it being in Mantis even if I already have a handle on it; that way, if I forget, I have a reminder staring me in the face. :)
Title: Same Error entering mission "Bond Of Trust"
Post by: ionia23 on January 25, 2006, 02:11:46 am
Blammo, the exact same error as before.  I'm open to suggestions.  Here's the call stack dump.

Error: dl2-04-l2.fs2(65):
Error: Required token = [$multi_text], found [$mirror: 0] .

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

This error occurs when trying to enter the mission "Bond Of Trust" in the first SOC loop.  I'm stumped.

I'm running FSOpen 3.6.7 with the 3.6.7. media VP's.  Also using Lightspeed's nebula packs.  I am not using any fancy models (such as the hi-poly lucifer and whatnot) other than what comes in the vp's themselves.  I get the exact same problem even with the latest CVS build. (as of 01/24, that is).

I have already deleted (moved) all my player files so this is with a new one.  Ugh.  Any ideas?  Next step will be a full retail reinstall, loading scp and vp's, etc, yadda yadda unless someone has a better suggestion.

Unless this should be posted somewhere else...  think it's worthy of a Mantis?  I don't want to bug the SCP folks if I don't have to, they're busy enough as it is.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 25, 2006, 03:04:46 am
You're not using a recent enough build. This could be a problem for anyone using the voice build as it now appears as if one of the missions was saved using a very recent version of FRED (Much more recent than the voice build).

You could try the latest CVS build. I have seen that one work with Derelict.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on January 25, 2006, 10:56:06 am
ionia23, I had that same exact error when I tried to play it with the base 3.6.7 release build.  I asked Blaise about it and I can confirm that the Voice-recgonition build does work to get around this problem.  CVS too, but I wouldnt know cause I havent been brave enough to venture that far yet.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 25, 2006, 11:53:33 am
Ah. Missed the bit where he said he was using the official 3.6.7 build. Odd. I would have sworn Phreak's fix was newer. I guess my memory is playing tricks on me again :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 25, 2006, 12:51:35 pm
Guys, thanks a lot for the suggestions.  I will try the voice-recognition build when I get home later.  Damned day jobs.....
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on January 25, 2006, 01:00:26 pm
Was that the "Aw, ****!" blooper? :p
That would be it. ;)

(As a side note, I've played through the first few missions, and everyone's done a great job.  Heck, even my own voice doesn't sound half bad in-game. :p The only flaw is that, due to what I'm assuming is a code bug, any enemy wings that have jumped in so far have proceeded to fly in a perfect circle instead of attacking my wing or other friendly ships.  Makes for easy missions, but I'd rather have a bit more of a challenge. :p)
Title: Re: RELEASE - Derelict SCP Edition
Post by: ChronoReverse on January 25, 2006, 02:03:26 pm
The Third Man.  Why bother making Stilletto II's available if none of the fighters provided can carry them?
Title: Re: RELEASE - Derelict SCP Edition
Post by: bfobar on January 26, 2006, 02:33:10 am
I feel the need to contribute something.


[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mefustae on January 26, 2006, 06:50:30 am
Great work lads. Although, for some reason the Herc won't show up in on the HUD, even though it works fine when viewed normally or in the techroom. I'm thinking it's the build, but I haven't been able to check, as it locks up whenever I try to play the first FS2 campaign mission on my 3.6.7 build...

Any ideas to this small, but rather annoying... thing...?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on January 26, 2006, 11:33:53 am
(As a side note, I've played through the first few missions, and everyone's done a great job. Heck, even my own voice doesn't sound half bad in-game. :p The only flaw is that, due to what I'm assuming is a code bug, any enemy wings that have jumped in so far have proceeded to fly in a perfect circle instead of attacking my wing or other friendly ships. Makes for easy missions, but I'd rather have a bit more of a challenge. :p)

Definitely Mantis this.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 26, 2006, 11:42:27 am
It's quite possible that this (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000735) is a manifestation of the same bug.

EDIT : Then again, maybe not. I took a look at the mission in FRED and it's a mess. The ships in Kidd wing have been ordered to attack the individual ships in the Ore Carriers wing (you can see that in notepad). When you open up their orders in FRED however it's completely empty. They've just got attack < blank > 89. No wonder the poor bastards are flying around in circles ignoring everything else. They can't find their target.

I think the problem stems from having the ore carriers in a wing in the first place. When I edited Kidd wing and removed their orders to attack the ore carriers they behaved more sensibly and attacked me as soon as I flew into range. The mission did give me a whole host of other errors related to the ore carriers though.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 26, 2006, 12:42:35 pm
StratComm fixed that. somehow the ships from Ore Carrier were deleted.
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on January 26, 2006, 02:10:28 pm
Fred doesn't like the initial docking in a wing aspect of it, but I suspect that's about as wrong in FRED as it is in FS2 right now.  I don't think that "Ore Carrier" needs to exist as a wing, and removing the wing reference didn't seem to alter the mission at all, so that's probably a workable solution in the short term.  Cobra has that fixed though, and that bug is in Mantis so it gets fixed for everyone eventually.  The problem he's experiencing isn't that.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 27, 2006, 11:25:18 am
I pulled down the most recent Voice Recognition build of SCP and plugged it in.  Totally fixed everything.  As mentioned, for whatever reason, if you're using the standard 3.6.7 SCP build you can really only make it as far as "bond of trust" before stuff starts falling apart.  I appreciate the suggestion.

I am thinking it's about time for a sticky on some of these issues.  Moderators?  What do you think?
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 27, 2006, 12:27:58 pm
It doesn't need a sticky so much as editing the first post. If anyone knows the best answers to the various problems type them up here and I'll add them.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mental Menace on January 27, 2006, 01:16:06 pm
I skipped two days of college for this, incredible how sucked into the story I was! Great job on the voice acting, it really made the atmosphere complete :yes: Could someone please track down Kellan and Agatheron, strap them in a chair behind a computer and force them to make a sequel cause there are still some unfinished bussiness left.

And while your at it Scotty, please beam down my clothes! :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 27, 2006, 01:25:36 pm
And while your at it Scotty, please beam down my clothes! :D

I'm amazed how many people have found that ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 27, 2006, 08:51:40 pm
who did that one, anyway? that was hilarious! :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on January 27, 2006, 11:25:55 pm
The initial docking bug has been fixed.

Let me know if Kidd wing still runs around in circles because that may be related to a different bug.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 28, 2006, 03:13:31 am
Thanks Goober. I'll test it in a bit. I've decided to give Derelict another chance :)

EDIT : Tried it. Seems to work fine now. Kidd wing came chasing after me and blew up one of the Ore Carriers.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cooked Salmon on January 28, 2006, 07:46:26 pm
Ok guys, bear with me here.  I've been out of the FS2 loop for some years and I'm completely lost with what to do here.  Can anyone tell me in laymens terms, what SCP version and whatnot I need to download to make this thing work properly?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on January 29, 2006, 01:47:19 am
As stated before, if you use the Voice-Recgonition build, or anything newer, you should be fine.  Check the builds forum for the right version.    Then you'll need the new campaign and voice packs available from Blaise's source or my source.  Point your launcher to the mod, and launch.  Make sure to select the campaign on the campaign screen once you're in, and you should be working good.
Title: Re: RELEASE - Derelict SCP Edition
Post by: LOA--Paul on January 29, 2006, 06:05:11 am
Hey guys, I'm at Number of the Beast.  Cannot progress.  Whenever I eliminate the remaining bombers, it cuts out directly to a debriefing screen, but says "No debriefing for FILENAME(I forget what it was exactly sorry)"

What do I do?  Also, if I try to skip the mission by dying 5 times, it won't let me, when I click advance to next mission it just replays the same one again.

Thanks for any help.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 29, 2006, 07:21:52 am
Ouch. That's a definate bug in the campaign. I'll take a look at it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on January 29, 2006, 07:46:30 am
Hey guys, I'm at Number of the Beast.  Cannot progress.  Whenever I eliminate the remaining bombers, it cuts out directly to a debriefing screen, but says "No debriefing for FILENAME(I forget what it was exactly sorry)"

What do I do?  Also, if I try to skip the mission by dying 5 times, it won't let me, when I click advance to next mission it just replays the same one again.

Thanks for any help.

Definitely shouldn't be happening. The debriefing's set up so that you always receive a debrief, even if you go AWOL, and I have no idea why it'd be suddenly ending the mission after destroying the bombers.

 :confused:
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on January 29, 2006, 08:33:55 am
I can see why you're confused Blaise. I've only taken a quick look at the mission but there are only two events containing end-mission SEXPs in the entire thing. Both of which are chained to either mission completion or the Sai being destroyed events.

Seeing as you have a debrief that plays if the sai is destroyed event comes true or if the mission complete event comes true I fail to see how the game can be forcing the player out without having passed one of those two events.

 :confused:

I'll take a another look at it but I'm as puzzled as you are. Especially as there is absolutely nothing wrong with your campaign file that I can see.

EDIT :  I can see a possible cause for the sudden ending of the missions though. If the player is within 1000 of the Tau Sigma Station or has pressed ALT - J earlier in the mission then as soon as the mission is complete the game would suddenly end. Doesn't explain why there is no debrief though.
Title: Re: RELEASE - Derelict SCP Edition
Post by: LOA--Paul on January 29, 2006, 10:23:17 pm
Hey guys, I'm at Number of the Beast.  Cannot progress.  Whenever I eliminate the remaining bombers, it cuts out directly to a debriefing screen, but says "No debriefing for FILENAME(I forget what it was exactly sorry)"

What do I do?  Also, if I try to skip the mission by dying 5 times, it won't let me, when I click advance to next mission it just replays the same one again.

Thanks for any help.

Definitely shouldn't be happening. The debriefing's set up so that you always receive a debrief, even if you go AWOL, and I have no idea why it'd be suddenly ending the mission after destroying the bombers.

 :confused:

I figured it out, it's because the Sai was dying (I did the mission and protected it better and passed)

However, the mission still has no debriefing.  So, that's an issue.  Didn't get one when I passed, and I also didn't get one when the Sai would die (it would just go straight to debriefing so I didn't know why I was failing)

Title: Re: RELEASE - Derelict SCP Edition
Post by: Mehrpack on January 30, 2006, 01:47:58 am
hi,
i had this bug in this mission, too.
but the sai was save, after destroy the last bomber the mission end.

dont press Alt-J earlier and dont fly to the station.

i dont know its a bug: in the mission where the shivan fleet sitting around to wait for the portal, many of the dialogs dont have sounds, between alpha 2, command and kappa.

in any other mission sometimes are dialogs nonexistence, too.
but i dont remember what missions, i was to lazy in this moment for writing it on :(.


to the SCP edition itself: very nice work and the voices are great.

Mehrpack
Title: Re: RELEASE - Derelict SCP Edition
Post by: Azrael15 on January 30, 2006, 05:44:08 am
Yep, seconding. When the Shivan fleet is sitting around and you have to investigate most of the lines seem to be missing...  :(

Other then that, no problems.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 30, 2006, 11:59:04 am
who did that one, anyway? that was hilarious! :D

that was me
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on January 30, 2006, 08:56:55 pm
"Hostile fighters inbound! Get a transporter lo-- [chuckle] transporter lock... And while you're at it Scotty, please beam down my clothes. [pause] [chuckle] ok..." :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on January 31, 2006, 09:53:59 am
"Hostile fighters inbound! Get a transporter lo-- [chuckle] transporter lock... And while you're at it Scotty, please beam down my clothes. [pause] [chuckle] ok..." :D

What can I say.  I recorded all of my lines in a marathon 8 hour session so this could get done.  I got a bit silly twords the end ;).
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on January 31, 2006, 05:15:11 pm
What can I say. I recorded all of my lines in a marathon 8 hour session so this could get done. I got a bit silly twords the end ;).

It was really a fabulous impression. :) And you did some great voice work, to boot.  Mind if I keep you on the list for ST:R voice actors? ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Tieowbeijas on February 01, 2006, 12:31:02 am
I've played the campaign a bit, and I must say that I'm impressed with the voice work. I've seen commercial games with worse voiceovers so all of you who voice acted did great.

Also, I must say that I had some odd problems with the "Numbers of the Beast"-mission, I got the debriefing to show up for no reason at all (that is, I didn't jump out and the mission was not completed) which was somewhat annoying. I've also had some problems with missing textures, but that's most likely just either a FSO-problem or my computer acting up.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Frenetic on February 01, 2006, 11:07:11 am
got a problem:
after saving the governor's shuttle and destroing the enemy ships the shuttle tries to dock the station but it rams all the time against the station as the docking bay is blocked (the other one isn't blocked but it won't go there) any solutions???
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on February 01, 2006, 11:46:58 am
It was really a fabulous impression. :) And you did some great voice work, to boot.  Mind if I keep you on the list for ST:R voice actors? ;)

I'm pleased I managed to pull it off in a few places.  I mean, I got my lines on a friday and had all the files turned in the next day.  At least I"m reliable in that sense (though some lines didn't actually make it into the campaign, probably due to my voice not fitting the part or whatnot).

Yes, I'd be more than happy to contribute voice acting for you in that campaign.  I'm also working on a series of original music score to offer up to campaigners so if you want that I'll have  a few pieces in the next month or so.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on February 01, 2006, 11:49:18 am
Just a note to all who've been having some strange mission bugs such as:

Missing debriefings
Ships flying continuous loops without attacking
Never receiving authorization to warp out

Try switching between the most recent VR CVS build and the most recent SCP build 3.6.7, I think.  That has done the trick just fine for me.  I have 'heard' that some of the missions were compiled (?) in different versions of FRED, but I dunno.

This mostly seems to happen with the SOC loops....mostly.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on February 01, 2006, 01:53:04 pm
got a problem:
after saving the governor's shuttle and destroing the enemy ships the shuttle tries to dock the station but it rams all the time against the station as the docking bay is blocked (the other one isn't blocked but it won't go there) any solutions???

i got that problem, as well. i turned on time compression waiting for it to dock, but it got to 44% hull, so i used cheats to make everything around the ganymede invincible and then used ~+k to destroy the ganymede. that doesn't affect the game turnout, but it helped.

on that note, i think that the ganymede needs to be moved a bit, because it's blocking the hangar. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Boomer on February 01, 2006, 04:11:26 pm
Um... I'm having a bit of trouble.  On the second mission, where you have to hit the numbers to place the navbuoys, I hit 1 and nothing happens.  I had this same problem with the original derelict...I solved it by editing the sexp's but I really don't want to taint this...masterpiece... 

A little help plz?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on February 01, 2006, 06:20:37 pm
make sure you're within 75 meters of the generated bouys and make sure you don't have it mapped to something else? (and make sure it's not the keypad no. 1 :p) because i never had this problem.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on February 02, 2006, 01:14:55 pm
Hi, I've just passed "The number of the beast" and the abrupt ending with no debriefing (defeat or success) is really annoying.

Has anyone discovered what causes this bug? I'm freding and coding illiterate, so I can't help at all.  :sigh:

I have to say I think this is the best FS2 Campaign (even better than main campaign or Inferno), with great and different missions and an immersive storyline. Please, make a nameplated version as soon as possible.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on February 02, 2006, 01:43:07 pm
Which build were you using?

@LOA--Paul : Was it the same one build as ARSPR?
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on February 02, 2006, 02:05:51 pm
Which build were you using?

@LOA--Paul : Was it the same one build as ARSPR?

I'm using the last one, 2006-01-31. And I've just passed the 666 mission... (with no debriefing).
Title: Re: RELEASE - Derelict SCP Edition
Post by: Korsriddare on February 09, 2006, 09:12:31 am
Love the voice acting, makes the game different :D

By the way, I am on the mission where they lured the Auriga out, but some how whatever that is supposed to happen never triggered after the fighters from it was destroyed... In the end Auriga was destroyed yet nothing happened.. as if the trigger conditions were never met.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on February 09, 2006, 01:41:06 pm
Love the voice acting, makes the game different :D

By the way, I am on the mission where they lured the Auriga out, but some how whatever that is supposed to happen never triggered after the fighters from it was destroyed... In the end Auriga was destroyed yet nothing happened.. as if the trigger conditions were never met.

More than likely a build issue.  This is a common side effect.  Try flip-flopping between the 3.6.7 executable and the lastest VR CVS build.  One of them should work.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mehrpack on February 09, 2006, 03:20:10 pm
hi,
mhh i have played with the 24/01 or 23/01 builds and there work it.

Mehrpack
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on February 09, 2006, 06:31:11 pm
does anyone mind if i redo the voice acting with a deeper voice and better... VA'ing overall?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Korsriddare on February 09, 2006, 11:14:31 pm
Love the voice acting, makes the game different :D

By the way, I am on the mission where they lured the Auriga out, but some how whatever that is supposed to happen never triggered after the fighters from it was destroyed... In the end Auriga was destroyed yet nothing happened.. as if the trigger conditions were never met.

More than likely a build issue.  This is a common side effect.  Try flip-flopping between the 3.6.7 executable and the lastest VR CVS build.  One of them should work.

Hmm, I was using 3.6.7, but it could not load one of the earlier missions at all, so switched to 3.6.8.. Or do you mean just using the .exe?
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on February 10, 2006, 04:58:23 am
He means the exe. Swapping those should be pretty simple if you only use the 3.6.7 media VPs.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Unknown_Enemy on February 10, 2006, 06:37:00 am
Just finished this campaign.
It was a blast.

My thanks and congratulations to all those involved.

 :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on February 10, 2006, 11:57:18 am
does anyone mind if i redo the voice acting with a deeper voice and better... VA'ing overall?

hate to break this to you, but your voice was one of the best in the whole campaign.  I don't think it could be improved on :)

Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on February 10, 2006, 02:02:03 pm
Trust me, Cobra, you don't want to start down that road.  I think that anyone who's ever made something probably has moments where they think, "What if I had done that differently?  It would have been so much better." However, if you follow that credo, you'll never get anything finished to your satisfaction.  There are a few lines I wish I had done a little bit better, but what's done is done.  Most importantly, you don't hear anyone giving anything but praise for the voiceacting, do you? ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on February 10, 2006, 02:12:46 pm
Great art is never finished. It is simply abandoned. :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on February 10, 2006, 02:32:34 pm
hate to break this to you, but your voice was one of the best in the whole campaign.  I don't think it could be improved on :)

Agreed. Don't worry about changing it. I especially liked the last mission dialogue between you and Ransom should the mission fail.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Freyr on February 10, 2006, 04:44:26 pm
Just finished  :)

I haven't had that much fun for ages, thanks to everyone that put time into the campaign, you did a great job!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on February 10, 2006, 04:58:31 pm
All of this reminds me...I haven't even made it to my own second stint of voiceacting yet. :p I know there was at least one debreifing in there that was a huge solid paragraph and took me 50 takes or so to get right; thank God that's all in the past.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on February 10, 2006, 05:24:29 pm
Great art is never finished. It is simply abandoned. :D

No wonder SOR isn't released yet. :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Korsriddare on February 10, 2006, 11:14:50 pm
He means the exe. Swapping those should be pretty simple if you only use the 3.6.7 media VPs.

I am using the 3.6.8 media VPs too, since 3.6.7 will not work when I tried to load an earlier mission.
Title: Re: RELEASE - Derelict SCP Edition
Post by: 2FB on February 12, 2006, 05:38:22 pm
I just download this mod, and I have played the first mission, the voice are nice, but it see hey have echo.... and the volume is wierd...
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on February 13, 2006, 01:58:05 pm
I don't recall any of the voice roles in that mission having any noticeable echo myself.  As for the volume, that's really a consequence of the fact that we all pretty much used amateur equipment (i.e. really crappy mikes :p) to record our lines.  I found that the best strategy was to open up the options menu (from the main hall or by hitting F2 when in-mission), increase the voice volume to maximum, and decrease the music and sound effects volumes to about half.  Then, after you've played for a little while, you can go back and bump up the music/effects volumes as you desire.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on February 16, 2006, 04:49:44 am
Well I actually just finished playing Derelict with the voice pack for the first time and I have to say it was stunning for what we've all done.  I'm quite proud of everyone involved. Great work everyone!  Anyone else interested in VA work, I'd be happy to help out if needed. 

As for echoes with the voice files, perhaps you need the latest OpenAL drivers?  I'm not sure if that'll help at all or not, but that'd be a good place to start. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 16, 2006, 08:26:18 am
Well I tried to play derelict and got the builds off the builds forum and the openall and installed them but the game simply crashes back to the desktop now! And it gives me a weird error about fred2 needing htl or something like that! What is there to do and are there specific builds that the game works fine as well as the campaign...??
If so please pot some links to them because so far I have had 0 succes! Thanx! Also there is a weird error regarding the number of ships which says is only130 and that it will use that figure then the game also crashes to the desktop! And a ship designated a frigate???????
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on February 16, 2006, 08:38:48 am
That FRED2 HTL bug should only occur if you attempt to open FRED2_Open without using the -fredhtl tag, AFAIK. It shouldn't have anything to do with FS2_Open crashing.

Could you post the error report? I'm really trying my best to make sense of what I'm reading, but the error report itself would help.
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 16, 2006, 09:07:59 am
well.. here it goes!

Warning:too many ship classes before'GTFf Saphah'; maximum is 130, so only the first 130 will be used
File:c:\fs2_open\ship\ship.cpp
Line: 2564
[This filename points to the location of a file on the computer that built this executable]

Call stack:
___________________________

fs2_open_d-20060202.exe 007fe758()
fs2_open_d-20060202.exe 00a3f87e()
fs2_open_d-20060202.exe 007fec39()
fs2_open_d-20060202.exe 006d7d33()
fs2_open_d-20060202.exe 006e46b9()
fs2_open_d-20060202.exe 006e49e9()
fs2_open_d-20060202.exe 00b607b7()
kernel32.dll 7c816d4f ()


this is it for now...also how do i copy/paste the blasted thing cause i had to write this one...!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on February 17, 2006, 01:20:43 am
When FSO crashes, the information is automatically copied to the clipboard, so open Notepad and hold down CTRL-V and you will have your output.
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on February 17, 2006, 10:43:11 am
Or just CTRL-V in the quick reply box.  That works too.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ionia23 on February 17, 2006, 05:15:37 pm
as previously (not) mentioned, I'm working on a really nice how-to guide for doing really tight vocal takes for voiceacting.  It won't teach you how to 'act', but will provide some great tips on how to get it done well.  Another 2 weeks or so, based on my work schedule.

"Hallo.  Dees ees da GVR GonnaFakkYouUp.  Tyme for choo to playignk some Mario Tweens!  Tayke auf chor paynts!"
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nuclear1 on February 17, 2006, 07:52:29 pm
"Hallo.  Dees ees da GVR GonnaFakkYouUp.  Tyme for choo to playignk some Mario Tweens!  Tayke auf chor paynts!"

:lol:

That is so sig material. :lol:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Sphynx on February 17, 2006, 08:27:43 pm
Hey,
Bravo for this project, by the way!

And for those who were fretting about having to work your way all through the campaign again just to get to the more spectacular battles at the end, I'll just remind you of one thing.

-allslev

Cut and paste it as a flag into your launcher. You now have access to all levels.

Enjoy!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on February 17, 2006, 09:01:25 pm
as previously (not) mentioned, I'm working on a really nice how-to guide for doing really tight vocal takes for voiceacting.  It won't teach you how to 'act', but will provide some great tips on how to get it done well.  Another 2 weeks or so, based on my work schedule.

"Hallo.  Dees ees da GVR GonnaFakkYouUp.  Tyme for choo to playignk some Mario Tweens!  Tayke auf chor paynts!"

That sounds great.  I'll be the first one to tell anyone that I'm no actor, and any tips to improve my technique at it would be very much appreciated. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on February 18, 2006, 04:15:47 am
"Hallo.  Dees ees da GVR GonnaFakkYouUp.  Tyme for choo to playignk some Mario Tweens!  Tayke auf chor paynts!"
Why in the hell did I just read that with the voice of Coiffio from PHF? 
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 18, 2006, 09:37:51 am
WEll that is just fine but that still does not help me much...!

As I said I have downloaded openall and gober's latest CVS release but the game still wont work..! It shows me that error report that I posted earlier and also if I can get past that the game simply freezes when I try to load it I mean it shows me a loading screen with some mirmadons in it and it just freezes!

What can I do! I really want to play this campaign! So please help me out!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on February 18, 2006, 10:24:35 am
Do you have any other mods installed? What do you have in your data/tables folder? Are you using -mod folders, and if so what are you using?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nabobalis on February 19, 2006, 02:56:51 am
I have a small problem. In the mission when I have to capture the aurora it only goes purple (neutral?)When the aurora is destroyed but the transport cant dock with nothing so I can’t seem to get past the mission. Anyone help please?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on February 19, 2006, 03:21:00 am
@ Nabobalis
Shouldn't the transport dock with the aurora, even if it's neutral?  If you're destroying it cause it's neutral, don't destroy it.  If your wingmates are attacking it, order them to ignore the target and let the transport dock with it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 19, 2006, 04:18:59 am
actualy I have a couple of other mods installed! And the DATA folder in the tables folder I have nothing!
AS for the last question I have no ideea on how to answer! The problem is that the game actualy starts loading Derelict for about 1 or 2 seconds then it just freezes! That is if I can get past the errror screens ! It gives me a lot of errors regarding that sip mentioned in the previous report! So I still need help!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nabobalis on February 19, 2006, 10:53:15 am
@ Nabobalis
Shouldn't the transport dock with the aurora, even if it's neutral?  If you're destroying it cause it's neutral, don't destroy it.  If your wingmates are attacking it, order them to ignore the target and let the transport dock with it.


The aurora only goes neutral when its hull is 0, the transport only appears when it is neutral and since its not there it cant. I will replay the mission just in case. 

Edit: Its the Auriga i think, looked like aurora.
Edit2:It worked now
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on February 19, 2006, 11:42:24 am
actualy I have a couple of other mods installed!

...



Then uninstall them, because they're obviously getting FS2 confused; that should solve the problem. You shouldn't mix different mods unless the instructions explicitly tell you to, because there's a good chance a conflict will arise and the game won't run properly.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on February 19, 2006, 11:46:18 am
Yep. There is a good reason why I tell people to install the way I do in my FAQ. It prevents from having conflicts. IF you insist on simply sticking everything in your main FS2 folder you will have problems sooner or later unless you stick to one mod at a time.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on February 19, 2006, 09:39:20 pm
Having your mods, well, Modular, makes a lot of sense.  For some campaigns you might have to mix them together.  For example, if I recall correctly, Shrouding The Light requires the FSPort because it uses a lot of FS1 ships that just won't work right in vanilla FS2. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on February 20, 2006, 05:10:36 am
That's when you use mod.ini files. That way you can mix mods together without mixing the contents of their folders together.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on February 21, 2006, 01:49:45 am
use mod.ini files.
hibbitywhoo??  :eek:
That's in your FAQ Right? 
*reads to self-educate*
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on February 21, 2006, 05:41:28 am
I didn't cover them in huge detail in the FAQ but this (http://homepage.ntlworld.com/karajorma/FAQ/installingmods.html#multimod) should be enough to get started :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 21, 2006, 03:38:04 pm
Well I removed all of the campaigns from the fs directory but now it just gives me a whole lot of errors regarding the previosly posted DLL. I stil dont get it..! What is the problem...! I will try to remove the nebula effects that i have installed but this mod could sure use a patch or debugger or something like that!

I will try agin with diferent methods..to see the result! So far it helped me remove some of the problems but now I have new ones  soo il keep working on this! Thanx for the help so far!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dan1 on February 21, 2006, 04:03:12 pm
SPOILER**





I got a question regaurding the storyline.  What happened to the MT capship that evaded capture Aruiga or something like that?  I guess that the GTVI eventually took care of them.  Maybe it was a mission that was scrapped?
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 22, 2006, 06:00:51 am
This is the new error report that i get!

Warning:Unable to load starfield bitmap: 'nebulB3-main'!

File:E:\Languages\Visual Studio Projects\Visual C++\fs_open\code\Starfield\StarField.cpp
Line:2474
[The filename points to the location of a file on the computer that built this executable]

Call stack:

_________________________________________________

level_page_in()      freespace_mission_load_stuff()          Game_post_level_init()                game_start_mission()   game_enter_state()    game_process_event()    gameseq_process_events()    game_main()   Winmain()
WinMainCRTStartup() kernel32.dll 7c816d4f()

_________________________________________________


This the error that it showes me....what can I do?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Wanderer on February 22, 2006, 06:43:22 am
Have you got LS Nebulae installed? I think DL links were here (http://www.hard-light.net/forums/index.php/topic,29593.0.html) but perhaps better download is this .exe file (http://www.game-warden.com/singh/Nebula.exe)... but there has also been ls_neb.vp and ls_neb.exe files floating around here somewhere but the downloads i spotted were dead..

That exe download should contain nebulae from A to G + H
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 23, 2006, 04:22:32 am
Well that did it thanx guis! Also wow great campaign so far...i have yet to finish it but till now everithing works fine! Thanx again!
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 23, 2006, 01:31:27 pm
WEll i'm at the mission where you have to protect...errr.....SPOILER WARNING!



As I was saing you have to protect the gouvernour. I manage to protect the gouvernour and he eventualy docks with the blatted ganimede or what ever that was but it still tels me I have failed the mission! Also I tried dying 5 times so that it would forward me to the next mission but it still doesnt forward me instead it gives me to play the same mission! What seems to be the problem what can I do to get past this mission!

Also great work so far! I loved the campaign so far! And is it just me or do ships look better?????
Title: Re: RELEASE - Derelict SCP Edition
Post by: starfox on February 23, 2006, 01:40:39 pm
I have the problem with the same mission....
That dump shuttle simply stays there and does not dock with the ganymede.
On top of that, Qualmotep crashes into the Installation, with one science cruiser if I remember correctly.
Or maybe I did something wrong ?

Great work though, Can't wait till the things start to heat up....
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 24, 2006, 10:18:09 am
So what is the solution to this problem......! I know other people have this problem but what is the solution????
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 25, 2006, 08:06:32 am
Hey Cobra I've read in the wiki that if I use codes then I wont be able to go past that mission ! Does this hold true for the Derelict campaign??? If not I will tri to make it through the mission with you sugestion! Hope it works!
Title: Re: RELEASE - Derelict SCP Edition
Post by: starfox on February 25, 2006, 08:35:53 am
hmmm, I could also try it without codes. Though I have personally have reason to believe that codes do not affect the campaings, at least not anymore....

The main FS2 campaign works just fine, with cheats enabled
Title: Re: RELEASE - Derelict SCP Edition
Post by: ShivanSpS on February 25, 2006, 11:35:57 pm
Mait a minute, the Mission "Return to the Hulk" ist in the Tau Sigma System? Where is the Tau Sigma Station? and the rest of the background? lol...
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 26, 2006, 05:03:34 am
WEll I have a problem again I can not get the codes to work...actualy I never used them before so there must be something i'm dooing wrong. Also If other people have had this problem before and have succeded in overcoming it please give the rest of uss the solution to this problem!

Also can I just blow up the hangar bay doors so that the blasted shuttle can get inside and I can go on to play Derelict! Please help....I havent had this much fun playng FS since the first time i've played it....and .....I......must have more......do you hear me.......I  must have more......! So thanx for the help in advance! :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: starfox on February 26, 2006, 06:01:29 am
AlphaOne, are you sure you typed "www.freespace2.com" while playing, that should give you "Cheats activated" message...

As for the cheats itself:

Kill selected target ~ + K
Invincibility ~ + I
Toggle invincibility for target ~ + [Shift] + I
Unlimited weapons for all ships ~ + [Shift] + W
Unlimited weapons for only your ship ~ + W
All primary goals complete ~ + G
All secondary goals complete ~ + [Shift] + G
All bonus goals complete ~ + [Alt] + G
Scroll forward through primary weapons ~ + 0
Scroll backward through secondary weapons ~ + [Shift] + 0
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on February 26, 2006, 07:15:17 am
I'l give it a try now but on the Wiki it said I had to tipe www.volitio-inc.com or so I believe I saw...!
Title: Re: RELEASE - Derelict SCP Edition
Post by: BlackDove on February 26, 2006, 01:15:13 pm
Odd thing though, I'm not getting the nebulae backgrounds.

Otherwise it's working as intended. Should be noted I run all features on, maximum detail. Main Campaign displays everything as intended, BWO as well as a separate mod.

I've got it all in the Derelict folder (all .vp's and the rest of the files) and run it through the MOD Launcher setting.

Again, just the backgrounds. Funky.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on February 26, 2006, 01:21:46 pm
Sounds like you don't actually have LightSpeed's Nebulae. They don't come in the Derelict download. There's a VP of them in Wanderer's post a few replies up.
Title: Re: RELEASE - Derelict SCP Edition
Post by: BlackDove on February 26, 2006, 02:27:47 pm
Where do I shove them though?
Title: Re: RELEASE - Derelict SCP Edition
Post by: ShivanSpS on February 26, 2006, 02:52:51 pm
lol, make sure that the Bast and the ring alpha be destroyed in the mission of the Nyarlathopet scape...

See this, the Nyarlathopet miss the beam shot at the Bast, The Bombers are take down by me, and the Tsathoggua stop fire his beams by a unknow reason LOL! If the Command send the CYpher in that moment, everything cold be ended there xDDDDDDDDDDDDDDDD I still on the mission to see the results.... The Docking Alpha is destroyed by Nyarlathopet lasers and Bast Beams/flak! in that moment the Beta blow too, Them the Cypher enter and start shooting, and finally Nyarlathopet starts firings his beams destroying the Mining Ship and the Bast ... and their jump out which 33%! and the Tsathoggua still there at 1% and disabled and left in the when Jump jump, afer 45Min of mission xDDDDDDDDDDD

(http://galeon.com/shivansps/adada.JPG)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Shade on February 26, 2006, 02:57:06 pm
Quote
Where do I shove them though?
Putting them in \mediavps\data\effects should work, and keep your main directories clutter free. Assuming you're running with the media VPs of course. And the accompanying table goes in \mediavps\data\tables.
Title: Re: RELEASE - Derelict SCP Edition
Post by: BlackDove on February 26, 2006, 04:04:44 pm
Thanks.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on February 28, 2006, 02:22:59 pm
 when I pick mod I can get in, but it shows only the 2 new ships in tech room and not derelict campaign or missions... I can only play fs2 I then copied derelict fs23.cp fiels all over still will not detect the derelict missions.

If I pick no mod the derelict pic comes up, when I pick mod it dissappears? Shouldn't that be reversed?

I already tried the extract everything trick that works with other mods, also  compying the Derelict vp's to all main folders like data the mod folder, and in the main folder...

Any ideas cuase I am at my wits end!

Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on February 28, 2006, 05:41:40 pm
You've obviously installed some of the files to the wrong folder. Do a search in your main FS2 folder for BMP files and see if you find the derelict image in there. If so you'll need to figure out where you put the Derelict VP too.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on March 01, 2006, 09:22:49 am
Lets just say I got several copies of ALL the derelict VP's so lack of placement is NOT an issue ;) (that's why I bught the 300gig external drive for PC projects).  Main folder, data folder, derelict folder, other...
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on March 01, 2006, 10:25:46 am
"Hallo. Dees ees da GVR GonnaFakkYouUp. Tyme for choo to playignk some Mario Tweens! Tayke auf chor paynts!"

I feel compelled to voice that. :lol:

does anyone mind if i redo the voice acting with a deeper voice and better... VA'ing overall?

hate to break this to you, but your voice was one of the best in the whole campaign. I don't think it could be improved on :)


Well, hell, that just made my day! :D Thanks!

Oh, and Getter? You're a bastard for having more money than most of us. :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on March 01, 2006, 11:13:17 am
Lets just say I got several copies of ALL the derelict VP's so lack of placement is NOT an issue ;) (that's why I bught the 300gig external drive for PC projects).  Main folder, data folder, derelict folder, other...

That could easily work out worse than only having one copy.

What other mods have you done that with?

Try it with just one copy of Derelict in the folder it's meant to be in and prune back any other mods you've installed multiple times just to be sure.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on March 01, 2006, 04:39:04 pm
Lets see: Robotech, Star Blazers, Trek (all work fine like that) :D...

BTW when I moved the bmp for derelict from the main folder to the derelict one and select "no mod" it still shows the mod text but no picture and complains to make one.

I deleted any extra files and this has it's own install just called Freespace2, thre si a data folder adn teh derelict folder (with all mod info/vp's).  same situation mod does not exist eccept when choosing "No mod".
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on March 01, 2006, 05:45:01 pm
BTW when I moved the bmp for derelict from the main folder to the derelict one and select "no mod" it still shows the mod text but no picture and complains to make one.


That's cause it's the mod.ini that supplies the mods text and says what the name of the BMP file should be. Unsurprisingly you're having trouble

Quote

I deleted any extra files and this has it's own install just called Freespace2, thre si a data folder adn teh derelict folder (with all mod info/vp's).  same situation mod does not exist eccept when choosing "No mod".

The only situation I could imagine causing this is cause you've installed derelict to your mediavps folder or some such and have a mod.ini in your main folder pointing at mediavps.

Open up your mod.ini file that is in your main FS2 folder and post the contents here.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on March 04, 2006, 08:03:32 am
[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  = DerelictSCP
secondrylist = ,mediavps;

[settings]
flags = -spec;

First I moved it to my derelict folder (no change) then I edited it and took the comment out and typed derelict in primary (no change), then I renamed primary to DerelictSCP (no change)
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on March 05, 2006, 12:55:13 pm
1) The primarylist setting should never be used except in very rare conditions. I think I've only ever found a use for it once. For most people secondaryList is where it's at. PrimaryList is used to specify a list of mod folders MORE important than the one the mod.ini is in. Since you should be running your DerelictSCP folder as the mod there is no reason anything should be more important than it.

2) The primarylist setting is missing the semi-colon. I've got no idea what that would do but I doubt it's good. At best it's not causing any problems. You might as well remove the entire primarylist line. It's completely unecessary in this case.

Then run your Derelict folder as your mod. Make sure the media VPs are in a folder named mediavps as it specifies in the file.

As long as you have nothing conflicting with the mod it should work after you do that.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on March 06, 2006, 11:41:16 am
about that, it doesn't seem to work. i have the folder named mediavps and everything and i don't see any enhancements. :(
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on March 06, 2006, 02:45:32 pm
The derelict mod.ini is an old one. Open it up in notepad and you'll notice that it's pointing at Media_VPs. Change that to mediavps.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Biir on March 06, 2006, 10:50:13 pm
Ok, I'm more than a little noobish about FS2 modding, but it seems like the main download for the DerelictSCP file is missing the .fc2 file that as far as I've been able to figure out is required to actually play the campaign, while the mirror version DOES have the file. I haven't tested it yet (going through the same no-campaign crap with Inferno now), but I figured I would at least post about it, since the campaign is now showing up in my list at least.

I'm hoping I'm just not seeing something to get the campaign to read from Inferno that none of you veteran modders ever bothers to put in the readme for getting the thing running  :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on March 07, 2006, 05:09:14 am
I uploaded another version, which has been patched but lacks a campaign file. Unfortunately, I can't delete it right now because FileFront is acting up, so get the older version.

I didn't think people could access those files... in which case, I'll re-upload and also add the patch.
Title: Re: RELEASE - Derelict SCP Edition
Post by: starfox on March 07, 2006, 12:26:53 pm
I'm having problems with the mission "Bond of trust". How this mission is supposed to end ?
I have succesfully protected the cargo, defended the civilians, destroyed the Leviathan's beam cannon. With the help of Cypher, the Leviathan was also destroyed, but what else I'm supposed to do ? Everytime, I jump out the mission is declared failure, even when all the objectives are complete. I wonder, what I did wrong ?
 :confused:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on March 09, 2006, 12:32:46 am
I'll update the mirror once you get the files up. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: gazzawazza on March 12, 2006, 11:43:10 am
Hi all.

I'm, like Getter Robo G, having problems running derelict.

I've set things up in the following manner:

- clean install of FS2
- a recent CVS (20060116)
- the standard .vp files in a folder called "mediavps" (plus a "data" structure to allow me to use the medium shockwaves)
- the derelict files in a folder called "derelict" (files used: a data folder (to allow for the use of lightspeed's nebulae i.e. items in effects and stars.tbl), "derelict.bmp", "DerelictSCP1.vp", "DerelictSCP2.vp", "DerelictSCP3.vp", "DerelictSCP4.vp", "DerelictSCPPatch.vp", "mod.ini", "readme.txt" and "settings.ini")

I've checked my mod.ini file and it doesn't have the Media_VPs issue (it currently reads mediavps)... and there's nothing entered for the primarylist ("primarylist  = ;").

The DerelictSCP main file that I've got DOES seem to have fc2 files (46 of them), so I'm hoping guessing I've got the right file... although, given the comments about patched files without campaign data, I'm wondering whether I've got the right stuff. I took the latest dated files from filefront (i.e. derelictSCP.vp; derelictSCPPatch.vp; derelictSCP1.vp) and the remainder of the other files.

I don't know what I'm doing wrong... I'd imagine I'm overlooking something obvious... but just don't know what. Basically, when I run it as a mod... everything loads ok but there's only freespace2 listed in the campaign page... and when you start the game it just loads my old save position for the original fs2 campaign.

Any help would be greatly appreciated.


Cheers,

Gaz
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ferret on March 12, 2006, 05:35:27 pm
I am having an absolutely bizarre crash, in the mission "The Stars are Right" (dl2-11) it crashes the second the Nylarthotep says "Wait... I think I see something... it's <fzzzzzzzzzzzzt>" (Nyar5).

It happens every time, as soon as it plays that message, I've tried various recent builds and it keeps happening.
It's not even CTDing, FSO just out-right stalls, doesn't do anything, doesn't even minimise, no error logs or messages. Just dies on me. And if I'm running full screen I'm forced to reset my PC since it's not minimising.

This is the only time I've seen this, and it's only when that message appears in that one mission.
Can anyone help? I really don't wanna skip this mission since it seems quite critical.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on March 12, 2006, 06:08:54 pm
Hi all.

I'm, like Getter Robo G, having problems running derelict.

As I said, use the older version of DerelictSCP (the one that's actually been submitted to FileFront), because there should be 47 files in the missions subfolder, not 46.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Tnn on March 12, 2006, 09:36:01 pm
I try to get the voice pack DerelictSCP1.rar from Nix's mirror, but when I click on the link, a window opens, says I need login to Fileshack.com, which I did, but the file DerelictSCP1.rar is nowhere to be found on this site!!!
I go back to Nix's page, still login to Fileshack.com, and click on the link, again, a window opens, says I need to login to Fileshack!!!
What should I do?  Help!!!
(I tried Filefront, but it kept cutting me off halfway thru download, very annoying!!)
Title: Re: RELEASE - Derelict SCP Edition
Post by: gazzawazza on March 12, 2006, 10:09:44 pm
Hi Tnn...

I had similar problems to you.

Firstly, if you use file front... then some of the files don't appear to have been replicated across all the servers... so you'll get errors when you try to get the file - I'm sorrry but I cleared my download history from my download manager, so I can't tell you which server worked in the end for me... you'll just have to persevere and be patient. It was a real pain in the butt though: files not found, servers where it hangs after 25% or 4.5% download completion, etc etc!!!!

As for the mirror... this too caused me difficulties for a little while but if you've logged in to fileshack then click on one of Nix's links... you'll find (depending on what browser you use) the download window's probably been blocked as a pop-up (I've opera and IE... and it happened with both of them).

Hope this helps.


Gary
Title: Re: RELEASE - Derelict SCP Edition
Post by: gazzawazza on March 12, 2006, 10:24:45 pm
hi Blaise.

sorry for making you repeat yourself.

I'd seen the earlier and later versions of "DerelictSCP" on filefront... but had presumed with their MB filesize being the same that they were fundamentally the same (I'd presumed only very minor differences).

I've since downloaded the version from January... and Derelict now appears as a campaign (yippee).

I've not actually run it to test that everything works... but it's a great improvement to even see it available, as I'd struggled a little bit with getting the campaign folder structure correct.


Thanks,

Gary
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ferret on March 13, 2006, 03:48:23 am
I am having an absolutely bizarre crash, in the mission "The Stars are Right" (dl2-11) it crashes the second the Nylarthotep says "Wait... I think I see something... it's <fzzzzzzzzzzzzt>" (Nyar5).

It happens every time, as soon as it plays that message, I've tried various recent builds and it keeps happening.
It's not even CTDing, FSO just out-right stalls, doesn't do anything, doesn't even minimise, no error logs or messages. Just dies on me. And if I'm running full screen I'm forced to reset my PC since it's not minimising.

This is the only time I've seen this, and it's only when that message appears in that one mission.
Can anyone help? I really don't wanna skip this mission since it seems quite critical.
I just tried it with Redmenace 3/3/06 (http://www.hard-light.net/forums/index.php/topic,34852.0.html) build, and it crashes at the second message.
Ha ha. Is this mission broked?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on March 13, 2006, 05:40:03 am
Ha ha. Is this mission broked?

Unlikely, given that you're the only one experiencing a problem.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ferret on March 13, 2006, 09:36:51 am
I just disabled music and it all worked fine.
So i came to the conclusion that it must be mv_music.vp that is causing it, I don't think I've come accross a mission that used that music set in a mission since I chucked the VP in there.
Sure enough I get rid of it and it's all fine. That fixes the crash but doesn't explain it.
Meh, I can live with that.  :nervous:
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on March 13, 2006, 10:11:34 am
Corrupt version of the VP?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ferret on March 13, 2006, 11:02:14 am
Probably, I'll redownload it when I can be bothered.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Viper1000 on March 13, 2006, 01:41:50 pm
Error: Can't open model file <helios_tech.pof>
File:C:\DEV\PROJECTS\Freespace\fs2o\fs2_open\fs2_open\code\Model\ModelRead.cpp
Line: 1729
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_r.exe 004f371d()
    fs2_open_r.exe 005d0641()
    fs2_open_r.exe 005d0ae4()
    fs2_open_r.exe 005d1a6b()
    fs2_open_r.exe 005d1af1()
    fs2_open_r.exe 0050be9b()
    fs2_open_r.exe 005c1004()
    fs2_open_r.exe 00408a4c()
    fs2_open_r.exe 004fd84c()
    fs2_open_r.exe 00407b34()
    fs2_open_r.exe 004fdb3f()
    fs2_open_r.exe 0040a1f7()
    fs2_open_r.exe 0040a32c()
    fs2_open_r.exe 00687f29()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------

Crashes at load mission time.. but you guys probably already knew that. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: Wanderer on March 13, 2006, 01:55:19 pm
You are using 368somethings right? Then you should rename helios-tech.pof to helios_tech.pof, more about this and quick guide how to do it is somewhere in this thread (http://www.hard-light.net/forums/index.php/topic,37272.0.html)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on March 13, 2006, 03:13:38 pm
how come the SCP teams don't check the filenames? :p

Spoiler:
In The Stars Are Right, I think i know what the problem is from. Last time i played this was when i still had my celeron, i ran out of memory when the Nyarlathotep blasted itself out of the ganymede. That was after the team finding the Shivans. I think it's due to the patch Blaise posted, because i still have the original rerelease. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mantriel on March 14, 2006, 07:14:35 pm
Derelict SCP (with voice act):

I think I've found a very minor bug during my very enjoying game through Derelict SCP.
Spoiler:
Mission "The Horror in the deep" - when the mission is almost finished the (I do not know how they are called, maybe "directives") the directive to the left on your HUD displays: protect Meridian but when the Meridian leaves it will not turn "off".
Hope it matters for somebody.

Mantriel
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ferret on March 16, 2006, 07:19:52 pm
Hey there, just finished playing through the SCP voiced Derelict. Great job on the whole thing! It mostly all worked really well.

1) I had the problem with the transport ship that kept running into the docking ring and died. Pretty funny. I couldn't be bothered to redo the mission so I skipped it and did -allslev then played through them all one by one.

2)
Spoiler:
In The Sting, when the Auriga was powering up again after the transport had finished it's docking and being pwned bit. The Auriga kept getting killed, this happened twice in a row. There arn't even any messages to take this eventuality into account which I thought was weird. I had to edit the mission and increase how much the Auriga healed itself by.

Yeah, other than that, well done. :) I was happy to play through the campaign again, and although the odd voice was shaky, it really made all the difference.
Title: Re: RELEASE - Derelict SCP Edition
Post by: starfox on March 17, 2006, 08:39:04 am
I have problem with the mission, "The Stars are Right".
As soon as the Shivan Corvette jumps in, the game crashes, the audio continues the play though....
Any ideas ?

I'm using the build - fs2_open_r-20060306, along with the latest Media_VP and SCP Stuff. I use OpenGL...
Title: Re: RELEASE - Derelict SCP Edition
Post by: FredLC on March 19, 2006, 05:26:15 am
Hello guys.

I'm a n00b into this stuff, so a little question here:

I opened blaiserussel's filefront page, and there is a massive DerelictSCPPatch.rar of almost 800 Mg.

Is that enough, or do I have to download files other than that?

Regards :).
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on March 19, 2006, 12:16:53 pm
I think you'll find it's 739.93 kilobytes. :)

Anyway, you're best off downloading the older, original files (the files that are "BlaiseRussel's files on FileFront" instead of just "BlaiseRussel's files") and then downloading the *actually quite small* patch, which adds a few forgotten voice files and includes a few minor fixes to certain missions,
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on March 21, 2006, 04:16:14 pm
i cranked up the volume and knocked down the effects and music volume so i could hear the dialogue, and i was listening to my line whenever i said deploy point. you have no idea how hard it was to do that. when i went to record them, i would say something like "Moving to next deploy ploint" or something like that. Every goddamn time, until i finally got it on the 5th time. :D

anyway, i'm working on upping all of the volumes of the voice files themselves. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on March 24, 2006, 02:44:34 am
 :wtf:
I could actually do this in a day, just normalize all the files and run it through the batch converter.  I don't see why it needs to be done when you increase voice volumes up and then use windows's mixer to set the volume right. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on March 24, 2006, 12:19:50 pm
not windows mixer, goldwave. :nervous:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on March 24, 2006, 03:32:07 pm
My <a href="http://nix1999.shackspace.com>mirror[/url] has been updated. (finally....)

not windows mixer, goldwave. :nervous:
I should clarify...
I'd use Sound Forge and apply a normalization setting and feed all the voice files in the batch converter to increase the levels of ALL the files so they all have the same exact volume level, which I feel is unnecessary if the operation has already been done.  If you go raising levels here and there without proper normalization, every voice file is going to have a different volume.
 
What I meant about the windows mixer though was, in game, turn the voice volume up, turn effects and music down, then adjust the volume in the windows mixer as a whole to get proper volumes. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: Petrarch of the VBB on March 25, 2006, 11:15:46 am
Is there a reason why there's no campaign file in the VP?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on March 25, 2006, 02:05:04 pm
As has been mentioned before, and as noted on the file description:

The DerelictSCP VP file under "BlaiseRussel's files" is bugged. Do not use this version. Use the older version under "BlaiseRussel's files on FileFront" and download the patch VP file.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on March 25, 2006, 07:44:19 pm
Someone a while ago mentioned the Meridian dies yet survives error, and you know what? I'm actually in favor of that glitch. Call me a n00b, but I never was able to save BOTH the Haulian and the Meridian.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Petrarch of the VBB on March 26, 2006, 03:58:02 pm
Blimey. This is good. Enjoying it massively.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Tahna Los on March 28, 2006, 12:44:39 am
Honest to god, someone should write a walkthrough for these missions.  Some of them are so damned complicated.

I'm not sure if this is a bug, but in "A Paper Wall" the Meson bug goes off without a shockwave.  Like, wasn't there supposed to be an earth shattering kaboom?  More like a pfffttt.....
Title: Re: RELEASE - Derelict SCP Edition
Post by: Vagabond on March 28, 2006, 06:36:06 am
I am doing a mission called Resupply and Relevation. Got a mission stopping bug in that.

Basically that distinguished destroyer managed to get the co-ordinates of the Shivan battle forces after I allowed some of the fighters to escape. Then afterwards, the game just exits to the desktop, with the voice file still playing. And my afterburning sound effects persisted for a while.

Additional problem is that sometimes the voices doesn't work. Just happens on any mission, any time. And the music will often be out. So then I am stuck in a silent film, with my gun sound effects only sometimes working.

I am using the latest media vp files, along with the latest launcher. Yep, and the files are from the big fat shivan freespace folder I got off bittorrent.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Petrarch of the VBB on March 28, 2006, 07:33:40 am
I'm having the same trouble with that mission. Illegal op soon after I'm told to jump out.

Annoying.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on March 28, 2006, 12:45:14 pm
That happens to me randomly. I found that its best not to jump out, and just let the mission end.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Petrarch of the VBB on March 28, 2006, 12:53:47 pm
All very well, but it happens before I even go near the alt + J keys.

Just POOF! Gone!

Edit: But I got around it by turning all the bells and whistles off in the launcher.
And so now I've completed it.
Very, very, very good. Well done chaps.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on March 28, 2006, 05:42:13 pm
Honest to god, someone should write a walkthrough for these missions.  Some of them are so damned complicated.

I'm not sure if this is a bug, but in "A Paper Wall" the Meson bug goes off without a shockwave.  Like, wasn't there supposed to be an earth shattering kaboom?  More like a pfffttt.....

Can you get close enough to hear a Meson's explosion without dying? Frankly, I like quite a bit of distance between myself and exploding Mesons.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Tahna Los on March 29, 2006, 12:14:24 am
Honest to god, someone should write a walkthrough for these missions.  Some of them are so damned complicated.

I'm not sure if this is a bug, but in "A Paper Wall" the Meson bug goes off without a shockwave.  Like, wasn't there supposed to be an earth shattering kaboom?  More like a pfffttt.....

Can you get close enough to hear a Meson's explosion without dying? Frankly, I like quite a bit of distance between myself and exploding Mesons.

There's supposed to be the typical Meson Bomb shockwave.  I don't see it happening.  There are two cruisers and a whole bunch of bombers in the immediate vicinity, I would have imagined that they would have been destroyed but they were not.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on March 29, 2006, 01:39:59 am
As has been mentioned before, and as noted on the file description:

The DerelictSCP VP file under "BlaiseRussel's files" is bugged. Do not use this version. Use the older version under "BlaiseRussel's files on FileFront" and download the patch VP file.

Yikes. Musta missed that.  Re-uploading the old file to the mirror now.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Vagabond on March 29, 2006, 06:58:37 am
Sorry, siliary of me.

I now gotten one of the latest CVS build and now that mission is fine.

Sorry.

Now a hitch...

Cannot remember what was that mission called, but it is when that gigantic gun makes it's debut. I noticed a white square on the map, with everything lagging like hell.

I will probably just tone down the graphics for less lagging hell, but, which file am I missing?

By the way, I got lightspeed's nebulaes.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on March 29, 2006, 10:03:24 am
Just a theory, and I don't know if it has any credibility, but i had something of the same problem when I switched VP files on a mission I built. All my backgrounds disappeared.  :D

Turned out I had a different stars.tbl and none of the original planets were included in it. So I just redid the backgrounds and it looks better now anyway.

What I'm saying is that the designers of Derelict maybe didn't use Lightspeed's nebulas. Scratch that I know they didn't, because then how can a normal person play their campaign? I think I just disproved my own theory. :lol:
Title: Re: RELEASE - Derelict SCP Edition
Post by: gaberad on April 06, 2006, 07:13:25 am
wait a sec, which files should I be downloading? Is it just all the files (5 rar files) under "BlaiseRussel's Files on FileFront" and the DerelictSCPPatch.rar under "BlaiseRussel's Files"?

If so, what is the 70meg DerelictSCP1.rar for?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on April 06, 2006, 09:19:38 am
Yes, grab the five 'on FileFront' files and the patch. The newer SCP1.rar contains some missing voice files but these are included in the patch, so don't bother downloading it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: neoterran on April 06, 2006, 12:26:33 pm
Kick Ass Campaign Blaise... I'm playing it for the first time with all the effects thanks to SCP and voice, so I'm immensely enjoying myself.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on April 06, 2006, 05:39:27 pm
Indeed it is a most excellent reendition. Only problem I've seen is that in "The Wrong Door", several voicefiles for the lines seem to have mysteriously vanished. Still, one problem out of a campaign that huge is an incredbile track record.
Title: error
Post by: Falewick on April 07, 2006, 02:57:22 am
Firstly, i think this is a great campaign.
I experienced an error whenever in SOC loop. When loading ?third? mission in each of the soc loops there is an error "missing multi text". I had to start campaign all over again. Using 3.6.7 w/1,2 patch adveffects, opengl.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on April 07, 2006, 02:44:13 pm
That... should have been fixed. What build are you using? CVS? or 3.6.7 official?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mura on April 07, 2006, 06:41:19 pm
It's not hard. It's time consuming but it's not hard.

All you have to do is open both the Retail and SCP versions of the missions, scroll down to the messages section and copy the filenames from one to the other.

errrr... (i know that was a bit old... but wth...) then you say i just open both versions and change the filenames? and open is as in... if i put it into a wordpad or something like that, and then start swaping the names?

and another thing...  do i need to change files to .wav from .ogg ?? or it works anyway?? *a bit confused*
i know, im a noob  :(

edit: i can't run scp, slow machine and i don't have any money to upgrade it, so that's not an option
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on April 07, 2006, 07:07:07 pm
You would need to convert the files but a batch converting audio program should do that for you. As long as none of the dialogue has changed you should then be able to add the newly created wavs to the original version.

You can either use notepad or FRED depending on which you find easier (Notepad most likely). All you would do is scroll down to the section of the mission with the briefings, debriefings and messages and cut and paste filenames from the SCP mission to the Retail one.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mura on April 07, 2006, 07:57:12 pm
roger!

thanks, lots of kudos for you... now i'll get to work on that...


edit: Mah forget it, i only got frustrated.... the stupid programs i found to convert it only did it partially... and the filesize of the wav it's just huge (forgot about that)

the retail fs just can't run the ogg files, isn't?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Qwer on April 09, 2006, 02:37:44 am
BTW Which campaing was made first? Homesick or Derelict?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Fergus on April 09, 2006, 10:42:10 am
The origional Derelict (non-SCP version) before Homesick, but Blaise's update was made after Homesick's release
Title: PVD Hammer - turret01
Post by: knallfrosch on April 10, 2006, 06:12:14 pm
Hi there

Warning: newbie question!

I get the following error on mission load:


Error: Invalid subsystem name.

In sexpression: ( when
   ( is-disabled-delay 0 "PVD Hammer" )
   ( set-subsystem-strength
      "PVD Hammer"
      "turret01"
      0
   )
)
(Error appears to be: turret01)

File: /Users/taylor/src/cvs/fs2_open.pre/projects/Xcode/../../code/mission/missionparse.cpp
Line 5318

Tried FS2_Open 3.6.7 and FS2_Open-20060326 (3.6.8) with same result.

As I guess, some of my ship model files are wrong/outdated.
Can anyone help me to find the victim?

Thanks!!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on April 10, 2006, 06:19:47 pm
did you download mv_models?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Tahna Los on April 10, 2006, 10:22:45 pm
I'm on the Second SOC Loop, in the mission where you have to capture the Auriga.  The bombers are DESTROYING the ship, not disabling it.  Is this supposed to happen?
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on April 11, 2006, 08:34:21 am
Hi there

Warning: newbie question!

I get the following error on mission load:


Error: Invalid subsystem name.

In sexpression: ( when
   ( is-disabled-delay 0 "PVD Hammer" )
   ( set-subsystem-strength
      "PVD Hammer"
      "turret01"
      0
   )
)
(Error appears to be: turret01)

File: /Users/taylor/src/cvs/fs2_open.pre/projects/Xcode/../../code/mission/missionparse.cpp
Line 5318

Tried FS2_Open 3.6.7 and FS2_Open-20060326 (3.6.8) with same result.

As I guess, some of my ship model files are wrong/outdated.
Can anyone help me to find the victim?

Thanks!!

The game is failing to find an entry for the Typhon or Hatshepsut (whichever one the Hammer is meant to be) and is replacing the ship with a Ulysses. Only problem is that the Ulysses has no turrets so you get this error message.

The problem is no doubt caused by a rogue .vp or .tbl file. Solving the problem is not particularly hard but may require a few steps depending on how much of a mess your Freespace2 folder is in.

Do a search of your entire Freespace2 folder. Report back the names of any .vp or .tbl files which are not visible in this picture along with the path to them (i.e \freespace2\Derelict\SomeVP.vp).

(http://homepage.ntlworld.com/karajorma/FAQ/FAQ-Images/Installing/CleanInstall.jpg)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Falewick on April 11, 2006, 09:11:55 am
That... should have been fixed. What build are you using? CVS? or 3.6.7 official?

Using official 3.6.7. Had to skip both soc loops, pity.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on April 11, 2006, 12:05:10 pm
That... should have been fixed. What build are you using? CVS? or 3.6.7 official?

Using official 3.6.7. Had to skip both soc loops, pity.

you might want to download the latest build and restart the campaign. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on April 11, 2006, 05:12:17 pm
Quote
...the bombers are DESTORYING the [Auriga], not disabling it! Is this supposed to happen?

No, it's not. Usually when I play the auriga gets down to like 20% then starts healing itself. You might try ordering the bombers NOT to attack it and disable it yourself.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Kosh on April 13, 2006, 12:21:07 am
I just downloaded it because I wanted to replay it, but no matter what I do it will not show up on the campaign list (so I can't play it :().
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on April 13, 2006, 12:31:37 am
Quote
...the bombers are DESTORYING the [Auriga], not disabling it! Is this supposed to happen?

No, it's not. Usually when I play the auriga gets down to like 20% then starts healing itself. You might try ordering the bombers NOT to attack it and disable it yourself.

This may actually be a media bug.  I think the version of the Orion that's currently in the media VPs has its subsystems misplaced, with the engines being the worst and hardest to hit.  The AI just fires in the general area, and if they are armed with actual bombs they won't do enough damage to the engines before they kill the ship.  Either equip them with Stilletos if that's an option or download this (http://www.duke.edu/~cek6/gamma_files.zip) and extract the files in it to data/models.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Kosh on April 13, 2006, 09:52:12 am
I just figured out what was wrong. For whatever reason, the VP is missing the campaign file, no wonder why it doesn't show up. Anyone got a patch for this?


Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on April 13, 2006, 10:46:16 am
Sounds like you got an incomplete download. I'd try just downloading it again.

Hey wait a minute this campaign has 5 vp's (with voice data) doesn't it? Make sure you have all of them.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Kosh on April 13, 2006, 11:06:48 am
I'll try downloading it again. I don't want the voice files because downloading huge files on an overseas connection is quite time consuming (as I have to babysit it because of the frequent disconnects).


EDIT: I seem to be having major connection issues tonight. I can only download a few hundred KB before the transfer rate drops down to 100 BYTES/sec or so. Can someone just put the .FC2 file up for download? Otherwise I won't be able to play the campaign.
Title: Re: RELEASE - Derelict SCP Edition
Post by: knallfrosch on April 13, 2006, 05:54:04 pm
The game is failing to find an entry for the Typhon or Hatshepsut (whichever one the Hammer is meant to be) and is replacing the ship with a Ulysses. Only problem is that the Ulysses has no turrets so you get this error message.

The problem is no doubt caused by a rogue .vp or .tbl file. Solving the problem is not particularly hard but may require a few steps depending on how much of a mess your Freespace2 folder is in.

Do a search of your entire Freespace2 folder. Report back the names of any .vp or .tbl files which are not visible in this picture along with the path to them (i.e \freespace2\Derelict\SomeVP.vp).

(http://homepage.ntlworld.com/karajorma/FAQ/FAQ-Images/Installing/CleanInstall.jpg)

Thanks for the hint, had fsport*.vp's and other campains in the same folder. After removing them, it works fine.

Glad to have guys like you around, keep up the excellent work!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Kosh on April 13, 2006, 08:16:40 pm
I just redownloaded DerelictSCP.rar, and the VP STILL doesn't have the FC2 file.

I am not going to download the 70+ MB version, my connection is simply too unreliable to dl something that big.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on April 14, 2006, 03:17:50 pm
Quote
As has been mentioned before, and as noted on the file description:

The DerelictSCP VP file under "BlaiseRussel's files" is bugged. Do not use this version. Use the older version under "BlaiseRussel's files on FileFront" and download the patch VP file.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Wedge on April 20, 2006, 09:12:36 am
Hi, I'm having a problem with the "Event Horizon" mission (I forget the name); when the Auriga jumps in, it's not visible except for the running lights. Is this supposed to happen, or am I missing a model from my FS2 install? I would try searching for any mentions of this problem but the forum keeps telling me I'm not allowed to search...
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on April 20, 2006, 11:30:41 am
If you've got the running lights, then you've got the model.  What's happening is you've got missing textures.  You should have them (there isn't an orion version out there to my knowledge that doesn't use the standard maps) but for whatever reason they aren't loading properly.  Can you get us a screenshot of the problem, by chance?  And your command line options would be useful too.

Oh, and we do know about search.  It's a database issue that's supposed to be resolved with the next release of the forum software that this board uses; as for when that's supposed to be "soon".  Sorry, we're as annoyed with it as you are.

And finally,
:welcome:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Wedge on April 20, 2006, 11:46:16 am
If you've got the running lights, then you've got the model.  What's happening is you've got missing textures.  You should have them (there isn't an orion version out there to my knowledge that doesn't use the standard maps) but for whatever reason they aren't loading properly.  Can you get us a screenshot of the problem, by chance?  And your command line options would be useful too.
I can't get a screenshot at the moment, although I should be able to grab some tomorrow if you still want them. Like I said, all I can see is the rough outline of the destroyer formed by the lights, targetting still works fine, and it still fires at me normally etc. I've copied the contents of my launcher.ini file below, the command line options are there:
Code: [Select]
[launcher]
exe_filepath = J:\Freespace2\fs2_open_r-P420060323.exe;
game_flags =  -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -cache_bitmaps -missile_lighting -targetinfo -orbradar -rearm_timer -3dwarp -warp_flash -snd_preload ;
active_mod = mods;
I'm using OpenGL @ 1024x768x32 if that helps. If you think it's just missing textures I'll try clearing out my FS2 directory tomorrow, it's getting a bit messy and I've installed a lot of stuff in the last day or two, so I've probably caused it myself.
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on April 20, 2006, 11:49:51 am
It's certainly missing textures, and by the sound of it it's just missing some of the textures.  What I would have used the screenshot to determine is what exactly is missing; there are two types of "lights" on the Orion and I'm not sure which you're getting which is why I asked.  Regardless though the lights indicate the presence of the model, whether they are glow maps or glow points.  You may try it without -mipmap but I don't think that's the cause.  I do think it's just missing textures, though I have no idea why.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Wedge on April 20, 2006, 03:41:40 pm
It's certainly missing textures, and by the sound of it it's just missing some of the textures.  What I would have used the screenshot to determine is what exactly is missing; there are two types of "lights" on the Orion and I'm not sure which you're getting which is why I asked.  Regardless though the lights indicate the presence of the model, whether they are glow maps or glow points.  You may try it without -mipmap but I don't think that's the cause.  I do think it's just missing textures, though I have no idea why.
It seems to be working now, I cleaned the directory out a bit and doublechecked all the .vp files were in the right places. I'd installed older versions of the SCP files last year sometime, and just came back to it a few days ago to install the latest versions, so it's almost certainly something I did along the way. Thanks for the help :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on April 20, 2006, 04:32:34 pm
Great to hear.  Now enjoy the remastered masterful goodness that is Derelict.  :)

EDIT: And I've touched almost all of those Orion files that have been flying around, so this probably was, directly or not, at least partly my fault ;)

EDIT 2:  Yay, delete works!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Wedge on April 21, 2006, 12:29:37 pm
Just completed the campaign without any more problems and wanted to say thanks to everyone who worked on it, it was fantastic  :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: TechMage89 on April 23, 2006, 01:45:52 pm
I'm having a problem in the mission (3rd I think) in which you escort the Meridian and Haulian to the jump node. I am told after Long John wing escapes that I must follow them, and the other Alpha fighters jump out. However, when I jump, it ends the mission as a failure.

Am I doing somthing wrong? I am jumping within the node.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Wedge on April 23, 2006, 02:37:13 pm
I'm having a problem in the mission (3rd I think) in which you escort the Meridian and Haulian to the jump node. I am told after Long John wing escapes that I must follow them, and the other Alpha fighters jump out. However, when I jump, it ends the mission as a failure.

Am I doing somthing wrong? I am jumping within the node.
Don't you have to wait until the Meridian and Haulian jump out before you do likewise? I'm sure I didn't follow Long John immediately anyway.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Tahna Los on April 24, 2006, 10:41:14 pm
Well, finally managed to finish the damn thing..... very well done, especially the voice acting.  If there was an award for voice acting, I would say that the voices that did Captain Ekestam and Alpha 2 should win.   I do think the person who portrayed the "Command" voice should have been someone with a bit more "authority" and "force", but hey, it was still a good campaign.

One thing though, I did play through the second SOC loop and it appears that the Auriga and the Enigma would not be captured...... but is this deliberate for yet another campaign?  And what of the GTVI conspiracy?  I hate loose ends unless they are addressed in the future....
Title: Re: RELEASE - Derelict SCP Edition
Post by: Nix on April 26, 2006, 04:51:21 am
You know, I thought the guy who played Command, especially in the later missions, one in particular that I can't remember exactly, but it's something like this. Command keeps telling Alpha wing that there's no more reinforcements, and they're on thier own, and Alpha 2 cuts him off in mid-transmission.  The way how the guy on the comm at command talked, sorta made me feel that the he was "forced" to tell Alpha wing those things, giving me the feeling that there's someone above the guy at the comm in the chain of command.  The whole "Command let Bosch escape!" feeling all over again.  That being said, I thought he did a pretty good job.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on April 27, 2006, 12:36:26 pm
I'm having a problem in the mission (3rd I think) in which you escort the Meridian and Haulian to the jump node. I am told after Long John wing escapes that I must follow them, and the other Alpha fighters jump out. However, when I jump, it ends the mission as a failure.

Am I doing somthing wrong? I am jumping within the node.

you know you have to complete your primary objectives first before jumping out, right? :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dysko on April 28, 2006, 10:53:46 am
I have problems with the mission "Acceptable Losses". When the support ships enter the area to rescue Gold wing the game crashes to desktop. I am using FS2_open 3.6.7 with all mediavps except for advmodels. What can I do?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Slime on April 28, 2006, 01:22:41 pm
I have had that same problem, but only when I called for a support ship for myself after the capture-supports enter the area. I figured that the rearm command must be calling one of those capturing ships to rearm me, effectively tampering with their objectives and therefore crashing the game. The mission played fine after I decided not to rearm.

Are you sure this is not the case?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dysko on April 28, 2006, 01:35:28 pm
No, I hadn't asked for a rearm. I was trying to add the support ships in the escort list, but the game crashed before I could add the second ship to the list.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on April 28, 2006, 01:50:24 pm
try using a recent CVS build. :blah:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dysko on April 28, 2006, 01:58:23 pm
I downloaded the 25th April CVS, and now it seems to work. Thanks.
Title: Re: RELEASE - Derelict SCP Edition
Post by: lil_bro on April 30, 2006, 02:18:15 am
Quote from: Blaise Russel
It's done. Super shiny fully voice-acted goodness. It's been a long time coming (almost a year, I think) but it's finally done. I can now get on with my life.

So here it is. Thanks go to: Agatheron and Kellan and the rest of the original Derelict crew; Ransom Arceihn, Cobra, Spaceman Spiff, Mongoose, Redberg, Getter Robo G, Ionia23, Stunaep, Nix, Darkblade and Azrael15; and an extra special thanks to Nix for being kind enough to mirror the mammoth voicepack files.

Pictures: 1 2 3 4 5 6

All right, here you go: http://hosted.filefront.com/BlaiseRussel/1537576

DerelictSCP is the core campaign, while packs 1, 2, 3 and 4 are the special, briefing, command briefing and debriefing voice packs respectively.

Nix has generously provided a mirror. You'll need a free account at Fileshack to download anything other than the core campaign file.

Enjoy.


Hey all I am new to the forum and need some info.

I am buying the retail version of freespace 2 and can the DerelictSCP campaign(above) be added to it?of so how?
And I followed the link to "FileFront" but with ones do I need to download?or do I need all of them?

Thank you for any info.
Michael.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on April 30, 2006, 02:46:43 am
If you're playing on Retail you'll need the retail version of Derelict.
Title: Re: RELEASE - Derelict SCP Edition
Post by: lil_bro on April 30, 2006, 10:01:30 am
Where can I find it?

Thanks.
Michael.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on April 30, 2006, 11:53:36 am
There's a copy in the download section of my FAQ.
Title: Re: RELEASE - Derelict SCP Edition
Post by: lil_bro on April 30, 2006, 12:58:27 pm
Thanks!
Title: Re: RELEASE - Derelict SCP Edition
Post by: diceman111 on April 30, 2006, 01:17:43 pm
Hi....

I have been playing Derelict SCP now for a day or so but now I have come to the mission


(SPOILERS!!!!!!)
where they bring the super destoyer out of subspace (and there is a blockade in progress, great work with the voice acting by the way), well anyway I have played it like 8 times now and for one thing the feature that lets u skip a mission after 5 failed attempts dosent work and the last time I think I managed to finish the mission (kept the phi or whatever the Vasudan cruser with the civilian leaders on board alive, the lonewolf escaped however, took out the beam cannons on the clements and all the bomber and figthers in the area but still it said when I tried to click accept in the breifing that I had to do it again...
(END OF SPOILERS!!!!!!!)

I am using the derelict version that came with shivan_SpS release if there is a update or something somwhere could someone tell me where to find have ooked around a bit but couldnt find it....



/Dice



THE PROBLEM SOLVED ITSELF SOMEHOW TRIED ONE MORE TIME AND IT WORKED, am on another mission and the computer keeps freezing up all the time but I think I can handle it..........
Title: Re: RELEASE - Derelict SCP Edition
Post by: bolero on May 05, 2006, 11:36:12 am
hey guys great compaign, however i seem to get stuck on the mission "after" Striking the line.  The mission loads, however after 30 seconds out of no where the game just freezes without warning or a message box. I'v tried recent CV's build, old cvs build, same thing.  ANy idea?

-Bolero
Title: Re: RELEASE - Derelict SCP Edition
Post by: diceman111 on May 05, 2006, 05:51:37 pm
hey guys great compaign, however i seem to get stuck on the mission "after" Striking the line.  The mission loads, however after 30 seconds out of no where the game just freezes without warning or a message box. I'v tried recent CV's build, old cvs build, same thing.  ANy idea?

-Bolero

Have u tried using Open GL instead of Direct3D....
Worked for me when I had some problem try that..............

/Dice
Title: Re: RELEASE - Derelict SCP Edition
Post by: Turambar on May 09, 2006, 03:13:28 pm
What happens to me is this, i have it running in a mod folder, and when i go to the campaign select window, after ive created a new pilot, i don't see the Derelict campaign, just FS2, Templar, and Homesick.  I checked the techroom and all the Derelict missions are in there, listed as single missions.  I imagine this is an easy problem to fix, probably involving somethign very simple which will make me feel stupid.

Thanks for the help

Edit: Ha! got it before you guys, nobody makes me look stupid but me!!! ... wait

yeah, found the answer earlier in the thread.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Turambar on May 09, 2006, 03:41:42 pm
new problem!

loading mission 2 makes me CTD, no info

running a debug build now
Title: Re: RELEASE - Derelict SCP Edition
Post by: AlphaOne on May 10, 2006, 04:53:03 am
i finished playng derelict a while ago the scp edition and after a few tries i managed to get the game up and running..! And i Must say: that was awesome. i mean a i havent had this much fun in playng freespace since i played the original game.

Great,superb job everyone and thanx for making such a jewel of a campaign available to us and especiali me.

After i finished Derelict i went out with some of mi friends who were watching me as i played through the last 4 or 5 missions and they were anctious to see what happens and if i can win! and after a few hair raising moments the campaign was done! So we went out and had aourselvs a few beers to celebrate and debate what happened and so on and so on.

The funniest thing was when one of mi firends said after i destroyed the..aaa...the thing was: "Why could u make him come to your side" and i was like "Mi son join me to the dark side"  :lol: now that was funni!

Anywai to keep it to the point a superb campaign which should provide you with awesome experiences and an incredible gameplay. I hope to see more like this ! :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: bolero on May 12, 2006, 08:14:23 pm
I fixed my previous problem,. and finally completed the compaign.  I gotta say this was amazingly WELL done.
I have a question though.  How did the creators make the vasudan voice acting have the vasudan speech in the background and then have a cool computer generated voice over top?

-Bolero
Title: Re: RELEASE - Derelict SCP Edition
Post by: Stomp357 on May 13, 2006, 04:12:56 am
  I just downloaded the Derelict RE-release files from file front. There is no readme file included. What version of the SCP is needed? What VP files are needed for the SCP version needed for Derelict? What Lightspeed files are needed? (direct link, or exact name is needed.) What folder do the Derlict campaign, and voice files go into? Main FS2? Data?
  I have the Official SCP version 3.6.7 installed, and running, but to run Derelict appears to need another.
Title: Re: RELEASE - Derelict SCP Edition
Post by: StratComm on May 13, 2006, 08:23:13 am
The best experience with Derelict SCP comes if you have the latest MediaVPs installed and a recent build from (at the very least) this calendar year.  You'll also need Lightspeed's final nebula release but since Milliways has dissapeared I don't know where to tell you to get it.  I can't remember what it was actually called (there was some bit about it being "not a real release" in there, but that's all I've got) and searching isn't doing anything for me.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Stomp357 on May 13, 2006, 02:52:36 pm
The best experience with Derelict SCP comes if you have the latest MediaVPs installed and a recent build from (at the very least) this calendar year.  You'll also need Lightspeed's final nebula release but since Milliways has dissapeared I don't know where to tell you to get it.  I can't remember what it was actually called (there was some bit about it being "not a real release" in there, but that's all I've got) and searching isn't doing anything for me.

  What directory do I place the Derelict files into? Just the main FS2, or make a new folder, and place all, or some in it?
Title: Re: RELEASE - Derelict SCP Edition
Post by: BigT on May 14, 2006, 05:08:46 pm
First I have to say Great Job!  just got back into Freespace after a long time, and Derelict SCP looks really awesome and the story is captivating!

That being said I am having a problem with the 4th? mission, "A time for Penance".  Right when a wingman says "they're drones" the program locks up.  It's happened twice now, both at that exact spot.

I'm using a recent build (fs2_open_r_Kara_20060429.exe) to be exact.

Any ideas to fix this?  Am I doing something wrong or am I missing something?

Thanks!
-T
Title: Re: RELEASE - Derelict SCP Edition
Post by: lil_bro on May 19, 2006, 01:04:47 am
Very cool!! Great job!! :yes:

I just got done with the campaign and all I can say is WOW.
Now its not as good as the Freespace 2 campaign but its pretty dam close and I mean close!.I do wish I could have the voices in the retail version of it for freespace 2 because its kinda hard to read and play at the same time.

And again Great job!

Ok now I got a question for y'all.

Is there any more campaigns I can download for the retail version of freespace 2?


Thanks in advance.
Michael.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Don-DiZzLe on May 23, 2006, 11:18:51 am
I extracted all the files in a Derelict folder and then put the Derelict folder in de FreeSpace2 main folder. Then I selected the mod via the mod tab in the 5.3 Launcher using the fs2_open_367_p4, but when I start the game I don't see the Derelict campaign in the Campaign menu.

Why is that?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 23, 2006, 11:37:47 am
Make a new pilot.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Don-DiZzLe on May 23, 2006, 11:43:25 am
I just did that but still no luck
Title: Re: RELEASE - Derelict SCP Edition
Post by: Slime on May 24, 2006, 07:51:04 am
Check that the .vp file is directly under the "Derelict" folder, so that there is not a second "derelict" folder after it. Exracting files sometimes does this.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on May 24, 2006, 11:39:31 am
Yep. When you open Freespace2\Derelict you should see VP files and maybe a Data folder. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: ME$$ENGER on May 24, 2006, 11:43:29 am
Make sure you the campaign core archive you downloaded is dated January 2006 (not the latest one that's dated to March).
Title: Re: RELEASE - Derelict SCP Edition
Post by: Don-DiZzLe on May 24, 2006, 12:43:59 pm
Ah that might be whats causing the problem. I've been using de campaign VP file from the march cuz I though it was newer than the other one from januari. So just to get everything straight the files I need are:

DerelictSCP.rar - 01/23/2006
DerelictSCP1.rar - 01/21/2006
DerelictSCP2.rar - 01/21/2006
DerelictSCP3.rar - 01/21/2006
DerelictSCP4.rar - 01/21/2006

And what about the other files from march 2006 then?

Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 30, 2006, 06:51:38 pm
huh. whaddaya know. now that i've run a debug build i'm getting

Warning: Unable to load starfield bitmap: 'nebulA1-main'!

File:D:\C++\Freespace\fs2_open\code\Starfield\StarField.cpp
Line: 3033
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    parse_bitmaps()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816d4f()
------------------------------------------------------------------

all the way up to nebula14 or something. and i've got all of lightspeed's nebula installed. :wtf:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Col. Fishguts on June 01, 2006, 02:06:25 pm
Obviously you have installed one of the nebula packs wrong, or  not at all.

On another note, I finally got a chance to play this, and I must say it's the dog's nadgers. But you all know that already. Kudos to all involved in bringing this up to date :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on June 02, 2006, 03:46:11 pm
I've finally gotten through a substantial amount myself (think I'm up to the second SOC loop or so), and I just have to say that everyone did a completely superb job with this.  It's a real treat to play through. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Pnakotus on June 02, 2006, 09:21:07 pm
I've just reinstalled, and I'm having nebula trouble too.  I've got lightys nebulas in 'ls_nebula.vp', and they work fine in both stock and other BR campaigns like FEP.  I get no joy in Derelict, however, and with a debug build I get a pile of 'can't find nebula file' errors.  I tried moving the nebula vp into the derelict folder, and tried both with and without karas combined stars.tbl, and nothing.  I've had it working before... grr.

EDIT - strange.  The ls_neb.vp was read-only: I changed it and now Derelict works fine, just like everything else.  Shame about the old starfield, though.  :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: arccos on June 02, 2006, 10:23:40 pm
I'm having a bit of a problem myself. I've been running through the missions, and I get stopped cold with this error:

Error: dl4-01-l3.fs2(63):
Error: Required token = [$multi_text], found [$mirror: 0] .

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

I've tried running it in D3D and OpenGL with the same result in SCP . Is this a resource I am missing? I've played through a large number of missions, so I'm not sure what could be missing at this point.

Thanks if anyone can point me in the right direction! GREAT mod other than the error I'm having.

-Arccos
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on June 02, 2006, 11:21:57 pm
do you have the latest cvs?
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on June 03, 2006, 12:56:20 pm
I'd bet money he doesn't. That's exactly the error you'll get if you play with a build that is too old. My bet is that he's playing with 3.6.7 official.

Problem is that although most of the missions work with that one or two have been edited with a newer version of FRED and will give that error.
Title: Re: RELEASE - Derelict SCP Edition
Post by: arccos on June 03, 2006, 01:12:52 pm
do you have the latest cvs?

Both you and karajorma are absolutely correct. I'm running 3.6.7 official.  I'll load up the latest CSV version and keep on trucking. LOVE the mod! Thanks so much for your help!
Title: Re: RELEASE - Derelict SCP Edition
Post by: PotzUK on June 03, 2006, 02:31:04 pm
I'm having a problem on the 2nd half of 'Resupply and Revelation'...

When I clear out the fighters, the bombers arrive OK.  Then they warp out, but the objectives dont seem to clear.  If I warp out then I get the 'no auth to warp out' message :( 

Does anyone have any pointers?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Colonol Dekker on June 06, 2006, 10:44:03 am
The hail mary mission keeps cutting out, it keeps asking for a pof file........tcov02.pof or similar.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on June 06, 2006, 12:10:56 pm
The hail mary mission keeps cutting out, it keeps asking for a pof file........tcov02.pof or similar.

looks like you're missing the "Saphah" version of the Iceni.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Colonol Dekker on June 07, 2006, 03:41:26 am
The Cypher's in there, I can use it in fred, and it appears in the credits (V Nice update btw) I'll just rip all the .vp files to a new data folder and try to whittle down the problem...
Title: Re: RELEASE - Derelict SCP Edition
Post by: starbug on June 13, 2006, 04:09:21 pm
I have downloaded it and i have got stuck on the mission Descent were you have to rescue the mercs from the Event Horizion, the problem i have is that when i complete all the mission goals and i am ordered to return to base i get the debreifing for a success but when i click to the next level it says that i have failed, i even get the failure music. I have played it several times and i wont let me procced even if i fail the mission more than 5 times. i am using the Zeta Media vps 3.6.8 and build RC2 3.6.9.
Title: Re: RELEASE - Derelict SCP Edition
Post by: thrawn on June 13, 2006, 04:52:42 pm
Hm, looks like I'm stuck in the campaign.

Spoiler:

In "The enemy of my enemy" the mission seems so run smoothly, but it won't end! The Auriga and the Vigilante escape, as do the two pirate cruisers left after the long range attack at the beginning. All shivan vessels are destroyed (safe those running dragons) and all primary goals seem to be accomplished (again, safe destroying that dragon wing). After that, nothing happens. Every time I jump out, the mission is a failure. Did I miss something?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Herra Tohtori on June 17, 2006, 10:01:17 am
I'm having some weird sound-related problems trying to play Derelict SCP. On briefings and de-briefings the voice is FUBARed so that you can't really make anything out of it... It has loud sporadic white noise all over it in about 1/3 seconds noise, 1/3 second voice etc. However, in mission everything works completely, the sound is quite normal.

What more important, at first time I didn't even get into mission but the program unexpectedly stopped after some time of that garbled noise. It threw me back onto the console, locked mouse movement and I had to Ctrl-AltBackspace... the keyboard worked, though.  :nervous: It didn't give me any error report that I know of. I'm running Derelict via a short script file named start-derelict that looks like this:

Code: [Select]
#!/bin/sh
#
# Freespace Open aloitustiedosto

echo "Aloitetaan Freespace Open..."

cd /opt/freespace2/

./fs2_open_r -mod Media_VPs, ,Derelict_SCP -spec -glow -jpgtga -mipmap -env -alpha_env -ambient_factor 0 -2d_poof -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -fps -allslev -noscalevid -cache_bitmaps

There you see my command line as well... Anyway, when the program stopped it threw a bit of text onto the console but not a real error message IMO:

Code: [Select]
start-derelict: line 9: 14676 Muistialueen ylitys           
./fs2_open_r -mod Media_VPs, ,Derelict_SCP -spec -glow -jpgtga -mipmap -env -alpha_env -ambient_factor 0 -2d_poof -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -fps -allslev -noscalevid -cache_bitmaps

And that's it. Yes, it's in Finnish, "Muistialueen ylitys" simply means "Memory area exceeded" or perhaps "Memory overflow" or something along those lines.

Now there's obviously two options: Either there's a bug in the build or my sound system has something set wrong. Here's some relevant information:

OS: Ubuntu 6.06 with KDE desktop installed on top of it, running with 2.6.15.25-amd64-k8 kernel

Sound: ALSA with onboard Realtek AC97 sound card

fs2_open build: Taylor's 2006/05/02 build

I should have the latest OpenAL and OGG libraries installed  - at least $ sudo apt-get install libopenal-dev and $sudo apt-get install libogg-dev both return text stating that I already have the most recent versions of these, soo... what gives? AFAIK the Derelict voice files are ogg files, if I'm not completely mistaken.


Otherwise, FSO seems to be working just fine on this system. Or well, there is this other weird thing - all sound (even non-garbled) is delayed noticeably, ie. when I press the trigger the guns do fire immediately but the sound comes as an afterthought, in order of 50-100 ms or something like that. And, as far as I can see it, the env mapping is having some problems, and -ambient_factor 0 doesn't seem to be having any effect... But, it doesn't complain about unrecognized command line parametres either. But these questions should perhaps be asked and answered in SCP forum...

Anyway, that's my problem with briefing / de-briefing voice. For some reason it plays as crap. Has anyone else had this problem? And if you need any additional information, I'll be happy to provide it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 21, 2006, 12:44:47 pm
Hm, looks like I'm stuck in the campaign.

Spoiler:

In "The enemy of my enemy" the mission seems so run smoothly, but it won't end! The Auriga and the Vigilante escape, as do the two pirate cruisers left after the long range attack at the beginning. All shivan vessels are destroyed (safe those running dragons) and all primary goals seem to be accomplished (again, safe destroying that dragon wing). After that, nothing happens. Every time I jump out, the mission is a failure. Did I miss something?

Bump.

Exact same issue.

EDIT: There seems to be some issue with the SEXPs going off for the return to base message.

Criteria is is Zodiac leaves/destroyed(bomber wing) AND Cancer(fighter wing) leaves/destroyed and Vigilent has departed. When that happens, there's a send message to return to base. However that dosn't link into anything.

EDIT once again: That SEXP however dosn't DO anything.

There are two other events, identical ones, that go 'when key pressed(alt-j) happens, do nothing'.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on June 22, 2006, 05:32:51 am
I'm willing to take a look at this one seeing as Blaise doesn't seem to be around but I'm not going to read the whole thread to see exactly what the problem is so I'll need someone to restate which mission (filename please) and what the exact problem is (Unless the quote from Thrawn directly above summarises it completely).
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 22, 2006, 05:34:43 am
I'm willing to take a look at this one seeing as Blaise doesn't seem to be around but I'm not going to read the whole thread to see exactly what the problem is so I'll need someone to restate which mission (filename please) and what the exact problem is (Unless the quote from Thrawn directly above summarises it completely).

It does, that post plus mine gives most information I could find. Filename is dl3-02.fs2.

Abit more info if you need it:

A sucessful mission is when the Return to Base Criteria is (not?) 0, but in the event window, I see nothing related to that.
I'll skip the Vigilent dead status.
AWOL is when both Return to base is 0 and Mission failure is(not?) 0.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on June 22, 2006, 09:35:00 am
I don't think there's anything I can do.

Breakdown!



The Derelict campaign file checks to see if the event 'Return to Base criteria' returned true (with a '0' second delay) and the event 'Mission a failure' returned false. If both events return correctly, then the player progresses to the next mission. If 'Return to Base criteria' returns false or 'Mission a failure' returns true, then the campaign SEXP doesn't fire and the next one, which makes the player repeat the mission, does (automatically).

The event 'Mission a failure' becomes true when the Vigilant has been destroyed for at least 0 seconds, i.e. instantaneously. You can tell when this event returns true because, aside from the Vigilant being dead, Command sends a message:

Quote from: Command
Alpha, the Vigilant has been destroyed. You're of no further use here. Return to base.

In a successful playthrough, you won't see this message, because you won't let the Vigilant die.

'Mission a failure' returns false when either the Vigilant departs from the battlefield, because it can no longer be killed, or when the mission ends and the event hasn't become true, in which case it automatically becomes false as it can no longer happen (due to being out of mission time).

'Return to Base criteria' returns true when Zodiac wing (the Dragon wing) has been destroyed or has been departed for 6 seconds, when Cancer wing (the Manticore wing) has been destroyed for 6 seconds, and when the Vigilant has been departed for 6 seconds. Again, you know this event has triggered because Command tells you so:

Quote from: Command
Alpha, we've traced their transmissions. Return to base!

Obviously it returns false if Cancer wing depart (impossible, as Cancer wing have no cue to depart and so never will) or if the Vigilant is destroyed.

Debriefings will confirm event status again. Command will praise you if 'Return to Base criteria' is true, get upset if 'Mission a failure' is true, and give you the standard AWOL debrief if neither are true. You'll know you passed the mission if Command tells you:

Quote from: Command
It seems we accomplished two things on this mission, pilot.



There doesn't seem to be a flaw in the logic of this little SEXP pairing. Neither can be both true at the same time, since they're mutually incompatible: the Vigilant can't both be destroyed and departed at the same time. Both can return false at mission end, if the Vigilant has neither died nor departed, or if Zodiac hasn't died or departed, or if Cancer hasn't died, but you get told off for going AWOL in the debrief and must repeat. The same applies if 'Mission a failure' is true and 'Return to Base criteria' is false, except you get a debrief moaning about the Vigilant's loss. And, of course, if 'Return to Base criteria' is true, you get a nice debrief and pass the mission.

Or you should, anyway.  :confused:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 22, 2006, 09:39:59 am
Well, as I said, I couldn't find the logic flaw, yet I still have no idea what causes this to happen. Could it be something simple like a false instead of true?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on June 22, 2006, 09:46:00 am
It could, but it isn't.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Don-DiZzLe on June 22, 2006, 09:59:36 am
He BR,

I tried to merge all u'r VPs in a single one. I start it up and it works great but there is no sound/in-game voice/music yet all the necessary files in their appropriate folder

(PS: I also tried to do this for FS2 vps (smarty, root, sparky etc) but same problem everythin works just there aint no sounds whatsoever)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on June 22, 2006, 10:01:09 am
I tried to merge all u'r VPs in a single one

Why?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Don-DiZzLe on June 22, 2006, 10:02:12 am
I kinda prefer one (large) vp over multiple (smaller) ones, but that's just my flavor.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 22, 2006, 10:02:31 am
It could, but it isn't.

 :confused: I'm going to try just skipping that mission, but it's very annoying.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Don-DiZzLe on June 22, 2006, 10:42:02 am
So whats the explanation for the no sound problem after merging the vp's?
Title: Re: RELEASE - Derelict SCP Edition
Post by: thrawn on June 22, 2006, 10:48:16 am
None of those three quotes from Command appear to me as I play the mission. However, I have just noticed that there are two Derelict1SCP-files at the download page. I don't know which one I have downloaded, but is there a recommendation which of those I should use (if that file contains anything capable of causing this weird problem, of course)?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on June 22, 2006, 12:40:40 pm
Quote
So whats the explanation for the no sound problem after merging the vp's?

I don't know, as I'm not someone who actually knows how VP files are made and organised. My tentative guess is that when confronted with a colossal VP crammed full of absolutely everything, the game gives up and goes home. The solution I suggest is to not make a colossal VP crammed full of absolutely everything in the first place.

Quote
None of those three quotes from Command appear to me as I play the mission.

You should encounter at least one of them if you're getting the order to return to base. Of course, if you're not getting the return to base order, that would explain why you're not passing the mission and progressing through the campaign.

Quote
However, I have just noticed that there are two Derelict1SCP-files at the download page. I don't know which one I have downloaded, but is there a recommendation which of those I should use (if that file contains anything capable of causing this weird problem, of course)?

They're both voiceacting packs. So it doesn't matter.

Now that FileFront has gotten their act together, I can get them sorted out.
Title: Re: RELEASE - Derelict SCP Edition
Post by: thrawn on June 22, 2006, 01:17:37 pm
Quote
None of those three quotes from Command appear to me as I play the mission.

You should encounter at least one of them if you're getting the order to return to base. Of course, if you're not getting the return to base order, that would explain why you're not passing the mission and progressing through the campaign.

Well, that seems to be the issue. I don't know what I am doing wrong (I don't even know which part of the mission could be done in an unexpected way), but I definately do not get that order, no matter how long I wait.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 22, 2006, 01:39:32 pm
Quote
None of those three quotes from Command appear to me as I play the mission.

You should encounter at least one of them if you're getting the order to return to base. Of course, if you're not getting the return to base order, that would explain why you're not passing the mission and progressing through the campaign.

Well, that seems to be the issue. I don't know what I am doing wrong (I don't even know which part of the mission could be done in an unexpected way), but I definately do not get that order, no matter how long I wait.

Exact same issue. The problem is not the debriefing aspect, rather the return to base order, it's never sent. I've tried multiple ways of passing the mission, none give me the proper message.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on June 22, 2006, 01:47:29 pm
That's what I suspected the problem was from your descriptions. I've got to reinstall my media VP tools before I can look at the mission though.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 22, 2006, 01:53:51 pm
That's what I suspected the problem was from your descriptions. I've got to reinstall my media VP tools before I can look at the mission though.

I'm gonna see if I can redo that part of the mission and maybe it will work.

Hey, quantum mechanics can be applied to games.  :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: Parias on June 22, 2006, 02:01:17 pm
Thanks for the information Blaise  - interestingly, even if I try to just skip the mission by jumping out five times repeatedly, it still just puts me right back into the same mission again, so there doesn't seem to be any practical way to get past this without breaking past the campaign itself.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on June 22, 2006, 02:22:11 pm
Quote
even if I try to just skip the mission by jumping out five times repeatedly, it still just puts me right back into the same mission again

This is what concerns me. If I had just screwed up the mission somehow and prevented the 'Return to Base criteria' event from firing, that'd be okay. However, if I had, you should still be able to get past the mission by failing it five times.



Quick check - how far are you getting into the mission? See, I got a potential hypothesis: Zodiac and Cancer wings, which need to arrive to allow the mission to end successfully, are (ultimately) dependent on the destruction of 80% of Rapier wing, the Perseus fighters that the Auriga launches to attack the Vigilant. If, I don't know, the Auriga departed before 80% of Rapier could be deployed, could that ensure that 80% of Rapier could never be destroyed, preventing Zodiac and Cancer from ever arriving? Could that happen?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 22, 2006, 02:25:33 pm
Quote
even if I try to just skip the mission by jumping out five times repeatedly, it still just puts me right back into the same mission again

This is what concerns me. If I had just screwed up the mission somehow and prevented the 'Return to Base criteria' event from firing, that'd be okay. However, if I had, you should still be able to get past the mission by failing it five times.

I've also had the same issue.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Parias on June 22, 2006, 02:40:22 pm
Quick check - how far are you getting into the mission? See, I got a potential hypothesis: Zodiac and Cancer wings, which need to arrive to allow the mission to end successfully, are (ultimately) dependent on the destruction of 80% of Rapier wing, the Perseus fighters that the Auriga launches to attack the Vigilant. If, I don't know, the Auriga departed before 80% of Rapier could be deployed, could that ensure that 80% of Rapier could never be destroyed, preventing Zodiac and Cancer from ever arriving? Could that happen?

Interesting hypothesis - I'm not sure if it may apply or not. What I can tell you is that when I play the mission through, I first start knocking down some of the Perseus fighters from Rapier wing. After a little while, the Shivan dragons jump in, then depart after I start chipping away at them. Finally, the Shivan bombers and fighters show up, and the Auriga chooses that time to bug out (the usual comm chatter appears reflecting this, with a warning that the Shivans are now turning their attention to me).

Everything up to this point seems to register okay, and after I clean up the Shivans, the Vigilant then spends the next couple of minutes ambling to it's jump-out point. It then jumps out, I get objective completion notices (and again, appropriate comm traffic  - "Alpha, good work. The Vigilant has left the area."), and then.... nothing.  Command's final message about tracing down the Shivans and telling me to jump out never appears, so I'm left wandering aimlessly.

I was of the impression that it was the Shivan's arrival that causes the Auriga to leave in the first place - and if having 80% of Rapier wing destroyed is what causes the Shivans to appear, then it doesn't seem possible that this aspect would be what's breaking the scripting in the context you describe. I've just yanked the .FS2 file from the VP, so I guess I'll have to take a closer look over the mission to see what's making it (not) tick.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on June 22, 2006, 02:45:36 pm
Ah. In which case, it isn't that then.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 22, 2006, 02:47:44 pm
Definetly not a bug with spawning fighters, they show up properly. I've got a hunch and gonna see if something shows up in a debug build.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Omikron on June 23, 2006, 04:37:27 am
First and foremost: Incredibly well done. I love the campaign, love the voice acting, love it all. The alpha squad pilots are particularly good, they really sound like pilots!

Now, onto my problem: I played up to after the subspace mission at the start, then quit, then when I returned to the game, I found my Myrmadon no longer had any weapons, and my squad seemed to dissapear. So I couldn't figure out what was going on, so I restarted the campaign. The next time I quit and went back in, the same error has occured. As much as I love the campaign, dropping nav points does get old.

The only other thing I have installed is the FSport mod, and I'm not running it when I start up the SCP.

Thanks for any help, and again, great work!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 24, 2006, 02:58:21 am
Definetly not a bug with spawning fighters, they show up properly. I've got a hunch and gonna see if something shows up in a debug build.


Question: Are the bombers supposed to randomly jump out with no message from command?

EDIT: They're supposed to jump out, 72 seconds after Auriga has left, but they don't get a message from command.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 24, 2006, 09:36:56 am
I did it. bow before me.

I changed the criteria from Has departed to goal based.

You take the file and put it in FreeSpace2\DerelictSCP\data\Missions (http://www.yousendit.com/transfer.php?action=download&ufid=057EF0FE62260219)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Blaise Russel on June 24, 2006, 09:54:39 am
The problem, then, would appear to originate from "destroyed-or-departed-delay Zodiac".

I still can't see why this would have been a problem.  :confused:

Regardless, good work.

EDIT: Zodiac bombers have 99 wings, so they won't be destroyed easily, but as you noted they depart 72 seconds after the Auriga, so that ought to fulfil the conditions for the event (along with the destruction of Cancer and the Vigilant's departure). Did the SCP change the way destroyed-or-departed-delay works or something between my testing this and now?

EDIT2: As you noted, there should be a short convo between Alpha 2 and Command after Zodiac wing jumps out. Obviously something is broken with the way FS2 handles multiple-wave wings leaving the battlefield.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 24, 2006, 10:04:21 am
The problem, then, would appear to originate from "destroyed-or-departed-delay Zodiac".

I still can't see why this would have been a problem.  :confused:

Regardless, good work.

EDIT: Zodiac bombers have 99 wings, so they won't be destroyed easily, but as you noted they depart 72 seconds after the Auriga, so that ought to fulfil the conditions for the event (along with the destruction of Cancer and the Vigilant's departure). Did the SCP change the way destroyed-or-departed-delay works or something between my testing this and now?

Not sure, I'm gonna do some more testing but now that this bug has been fixed I'm gonna finsh the campaign.
Title: Re: RELEASE - Derelict SCP Edition
Post by: phreak on June 24, 2006, 01:02:27 pm
I think the multiple-wave wing leaving the battlefield problem will manifest itself in that red-alert dogfight mission after "Resupply and Revelation" where you need to keep the Shivan bombers alive so they can warp out and you'll follow them back to their source.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 24, 2006, 01:04:19 pm
I think the multiple-wave wing leaving the battlefield problem will manifest itself in that red-alert dogfight mission after "Resupply and Revelation" where you need to keep the Shivan bombers alive so they can warp out and you'll follow them back to their source.


It just did, I fixed it gonna see if it works, if so will attach fixed .fs2 file to this post.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 24, 2006, 01:39:14 pm
Wouldn't you know it, it dosn't want to be fixed. Problem is in Let Capricon Escape event.

Or more like the event not firing.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 24, 2006, 02:16:47 pm
You know where to put this (http://www.yousendit.com/transfer.php?action=download&ufid=203FD6097301F691)

Whats the next mission I have to fix?
Title: Re: RELEASE - Derelict SCP Edition
Post by: thrawn on June 24, 2006, 03:34:02 pm
You know where to put this (http://www.yousendit.com/transfer.php?action=download&ufid=203FD6097301F691)

Whats the next mission I have to fix?

Shouldn't the file extension be .fs2 like with the first fixed mission (which I just want to thank you for, works for me :) )?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on June 24, 2006, 03:39:27 pm
You know where to put this (http://www.yousendit.com/transfer.php?action=download&ufid=203FD6097301F691)

Whats the next mission I have to fix?
2Shouldn't the file extension be .fs2 like with the first fixed mission (which I just want to thank you for, works for me :) )?

Rename to .fs2 or DL this (http://www.yousendit.com/transfer.php?action=download&ufid=8E3B2B51138FE7DF).

Your friendly neighborhood dude who forgot 95% of his FRED knowledge.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on June 30, 2006, 11:58:35 am
While performing tests with 3.6.9. RC3 I've found a small mission bug in DL2-11.fs2 ("The Stars are Right"). I have tried to post it as spoiler but I can't (I don't have the proper permissions to post spoilers  :confused: :confused:). So I post it in a very dark colour:

It happens nearly never, but sometimes when Cipher arrives, it disables SCv Tsathoggua, or even if you are really brave you can try disabling it yourself. An then this ship doesn't escape even if it is supposed to in following mission briefings. Nevertheless it can't be destroyed (its hull strength just drops till 1%)


EDITED ---

And another small bug in the same mission:

Normally Alpha docking ring is quickly destroyed but sometimes it takes some more time till shivans destroy Beta docking one. The problem is that the aiming point for both Ganimede rings are inside the SD Nyarlathotep so once the outer sectors are destroyed, SCv Tsathoggua and shivans fighters and bombers rather attack their boss than its jail.

And OTOH SD Nyar... attacks with its beams Alpha docking but not Beta.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on June 30, 2006, 01:29:30 pm
The former is not an SCP bug. It's actually a mission bug. Ships should not fall below 1% when hit by weapons that don't carry the huge or supercap tags. This is the default behaviour (In fact they don't fall below 10% in retail but this was changed slightly in FS2_Open).

It is a mission designers responsibility to ensure that a ship which is mission critical departs correctly. When making a mission you have two choices as to how a mission critical ship departs (excluding WMCs limbo and other fancy SCP trickery).

a) Give the ship a departure cue in the ship editor (and risk a ship departing even when disabled)
b) Give a ship ai-Warpout orders via SEXPs (and risk a ship failing to depart if disabled)

The mission designer should take both potential risks into consideration when deciding which of the two to use and take steps to minimise either making the mission look bad.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on June 30, 2006, 02:34:36 pm
Thank you, Karajorma.

I was sure it wasn't a SCP bug but a mission design weakness.

OTOH I didn't want to point the 1% hull effect (if you want a ship to be indestructible and if it is going to be attacked, there must be an unbreakable threshold in its hull strength, so 1%, 10%, 43% or 100% is just a cosmetic decission).

What I wanted to remark just was that the ship can be disabled. Would it be possible to set Engine Subsystem indestructible so you cannot disable the ship? (I suppose that this feature is not available if it hasn't been used by the expert modders that have made the campaign.).
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on June 30, 2006, 03:26:59 pm
It wasn't available. It is now. You can guardian a subsystem. I dislike doing it with hostile ships though. I'd prefer to see the subsystem get repaired or the mission take care to make sure the player doesn't get the chance to destroy the subsystem.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on June 30, 2006, 06:06:09 pm
Well, I can confirm that the trouble with "The Enemy of my Enemy" mission is a SCP bug because 3.6.9.RC3 suffers it but Karajorma's 20060323 doesn't.

I have mantised it as 967 (http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000967).

I don't know much about modding or coding but it seems the problem is that Zodiac Wing Departure event is not triggered. In events window you only get individual ship departures. (In mantis I have upload several screenshots).

[EDITED and REEDITED]
I have just noticed that this can be a duplicate of 755 which was marked as solved (http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000755)

Goober says that this is not 755. For curious people, the bug appears in CVS 20060520. 20060519 works fine.
[/EDITED and REEDITED]


OTOH, in that mission there's a strange behaviour with Cancer wing. I don't know if it can be a bug: (I post it in very dark colour as it can be spoiler):

I always play the mission leaving my wing escorting Vigilant so basically I fight alone against Shivans. Then when Cancer wings arrive they are VERY VERY pacific. If I don't go quite near them (I'm saying less than 1 or 2 km), even if I use my Trebuchets against them, they just don't attack me. And even when they're attacking me they seem to be thinking about their holidays

What do you think about it?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on June 30, 2006, 10:07:33 pm
I noticed more strange Shivan behavior later on in the campaign. The mission in which the GVD Nekhbet appears, and they tell you to let Shivans escape so you can chase them for the next few missions. Anyway, if you leave a wing alone, they do something....... odd. One will accelerate, fly a wide arc path, then stop. Then one after another the rest will follow. Why do they do this airdance (I guess it'd actually be a "spacedance")?

I took a short video of this behavior. So if someone tells me how to post a vid, I will do so.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on July 02, 2006, 05:10:07 pm
OTOH, in that mission there's a strange behaviour with Cancer wing. I don't know if it can be a bug: (I post it in very dark colour as it can be spoiler):

I always play the mission leaving my wing escorting Vigilant so basically I fight alone against Shivans. Then when Cancer wings arrive they are VERY VERY pacific. If I don't go quite near them (I'm saying less than 1 or 2 km), even if I use my Trebuchets against them, they just don't attack me. And even when they're attacking me they seem to be thinking about their holidays

What do you think about it?

I've played this mission with last available Backslash's multitarget beta build (http://www.hard-light.net/forums/index.php/topic,39259.msg816034.html#msg816034) because it has a quite  handy "bug" that shows orders for enemy ships. I've checked that Cancer ships have no assigned orders.

So is their behaviour normal? Or are we facing a SCP bug?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on July 04, 2006, 04:44:29 pm
From my attempts at fixing that mission, this appears to be a cross, the mission itself was coded in a slightly broken fashion(hence the reason for my fixed .fs2 file) while the AI is badly done. However, not being home I could be forgetting stuff.
Title: Re: RELEASE - Derelict SCP Edition
Post by: J.P. on July 04, 2006, 06:09:19 pm
I'v got a problem on the gorgon cannon mission.

They fire the first shot and then everybody just flies around. I even sped up time and nothing happens.

-J.P.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on July 04, 2006, 07:29:27 pm
I'v got a problem on the gorgon cannon mission.

They fire the first shot and then everybody just flies around. I even sped up time and nothing happens.

-J.P.


Happened to me aswell, untill I can get home and fix that mission(I think I know where the problem is), just do it yourself.
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on July 05, 2006, 06:15:03 am
I've played this mission with last available Backslash's multitarget beta build (http://www.hard-light.net/forums/index.php/topic,39259.msg816034.html#msg816034) because it has a quite  handy "bug" that shows orders for enemy ships. I've checked that Cancer ships have no assigned orders.

So is their behaviour normal? Or are we facing a SCP bug?

Is it that Cancer wing has no orders or that the second wave onwards have no orders? Cause if it's the latter then try playing with 3.6.9 RC 4 and see if that fixes it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on July 05, 2006, 09:05:37 am
I've played this mission with last available Backslash's multitarget beta build (http://www.hard-light.net/forums/index.php/topic,39259.msg816034.html#msg816034) because it has a quite  handy "bug" that shows orders for enemy ships. I've checked that Cancer ships have no assigned orders.

So is their behaviour normal? Or are we facing a SCP bug?

Is it that Cancer wing has no orders or that the second wave onwards have no orders? Cause if it's the latter then try playing with 3.6.9 RC 4 and see if that fixes it.

Even the first wave has no orders. And all of them are quite pacific.

So, what I wanted to ask is if it is normal for a ENEMY wing without orders behave in that way (not being agressive).
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on July 05, 2006, 01:42:11 pm
NOpe. Without orders they should still do something unless they have no-dynamic-orders set or have been told to play dead.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on July 05, 2006, 03:37:24 pm
NOpe. Without orders they should still do something unless they have no-dynamic-orders set or have been told to play dead.

Well, I've played some more times and:

+ I'm playing at medium difficulty.

+ When they enter from subspace they start flying in circles.

+ If you let them alone, without firing at them, even if you are really near (50 m) they keep with their dance.

+ If you attack them they tend to defend but without much punch.

+ When some time has pased and if you had left them alone then they start attacking you with conviction. It seems thet if you are near them (let say about 2 Km) the full wing attacks. If you are at longer distance they attack one each time
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on July 09, 2006, 05:03:52 am
A quick post to confirm to anyone not looking Mantis that "The Enemy of my Enemy" bug is solved with last 3.6.9. Release Candidate 5 (http://www.hard-light.net/forums/index.php/topic,40886.msg833797.html#msg833797) build.
Title: Re: RELEASE - Derelict SCP Edition
Post by: badgerchurch86 on July 13, 2006, 04:27:24 pm
I'm not sure if anyone else has had this problem, but I downloaded it and when I went to start the campaign, it starts me on the level just after the Nyrlothotep escapes.  Any ideas on how to fix this?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Herra Tohtori on July 13, 2006, 04:51:05 pm
I would try creating new pilot.
Title: Re: RELEASE - Derelict SCP Edition
Post by: badgerchurch86 on July 13, 2006, 06:36:15 pm
That worked.  Thanks.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Kaboodles on July 13, 2006, 09:56:25 pm
So I downloaded this campaign a few weeks ago and am loving it so far.  An interesting thing I witnessed while tackling the mission \"The Stars are Right\" (The one where Narly wakes up, shoots things, and manages to escape).  I was having trouble with the mission so I decided to make it easier for myself by taking out its main beam cannons at the beginning before all hell broke loose.  The Nyarlathotep ended up dead. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: Sarafan on July 13, 2006, 10:02:04 pm
Begin plasma core insertion, gunnery control, open fire:


(http://img514.imageshack.us/img514/3808/welcome2hlpbb4xp.gif) (http://imageshack.us)

Welcome to HLP. Please keep all appendages within the installation at all times. Flamethrowers are located underneath all seats, however, due to the rising cost of oil, the ID / evolution debate (don't debate me on Whether or not there is a debate),V, and the meaning of life, the napalm has been replaced with Holy Water. Plasma rifles are located in the weapons locker, but only Admins,V, or a hyper-intelligent shade of blue have access to these areas. If you meet a Shivan in the ductwork it is most likely Carl, give him your lunch and back away slowly, odds are good you'll be fine. Recommend reading includes Karajorma's Freespace FAQ for general questions, and The Freespace Wiki for specific issues and questions.


7th kill. :)

How? Simply tell me how did you do it? :wtf:
Anyway, Derelict is one of the best if not the best campaign for FS2.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Herra Tohtori on July 14, 2006, 11:39:01 am
How? Simply tell me how did you do it? :wtf:
Anyway, Derelict is one of the best if not the best campaign for FS2.

I have witnessed the same thing happening. Apparently, it couldn't destroy Docking Ring Alpha, so it was stuck there while the GTVA fighters drove the tsathoggua away, desroyed the bombers and fighters and I kept pounding on Lucy's other weapons. In the end, the Lucy was destroyed by the Cypher, and Docking Ring Alpha still had 4 % hull integrity left.

After that, nothing happened so I jumped back to base, where I was declared AWOL and grounded.. :lol: They said that I had risked the lives of millions by leaving the battle zone unauthorized. Oh well, I guess destroying a shivan super destroyer isn't enough for one mission... :shaking:
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on July 14, 2006, 12:22:07 pm
Yes, while testing for some bugs I mantised (961 and 962), I've played "The Stars are Right" for about 5 million times and I can say it has some design "weaknesses" (I post them in dark blue as they can be spoiler):

+ The shivan cruiser is sometimes disabled (I posted it before in this thread), although it is always supposed to escape in debriefing and following briefings and missions.

+ Docking rings are destroyed at VERY different rates every time you play. The Lucy class attacks with its beems alpha but not beta. So sometimes it really takes too much for them to be destroyed.

+ Shivans attack the centers of docking rings which are inside the Lucy class. So a lot of time they're attacking their own boss.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Kaboodles on July 14, 2006, 01:13:16 pm
On my next try I destroyed only one of the main beam cannons.  The Bast still died, but all of the messages ended up coming out of order.  It was slightly amusing. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: wolfen on July 17, 2006, 06:48:32 pm
Man this is one cool as hel mod thanks :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on July 20, 2006, 11:15:47 am
I've fixed two minor minor minor bugs but nevertheless here they are:


I do know they are very little fixes but, hey, this is my VERY FIRST Fred usage.  :D

(In case there's someone very very nooby, just unzip the vp file inside Derelict folder).


EDITED ------
Look for these missions inside my next post (http://www.hard-light.net/forums/index.php/topic,38019.msg839407.html#msg839407) attachement.
Title: Re: RELEASE - Derelict SCP Edition
Post by: wolfen on July 20, 2006, 03:48:54 pm
Very very noobie, why don't you just type my mane in there instead LOL

You know,"incase wolfen downloads this"
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on July 21, 2006, 05:47:54 am
Cause although you're new you're not the only one :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: wolfen on July 21, 2006, 02:23:50 pm
You mean to tell me I wasn't the last on the face of the earth to find this place?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mura on July 21, 2006, 04:23:55 pm
no, maybe i was... and i still can't use scp :(

i really need to upgrade or buy a new pc(this means make a new one)... any recomendations?
Title: Re: RELEASE - Derelict SCP Edition
Post by: wolfen on July 21, 2006, 07:37:57 pm
Well when it comes to computers I don't know all the specs and what you would want, I know that if you already have a keyboard, monitor and mouse all you really need is the cpu itself, so you might be bale to save some money that way. Personally, (even though mine is an old pos) I recomend going as top of the line as possible, that way its longer between times you have to upgrade.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on July 22, 2006, 01:12:59 pm
Well I've also fixed some bugs in Playing Possum (Dl4-05.fs2) but now I can say these are quite BIG tweaks:

+ I have put clear-goals SEXPs to Alpha Wing so even if you have previously ordered something (like Protect Telus or whatever) they go to sleep when Shivans arrive.

+ I have also put clear-goals SEXP to wake up them. In "retail" version you had to give some order to them. (The perfect way to do this wake up is with a remove-goal->ai-play-dead SEXP, but remove-goal SEXP seems to be broken).

+ Your movement detection by shivans is made with speed SEXP rather than keyboard acceleration key pressing detection. In "retail" version you could accelerate with your joystick thruster without been detected (as example, I NEVER use any acceleration keys at all).

+ I've linked Cancer arrival to player's stop. So you have to stop if you want the mission to continue. In "retail" you could ignore the play dead directive and then you Weren't detected by shivans. You could even attack Cancer without being detected.

+ I've also deactivated glow points in friendly ships, (even player one), while they're playing dead.

+ I've deactivated engines in friendly ships (but player one) while they're playing dead so they do not have engine glows. I've done in this way because I haven't found any other. I don't disable player ship 'cos then you cannot either accelerate or move at all.

+ Some other tweaks in message playing and event order and timing inside fs2 file.


I upload a new 00_dl4_patches.vp with this updated mission and the two previously fixed (see my previous post (http://www.hard-light.net/forums/index.php/topic,38019.msg838367.html#msg838367)).

Please if you detect any error don't curse me too much, (this is my first FRED usage week).

[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on July 24, 2006, 07:56:56 pm
Hey guys (back again)...

  I DL'ed Shivan's pack 1.5 and the 1.8 update... Guess what? SCP3.6.8 runs & I can choose mods!!! (WOOT!)

Ok, calm self down...

I loaded up normal fs2, it runs and looked great (though I used Shivan's pilot and was fighting in the nebula  with the Lysander  :lol:!) Success!

I decided to PRESS my luck before work and try to load Derelict. Mod was found and chosen in campaign room, custom loading screen came up and got about halfway, I think, when an error popped up:

Error loading pof: cruiser01x (I think), turret up spline (something)
vertice/path 1??
line 8500

Is this new or has been adressed? What can be done?
BTW choosing break into debugmode caused CTD.

Thanks in advance! (see you in about 12-13 hours)

Title: Re: RELEASE - Derelict SCP Edition
Post by: zwaps on July 25, 2006, 06:43:25 am
I just registered here to point out how incredibly great the campaign was and how much I enjoyed playing through it in one day.

It is really well balanced. The original campaign, when played in SCP, is far too hard, but Derelict was perfect.

Here are some bugs or whatever:
- When you first meet to Auriga, you can simply destroy it with long range weapons and patience. Let it warp out after the Iceni type left.
- In the mission where the Ravana (i think) class warps in at your Meson Beam thingy, the beam doesn't fire (or whatever is supposed to happen) and the Ravana just rams it, destroying it and then everything just sits there. Mission resumes as soon as you destroy the Ravana
- The Nebula always creates a lag every few seconds. Dunno why
- In the mission where you have to scan the Lucifer, you should include some kind of Navpoints, because you get lost easily. For example when the new ship comes in, I was already fleeing and my only option was to warp out and call the mission a failure, because I couldn't find anything anymore.

Other than that, great campaign.
Any other campaigns I can try with SCP that are good, too?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on July 25, 2006, 12:52:31 pm
:welcome:


Welcome to the HLP! I'm too tired to write up a good welcome speech right now. So, the compressed versoin:
Exits... everywhere... blocked... flamethrowers... holy water.... secure lockers...admins..... hyperintelligent Hooloovoos... Carl... lunch... Thank you and enjoy your stay.  :D



OH and I'd try the Into the Depths of Hell series of campaigns. The story's only a third of the way done, but that's like 40 missions or so, so you won't be disappointed.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on July 25, 2006, 12:55:20 pm
Does anyone still need the fixed derelict missions?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on July 25, 2006, 01:54:30 pm
Please keep them archived until the vp can get updated.

Hoping someone knows how I can replace cruiser01x pof... I just looked at the Derelict Vp's from Shivan's pack and they say last modified 1/20/06... are these out of date?

l8tr... (in  the mean time I will try the other installed mods and see if I can run them)

Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on July 25, 2006, 01:59:05 pm
I'll upload them as requested.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on July 25, 2006, 02:04:36 pm
Please keep them archived until the vp can get updated.

Hoping someone knows how I can replace cruiser01x pof... I just looked at the Derelict Vp's from Shivan's pack and they say last modified 1/20/06... are these out of date?

l8tr... (in  the mean time I will try the other installed mods and see if I can run them)


IIRC that replacement is made through a xx-shp.tbm inside media vp. Make sure that your Derelict mod.ini has a right SecondaryList folder list for your mediavps folder. I mean if you have your media vps in "mediavps" folder, make sure you have "SecondaryList= mediavps;".

Also make sure you are using Launcher 5.4.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on July 25, 2006, 03:19:58 pm
Karajorma sorted me out...
   I was using the _R build specified it the read me.. I am now using the 3.6.9exe and it loads fine (just did my first mission). Had the black squares problem though with combat effects, loaded the patches to 3.6.8 media vp's so hopefully will work now...  :D  Will report back if there are problems...

Title: Re: RELEASE - Derelict SCP Edition
Post by: Mathwiz6 on July 25, 2006, 07:37:47 pm
Uh, hi, I'm one of those random people who downloaded this (and the SCP), to play, and I seem to be having an issue.

When I begin the Derelict campaign, the very 1'st mission, my ship gets no weaponry. Neither do my allies.

I have determined this problem is with the Derelict vps or closely related, as the regular portion of the SCP works.

I'm using SCP 3.6.7, all the voice paks with derelict, haven't modified anything except mod.ini.

I previously used the same pilot to play the older derelict, if that means anything.

Any other information needed?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Sarafan on July 25, 2006, 07:43:46 pm
Begin plasma core insertion, gunnery control, open fire:


(http://img514.imageshack.us/img514/3808/welcome2hlpbb4xp.gif) (http://imageshack.us)

Welcome to HLP. Please keep all appendages within the installation at all times. Flamethrowers are located underneath all seats, however, due to the rising cost of oil, the ID / evolution debate (don't debate me on Whether or not there is a debate),V, and the meaning of life, the napalm has been replaced with Holy Water. Plasma rifles are located in the weapons locker, but only Admins,V, or a hyper-intelligent shade of blue have access to these areas. If you meet a Shivan in the ductwork it is most likely Carl, give him your lunch and back away slowly, odds are good you'll be fine. Recommend reading includes Karajorma's Freespace FAQ for general questions, and The Freespace Wiki for specific issues and questions.

16th kill. :)

Did you selected the place where you putted Derelict on the mod tab on the launcher?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Wanderer on July 25, 2006, 10:44:30 pm
Also... go to campaing selection screen, select Derelict and accept it, then go to campaign screen and start the campaign. If this didnt help then in the briefing (in ship / weapon loadout screen) select 'reset loadouts' (button on the right side of the screen). If neither of these helped restart the game and create a new pilot before you enter the main hall and try the above tricks again.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on July 25, 2006, 10:53:27 pm
Also, I recommend getting a newer SCP version. (http://www.hard-light.net/forums/index.php/topic,40886.0.html) Trust me they look so much prettier.

Note: for that build you'll also need the 3.6.8 media VP's (http://www.hard-light.net/forums/index.php/topic,39905.0.html), which should (hint hint) be included with normal build downloads, but aren't.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mathwiz6 on July 26, 2006, 08:15:22 am
Whoops, read through this more carefully, and found that you can have issues with a pilot that previously played derelict.

New pilot, and... Hah! Got it!

Sheesh, that was kinda pathetic.

Jeez, sadly, none of that other stuff worked.

I think i'll stick with this SCP, as with all the graphics maxed, it looks shiny enough (hugs X700).  :p

Yes, I selected Derelict, etc. Got the mod.ini aimed at mediavps, etc.
Title: Re: RELEASE - Derelict SCP Edition
Post by: EagleCAP on July 26, 2006, 09:15:51 am
Allow me to say....many many kudos to Blaise and all of the voice actors for making such an awesome project.  I had actually never played Derelict before the voice-acted version, so it's almost like playing the retail FS2 campaign again.  I've been addicted to it ever since i started playing! Good job, guys.  :yes: :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Getter Robo G on July 29, 2006, 01:29:03 pm
Excelsior!

I just finished the campaign yesterday... I had no problems from mission1-credits.

The acting was top notch and in the future I will be tracking some of you guys down  ;)

Hey BR, did you make changes to the original? (as I never played it, and frankly glad I waited for the VA version!)
Are all the missions as they were in retail Derelict, or did you add content (aside from voices)?

Regardless, I just wanted to say it was an amazing FS2 experience. Thank you for a job well done!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on July 29, 2006, 02:40:18 pm
he fixed a few bigs and added SCP content. ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mathwiz6 on August 03, 2006, 09:21:52 pm
Ahh, that was a good campaign...

Good job whoever did Mackie, he sounds like a perfect vetern of "the boonies".
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on August 03, 2006, 11:26:27 pm
The only problem I've noticed is that in "The wrong door", some voice files appear to be missing. About halfway through the mission suddenly the generic Windows voice (complete with bad pronouciation) comes on instead of Mackie's.


Other than that, top-notch work (and that problem is likely something on my own machine, rather than the campaign). Mackie remains my favorite character from the user-made campaigns (#2 would be Max Caultan, from Sync).


Me, I wonder what the hell happened to the Auriga. It kinda.... vanished. And what was up with the Enigma? Have there ever been plans to see what that was all about?
Title: Re: RELEASE - Derelict SCP Edition
Post by: crucial_soul on August 09, 2006, 10:57:44 am
having some problems with the mission where u have to escort the commander (its the mission after the subspace), forgot wat it is called. anyway i do eveything and then nothing happens, i also looked around and found that the vasudan cruiser actual gets caught between its waypoint and the installation. basically it gets stuck. has there been a fix for this?

Also another problem si in the actual subspace mission, 1 of the pilots says something but no voice comes out, i guess it hasn't been included.

thnx for the help in advance.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Triple Ace on August 09, 2006, 11:20:52 am
I need to redownload the files, but because I'm back on dial-up I lose the connection in the middle of the download. With the fileshack and filefront mirrors I can't resume them. Are there any other mirrors?
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on August 09, 2006, 04:35:04 pm
having some problems with the mission where u have to escort the commander (its the mission after the subspace), forgot wat it is called. anyway i do eveything and then nothing happens, i also looked around and found that the vasudan cruiser actual gets caught between its waypoint and the installation. basically it gets stuck. has there been a fix for this?

I have just played it without trouble. Please check with the latest build (3.6.9. RC6).
Title: Re: RELEASE - Derelict SCP Edition
Post by: leeisl on September 18, 2006, 10:16:58 am
I'll upload them as requested.

Would you mind doing that now?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ace Pace on September 18, 2006, 02:43:16 pm
I'll upload them as requested.

Would you mind doing that now?

These should be  (http://download.yousendit.com/7F9618F00E67FA17) the  two files you need (http://download.yousendit.com/F1B5C3AB56E1EB9F)
Title: Re: RELEASE - Derelict SCP Edition
Post by: CreamyB|ood on September 19, 2006, 12:14:40 am
Hi there.  I'm playing through Derelict right now, but as I was frustrated by many missions I (and at least one other poster) had wished there was a walkthrough for it.  So I decided to write one, in a similar format to the one that Tim Wuyts did for the origianl FS2 campaign.

The thing is, although I've only got about 10 missions completed in the walkthrough (23-33; I started late), most of my descriptions might make you old timers laugh your heads off, but at least get someone through a level that was easy for me but frustrating for them.

I don't really want to debate the merits of walkthroughs or 'cheating' but just think that sometimes when you've done a mission seven times  (22 in one case) it becomes frustrating and not fun anymore.  Sometimes reading someone elses perspective on a way to get through it will mean the difference between an well spent Saturday night or a really pissed off one.

What I'm asking is, should I post my walkthrough (when it's done) in some obscure link here and hosted on my website that may or may not be broken in a year or month or two, or post it on gamefaqs or similar (but not sure if they accept 'user add-on faqs).  Or.  Just make a link in the Freespace wiki you have here.

That way you could go:

hard-light->Freespace Wiki->User Made Campaigns->Derelict->Related Links->Walkthrough

Then have it so that people could add on or change stuff.  For example if I originally had this:

---------------------------------------

Mission 23 (DL3-01) Acceptable Losses
_________________________________________


Objectives
----------

Primary objectives:    Rescue the ATLANTICA
Secondary Objectives:  None

Ship and loadout
----------------

Default:

   Ship:      GTF Perseus   
   Guns:      GTW-5 Prometheus (S) Cannon
              GTW Akheton SDG (To disable NOT kill)   
   Missiles:  GTM-19 Harpoon
              GTM-19 Harpoon   

What I used:

   Ship:      GTF Hercules Mark II   
   Guns:      GTW Akheton SDG
              GTW Akheton SDG  (Probably silly)
   Missiles:  GTM MX-6 Tempest Missile
              GTM-4a Tornado Missile

Preferred:

   Ship:      ???   
   Guns:      ???
              ???
   Missiles:  ???
              ???


Mission Overview
----------------

* Disable Gold
* Destroy Green (Disable is probably better)
* Destroy Capricorn
* Destroy Pisces
* Protect ALTANTICA
* Protect HAULER


First I told all ships to 'disable my target' then went full engines and afterburnered my way

there.   Once close I dropped engine power back down and boosted weapons a bit.  After disabling

each ship by using the Akheton ONLY (target indicator will turn purple and info screen will say

'disabled') I immediatly told all ships to 'disable my target' again.  Repeat this and you can

usually disable all four of them before Green shows up.

Although command says you can destroy Green, I seemed to lose the mission if some died (although I

was allowed to continue when only one died).  So I immediately tell all ships to 'disable my

target' once we disable one, otherwise they seem to go on a killing spree and you lose the mission.

Then Capricorn (bombers) and Pisces (fighters) jump in.  I usually get everyone to go for the

bombers first (Capricorn) but when it all get's confusing I just tell them to 'engage the enemy'

but try and kill bombers first.

The HAULER should escape and Pisces will warp in again.  Soon after that you can warp out.


------------------------------------------


Then anyone of you guys that laughs hysterically my ridiculous way of muddling through it could put in an actuall ship/loadout that makes sense and some real-man tactics.  In the mean time, it might help someone playing that mission.  I imagine there are a lot more people trying to play these games than the few on this board talking about it. 

For example, there are a few good hints in this thread about confusing and/or difficult missions, but you have to read through 16 pages to find them.  And that's if you were very lucky with the 'search' function.

Just a thought....



Title: Re: RELEASE - Derelict SCP Edition
Post by: Herra Tohtori on September 19, 2006, 02:14:42 am
Wha's up with ye tongue, we'll keel-haul ye! T'sounds like ye be tryin' t' sound like a pirate, yarr!  :lol:

Aside from wot, it's definitely not a bad idea.

Code: [Select]
Not again one of those forum-scramblers...
 :shaking:
Title: Re: RELEASE - Derelict SCP Edition
Post by: GrandAdmiralAbaht on September 29, 2006, 01:42:48 pm
Ok, before I play the campaign, I want to make sure I have everything I need.  I downloaded the 5 Derelict SCP files from January.  Are these good?  Or should I try to get an updated version?  Do I need to download anything else other than the 5 core files?  I'm running FSO 3.6.9 RC7.

EDIT: Ok everything is working smooth except for the fact that I have no nebula backgrounds at all.
Title: Re: RELEASE - Derelict SCP Edition
Post by: GrandAdmiralAbaht on October 01, 2006, 05:32:42 pm
Bump.

I downloaded the ls_neb.exe and placed the vp into the mediavp folder.  But I still don't have any backgrounds!  I've tried placing the vp into the derelict folder and to no avail.  I've decided to download the .rar file from milliways v2.5, but I have no idea where to install all the individual files.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on October 03, 2006, 03:58:32 pm
Bump.

I downloaded the ls_neb.exe and placed the vp into the mediavp folder.  But I still don't have any backgrounds!  I've tried placing the vp into the derelict folder and to no avail.  I've decided to download the .rar file from milliways v2.5, but I have no idea where to install all the individual files.

Pick Lightspeed's Nebula Pack (http://www.penguinbomb.com/lightspeed/NaRR10_Nebulae.zip).

It is a quite big pack and I don't remember if it has just a vp archive or a lot of zipped files. I will give you more info when you tell me.

Basically, as this nebulas are used by a lot of mods, the best thing you can do is installing them as a secondary mod. So:
Code: [Select]
[multimod]
SecondaryList = nebulas,mediavps;

Don't forget to use at least Launcher 5.4. Read about mod installation in Karajorma's FAQ (http://homepage.ntlworld.com/karajorma/FAQ/intro.html) and Freespace Wiki in Installing MODs (http://www.hard-light.net/wiki/index.php/Installing_mods_for_fs2_open) or -MOD Launcher flag (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Tahna Los on October 06, 2006, 10:24:22 am
Three mission bugs:

1) In "The Number of the Beast", the blast that was supposed to destroy the Nero does not destroy it.  You'll have to destroy the ship yourself to continue the mission.

2) In "Sheridan's Gambit", the first blast from the meson cannon does not destroy the cain class cruiser (it should).  It does not fire at the Moloch Class corvette.  And when the Azethoth comes in, the meson cannon fires, but only brings the Azethoth to around 30% hull (it should destroy it completely).

3) In Momento Mori, when the Cthon is destroyed and Mackie realizes the Lucifer is at the Capella node, the voice files are missing.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Knarfe1000 on October 10, 2006, 07:22:42 am
I have a problem with the mission where the "Event Horizon" has to be secured. At the end (?), after the transport with the staff made it safely to subspace, the "Auriga" appears and opens fire at the Event Horizon. The station is at 36 % hull. I managed to deactivate the Auriga (it can´t be destroyed, hull stays at 1%), but nothing happens. Is the Auriga supposed to destroy the Event Horizon. If yes, it doesn´t because it stopps shooting long before it was disabled/disarmed.  I have the 3.6.8 zeta and 3.6.9 RC7 installed.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Knarfe1000 on October 12, 2006, 02:40:55 am
B * U * M * P
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on October 12, 2006, 03:48:18 pm
:bump:

Fixed!  :D

Anyway, yeah, the Event Horizon is a goner in that mission. And, no, the Auriga is not supposed to be destroyed. It plays a major role in the second GTVI loop. I don't think you have to stick around for the actual destruction of the base. Have you tried simply jumping out after the Auriga fires its opening salvo?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Knarfe1000 on October 15, 2006, 05:19:21 am
Yes but I think I was not allowed to do so, cause I lost the mission... I tried two more times and then command ordered me to leave the system. Maybe a little bug...
Title: Re: RELEASE - Derelict SCP Edition
Post by: Hunterbaine on October 27, 2006, 11:51:27 pm
Maybe just maybe Im an idiot, however I will risk asking this question because i really want to play this campaign lol. Ok I went to the download link which is in the begining of this thread and there are alot of options for downloading and I have no clue which ones to download. I understand that I need to download the main build then download 1-4 because those are my sound files and what not. That would be 5 downloads(no I didnt have to use a calculater for that, lol) any how there are about ten different things I can download. Can anyone someone let me know which i should download. Since I started playing this game with all the mods and what not I have found it to be quit a learning experience. I have always been a put round flat disk in humming paper weight and play kinda guy lol. When I discovered the freespace was still around AND was revamped that has began to change. :eek:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Hunterbaine on October 27, 2006, 11:57:59 pm
disregard my last post! :doubt:. Ummmm yeah after closer examination I relized I had miss read something a few times. so ummm yeah I got it figured out ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: FOX2PRO on November 10, 2006, 04:41:00 pm
Ok...on the mission where the first Shivans are seen, and the Nya-thingy goes active, I can't beat it. I destroy the fighters, but the Cypher never comes in, and the Moloch and Lucifer ships sit there shooting each other...
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on November 11, 2006, 03:35:00 am
Ok...on the mission where the first Shivans are seen, and the Nya-thingy goes active, I can't beat it. I destroy the fighters, but the Cypher never comes in, and the Moloch and Lucifer ships sit there shooting each other...

I haven't tested that mission recently, but which FSOpen version are you using?

3.6.9 RC7.9 has a serious AI bug (http://scp.indiegames.us/mantis/view.php?id=1133) which can affect that mission. Try with RC7 or RC7.8 if this is your case.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Atilla on November 25, 2006, 07:18:47 am
Hi everyone

I'm in a series of missions where Khefrem take logistic support from Nekbet. We fight some Shivans and allow some of them to escape. So we find where they come. In the next mission, we again fight and allow some Shivan ships to escape. The last mission we attack shivan ships and 3 cruisers. We destroy all fighters and bombers. But I can't take Lilith's front beam cannon before Ignatius comes in.

In this situation, I wanted to change my ship. I reentered the mission. Last mission's "transmission" screen opened . I pressed "replay previous mission". I thought I'm able to go back and open first mission, so I can change the ship. In the previous mission's transmission screen, I again pressed "replay previous mission". But same mission opened.

I quited the campaign, entered technical room, pressed the mission simulator. Windows gave an error message and game crushed down. I enter the game again, character selection menu opens. When I select my character, windows give error again and game crush down. I can enter the game and campaign in new character. But I don't want to lose Derelict's missions.

I am using 3.6.9 RC7 build and 3.6.8 mediavps. OS Windows XP.

Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on November 25, 2006, 11:02:11 am
:welcome:


My game sometimes freezes during those missions... I don't know why.

But whoever said that the Lilith's beam gun had to be down before Ignatius jumped in? I never am able to kill that beam before Ignatius arrives, and the Ignatius always survives as long as the Lilith gets off only the one shot. A Hecate can take a few hits before going down you know, it's not like the opening volley will kill it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Atilla on November 25, 2006, 12:05:51 pm
I know I don't have to destroy it before Ignatius. But I want to try it.  Anyway this isn't the problem. My problem is, I can't enter the game. As I say I can enter with new character. But I don't want to play whole campaign again.
Title: Re: RELEASE - Derelict SCP Edition
Post by: wolfen on November 25, 2006, 12:56:36 pm
Hey Dark Hunter welcome back. How was the vacation?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on November 25, 2006, 02:20:37 pm
It was quite boring actually... never wanted to go in the first place. Ah well.



@Atilla: I think there's a way to copy and paste campaign data for a pilot to another. I did that once when I faced a similiar issue. It was a long time ago, though, I can't even remember where I went to get the data. Also, I think it was on retail.

Or did I just copy the pilot? ARRGH! :mad:
Title: Re: RELEASE - Derelict SCP Edition
Post by: helopticor on December 14, 2006, 01:49:18 pm
Everytime I try to go past the briefing (not the pre-briefing thing) for the (first?) gorgon cannon mission, the game freezes and I can't get into the mission. I'm not entirely sure what version I have as I just used the FS2 open launcher to get derelict scp. Any ideas? Do I need to reinstall Derelict separately? Will that mess up my save?
Title: Re: RELEASE - Derelict SCP Edition
Post by: karajorma on December 14, 2006, 04:05:03 pm
If you used the installer then you have the correct version as far as I know. Not certain what could be causing the problem as I'm not very familiar with Derelict.
Title: Re: RELEASE - Derelict SCP Edition
Post by: MP-Ryan on December 17, 2006, 02:54:00 am
:welcome:


My game sometimes freezes during those missions... I don't know why.

But whoever said that the Lilith's beam gun had to be down before Ignatius jumped in? I never am able to kill that beam before Ignatius arrives, and the Ignatius always survives as long as the Lilith gets off only the one shot. A Hecate can take a few hits before going down you know, it's not like the opening volley will kill it.

One word:  Trebuchets.

Upon recollection, they may not be available in that mission.  If not, you need a Maxim cannon and a Herc II.  I managed to knock it out *shrug*

The mission I had trouble getting beams knocked out in was the last one.  Those Liliths are a pain =(
Title: Re: RELEASE - Derelict SCP Edition
Post by: Fabian on May 02, 2007, 03:38:10 pm
Hi,

thanks for a great campaign!

I however could not pass "Rites of Passage" with the SCP and derelict installed by the java installer by Turey. (I believe it's 3.6.9)

The problem is that when the "Capellan Shuttle" tries to dock the pilot over short or long commits suicide as he always tries to get to the dock, but never actually reaches it.

I then looked at the vp file and saw that the fighterbays are only restored to 50%, but even changing this to 100 did nothing.

I hacked around it by changing the Departure Location to Hyperspace.

Though I don't really know what could be wrong there as the vp file seems correct.

The original entries are:

$Departure Location: Docking Bay
$Departure Anchor: Luxor

Perhaps this should be fighter bay?

I dunno.

On a related note Beta 2 also commited suicide, when trying to land on fighterbay 1.

Anyway, now I can go on playing and just wanted to report it.

cu

Fabian
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on May 02, 2007, 05:47:30 pm
:welcome:

A new poster who knows some FRED stuff. Cool.
Title: Re: RELEASE - Derelict SCP Edition
Post by: MP-Ryan on May 02, 2007, 05:53:09 pm
Well-known positioning bug in 3.6.9.  It needs to be corrected.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 03, 2007, 12:01:44 pm
Well, maybe not, it could be a screwup with the AI's fighterbay entry routine.

Though it would be nice to move that thing. Problem is if you move it you don't know what's going to be screwed up. :nervous:
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on May 05, 2007, 08:55:06 am
Please people, take a look to MP-Ryan's Mantis 1168 report (http://scp.indiegames.us/mantis/view.php?id=1168) and check if it happens to you. There's a weird bug here.

Basically I get the Ganymede displacement if I don't use mediavps. But, somehow, mv_models.vp from 3.6.8. zeta fixes it  :confused: :confused:
Title: Re: RELEASE - Derelict SCP Edition
Post by: ElectricEel on May 15, 2007, 10:25:14 am
I think I've found a bug in the campaign. It seems that in the mission 'Striking the Line', if you complete the bonus objective of destroying the beam cannon of the Zoth, you can't proceed to the next mission. I also couldn't skip this mission through the 'if you fail five times, you can skip the mission' feature (anti-fighter beams are a pain when you're flying a Perseus).
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 15, 2007, 12:30:12 pm
The Zoth? I don't remember a Zoth. :wtf:
Title: Re: RELEASE - Derelict SCP Edition
Post by: ElectricEel on May 15, 2007, 12:50:36 pm
It's the Lilith-class cruiser. Fortunately, the Ignatius is unlikely to be destroyed by it, so that is not a major issue.

I just finished this. Wow, the last two missions were intense. A few minor issues, though. In the second-to-last mission, the Vasudan bombers are loaded with rockeyes instead of bombs (and with Prometheus-retrofits instead of decent weapons) as the default. In the last mission, if you fail the mission you get the same debriefing as if you had jumped out without permission. Also, I think there's no voice for some of the Cypher's lines in the second-to-last mission (when it is warping out against orders). Is this because they were not recorded, or have they been accidentally left out?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 15, 2007, 12:58:05 pm
There were a few lines that were left out. I'm not sure if they were ever fixed.
Title: Re: RELEASE - Derelict SCP Edition
Post by: vamitul on May 16, 2007, 04:16:59 am
well ... i just started derelict.. and i's frigging amazing.. i have a few questions.. 1.  anyone knows.. if turey's installer downloads this one, or some other version?
2. is it just me, or are the voice sounds very very low. i have everything turned up to max (volume), and i still can barely hear the voices!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 16, 2007, 09:34:45 am
Voices are low, Blaise didn't quite filter them correctly.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on May 16, 2007, 11:58:15 am
Just turn effects and music volume down and voices up. Problem solved.
Title: Re: RELEASE - Derelict SCP Edition
Post by: aRaven on May 16, 2007, 12:56:57 pm
i increased the volume of the voice file to 200%...easy ^^
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 16, 2007, 12:58:19 pm
Any chance you can put them up for us? I don't like the idea of going through all those voice files and I couldn't remember how to do a mass edit with any of my editing software.
Title: Re: RELEASE - Derelict SCP Edition
Post by: vamitul on May 17, 2007, 12:42:16 am
DH... i'we got the volume up to max. from windows, from the game, from my headphones. no more knobs to turn. and. i don't know how to edit soundfiles.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on May 17, 2007, 10:39:39 pm
I was talking about on the Options screen actually (F2 in game, or accessible from Mainhall).
Title: Re: RELEASE - Derelict SCP Edition
Post by: vamitul on May 18, 2007, 12:34:01 am
I was talking about the same thing. i said i got the volume up form THE GAME (the options menu) - to max, from windows, again - to max.. from my headphone -- also to max..
but anyways, problem fixed.. switched my sound output to an amplifier.
Title: Re: RELEASE - Derelict SCP Edition
Post by: aRaven on May 18, 2007, 08:34:31 am
Any chance you can put them up for us? I don't like the idea of going through all those voice files and I couldn't remember how to do a mass edit with any of my editing software.

here you go...listen...feel...enjoy ^^

http://rapidshare.com/files/31995224/voice.rar.html
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 18, 2007, 01:54:02 pm
Awesome, thanks. But did you have to use Rapidshare? :P

[EDIT] I've uploaded the .rar to Filefront. You can get it here (http://files.filefront.com/derelictvoicesrar/;7544493;/fileinfo.html).
Title: Re: RELEASE - Derelict SCP Edition
Post by: aRaven on May 18, 2007, 11:16:35 pm
Whats wrong with rapidshare? bandwidth is used at full maximum, and im very satisfied with it ^^
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 18, 2007, 11:17:23 pm
After 45 days your **** gets deleted unless you pay for it. :P

Also I can't believe how crappy I sound in this game now. O_o
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on May 19, 2007, 12:03:48 am
Which character did you voice?
Title: Re: RELEASE - Derelict SCP Edition
Post by: MarsNeedsWomen on May 19, 2007, 07:23:53 pm
Well after playing all day, I finished the campaign. It was great! I liked the recurring joke about duct tape.  :lol:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Game_Master64 on May 19, 2007, 07:53:26 pm
so does everyone else. i've lost count how many references theres been to that :P
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on May 19, 2007, 11:10:32 pm
I liked the inclusion of the Nekhbet, that was a nice touch.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 20, 2007, 01:45:49 am
Which character did you voice?

I was Alpha 3.

People say I was one of the best voices in the campaign, but I dunno... I really think I can do better. :doubt:
Title: Re: RELEASE - Derelict SCP Edition
Post by: aRaven on May 20, 2007, 11:45:36 am
then do better next time :P
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on May 22, 2007, 09:52:23 pm
It's official, I definitely hate how I sound. It really makes me want to redo this. :P
Title: Re: RELEASE - Derelict SCP Edition
Post by: aRaven on May 23, 2007, 01:31:02 am
I'm not holding you back ^^
Title: Re: RELEASE - Derelict SCP Edition
Post by: GS059 on June 20, 2007, 04:21:09 pm
has anyone had a problem with the 9th mish where the little pod keeps running into the station until it dies cosing you to fail the mish?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Game_Master64 on June 20, 2007, 06:09:48 pm
:welcome:

i dont know the speach, so, ya.... can someone fill it in?

which SCP build are you using? this happenes quite frequently. try an older build, IIRC 3.6.7 works well for this.
Title: Re: RELEASE - Derelict SCP Edition
Post by: GS059 on June 20, 2007, 06:34:08 pm
I am using 3.6.9
where might I be able to dl previous versions?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Game_Master64 on June 20, 2007, 10:49:25 pm
heres a link to 3.6.7, it should help

http://scp.indiegames.us/request.php?134

sorry, dead link. i'll try to find a working one
Title: Re: RELEASE - Derelict SCP Edition
Post by: Polpolion on June 20, 2007, 10:59:56 pm
I don't think it's the build. I play it on 369 and it's fine.
Title: Re: RELEASE - Derelict SCP Edition
Post by: GS059 on June 20, 2007, 11:31:07 pm
I don't think it's the build. I play it on 369 and it's fine.

than, has anyone had the problem?
I am going to play it again tonight and post a link to a pic of what happens... or a video... not sure which one, but I should have something up later...
:edit:
video (http://us.share.geocities.com/generalspartan059/stupidperson.wmv)
stupid hourly transfer rates apply to this link... so you might not be able to see it right now...
:/edit:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Game_Master64 on June 21, 2007, 12:35:51 am
siz, are you sure? look back further in this thread. they blame that on a positioning bug in 3.6.9
Title: Re: RELEASE - Derelict SCP Edition
Post by: GS059 on June 21, 2007, 12:53:29 am
siz, are you sure? look back further in this thread. they blame that on a positioning bug in 3.6.9

than do you know where I can get 3.6.7?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Grizzly on June 21, 2007, 11:17:08 am
The Freespace Source Code Project website? It is in the links on the top of your screen.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Game_Master64 on June 21, 2007, 11:55:43 am
i tried earlier, that link there is dead.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on June 21, 2007, 12:27:30 pm
has anyone had a problem with the 9th mish where the little pod keeps running into the station until it dies cosing you to fail the mish?

Just to confirm. Your trouble mission is "Rites of Pasage", isn't it?

If the answer is yes, you have the explanation here: Mantis 1168 (http://scp.indiegames.us/mantis/view.php?id=1168). (Maybe you'll have to create an account to access Mantis first). It's not a build problem but a model problem with the GTSC Faustus.

And if you are suffering it, it means you aren't using MediaVps in a good way. Mediavps 3.6.8+zeta patches "fix" this problem. Please check you have this version properly installed.

Also, please look in -mod launcher flag help in Wiki (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod) how to set up your Derelict mod.ini file. I upload mine nevertheless but ADJUST THE EXACT FOLDER NAMES YOU ARE USING if needed.

[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: GS059 on June 21, 2007, 01:49:02 pm
I am still not using mediavp's, I guess that is my first problem...
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on June 21, 2007, 02:10:59 pm
I am still not using mediavp's, I guess that is my first problem...
Hey the game looks MUCH BETTER with mediavps. They don't add anything more, (they don't change game behaviour in any way). You should install them right now:

So, mediavps shouldn't "fix" anything but the problem here is that retail model for Faustus and enhaced mediavps edition aren't exactly compatible.
Title: Re: RELEASE - Derelict SCP Edition
Post by: GS059 on June 21, 2007, 04:45:31 pm
An advice if you don't know it. USE DIFFERENT PILOTS FOR EACH MOD (yes capital, bold and underlined). Because several pilot code issues, pilot files can get corrupted quite easily.
I found that out a long time ago when I was playing fs1, when I tried to restart the campaign too many times it would just start crashing a lot....



you guys were not kidding when you said that the mediavp's make the game look much better....


after installing the mediavp's and loading derelict with them, the problem is cleared up...
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dave2040 on August 05, 2007, 11:21:46 am
I just finished the campaign and i had to say... WOW! ^^ This was the best thing since the original campaign!
I would love to know what's about the Auriga and Morgan Technologies or the renegade GTVI ^^
Title: Re: RELEASE - Derelict SCP Edition
Post by: Snail on August 05, 2007, 11:23:20 am
I would love to know what's about the Auriga and Morgan Technologies or the renegade GTVI ^^

Those questions are answered in Blackwater Operations (http://www.hard-light.net/forums/index.php/board,106.0.html) (not released :P)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dave2040 on August 05, 2007, 11:37:57 am
Argh... BWO is the Campaign, that is done, when it's done right?  :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: Game_Master64 on August 05, 2007, 11:45:45 am
i believe you are
Title: Re: RELEASE - Derelict SCP Edition
Post by: MrXian on October 24, 2007, 08:40:30 am
I've been playing the campaign, and I must say - it's great.

There's one little problem, though. The game handles mission-critical ships being disabled really badly. I've had several missions where I had to protect something, and the Auriga jumps in. My first reaction to a capship threatening my allies is disabling the capship, and if I have time de-tooth it as well. However, here this causes the missions to go on and on and on, with nothing happening.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on October 24, 2007, 09:57:45 am
So, don't disable it.  :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on October 24, 2007, 12:10:55 pm
Yeah, I did that to a Typhon in Awakenings. And I learned something from that: don't disable it. Here's another Derelict tip for ye.
Spoiler:
In the Gorgon cannon mission, don't go and disarm the Ravana, whatever it was called.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on October 24, 2007, 01:03:22 pm
You mean you actually have time to do that before it dies?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on October 24, 2007, 02:26:44 pm
I dunno. Guess I was lucky that one time. Managed to be in the right place at the right time and get the said thing done which resulted in
Spoiler:
the nearby Sobek not getting destroyed, which in turn resulted in a malfunction in the coding of the cannon. That sucked. I almost tried to blow the Sobek up myself.
I merely brought this up since it sounds like MrXian has a bad habit of doing something the mission designers failed to anticipate, which often results in getting stuck in a mission.[/color]
Title: Re: RELEASE - Derelict SCP Edition
Post by: MrXian on October 24, 2007, 03:13:11 pm
Yeah, but why don't the designers anticipate that?

Destroyers are really easy to take out if you manage to stay under the guns, so that's exactly what I do. I get close and stick close to the guns taking down guns and components. Enemy fighters shooting at me generally only manage to help you damage the destroyer if you know what yer doing.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on October 24, 2007, 06:17:35 pm
Derelict was made a while ago... before the SCP. Such techniques may not have been in very widespread use.

I guess to be sure you'd have to ask the original designers. Not Blaise Russel, he only touched up the campaign, changed nothing about the missions themselves.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on October 25, 2007, 12:00:46 am
Yeah, but generally it is easy to find out if you're doing something wrong. Like, if you disable a hostile capital ship and notice that the mission is stuck, you can with relative ease deduce that maybe it is plotwise important to let it escape. Of course, if you just play by feeling, you shouldn't have these problems. They are sure to come up more often if your strategy for every mission is to take a bomber or anything with a high missile capacity, then go 'OMG! Enemy big ship! Must dizabl0r!', whenever a hostile capital ship arrives to the scene. Personally, I prefer to disarm them at least a bit in order to minimize damage to any possible friendly capital ships or transports etc. But, as I explained, even that strategy can urinate all over itself.
Title: Re: RELEASE - Derelict SCP Edition
Post by: MrXian on October 26, 2007, 09:55:37 am
Oh, I was wondering about something else.

I read somewhere that Derelict branches off to two different endings. Where does it branch off? I've seen one ending, would like to see the other.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on October 26, 2007, 10:04:57 am
Uhhh.... I don't think it branches into different endings. The campaign itself branches a couple of times, into some SOC stuff, but the ending is the same regardless of whether you participate in the SOC or not.
Title: Re: RELEASE - Derelict SCP Edition
Post by: BustRobot on October 27, 2007, 12:42:21 pm
Hi, I'm new to the boards and recently downloaded this mod, along with recently installing the Source Code Project, and registered specifically for help with a bug I can't seem to sort out.

Specifically, it is to do with the "Rites of Passage" mission, and occurs when the Capellan Shuttle tries to dock with the modified Typhon station in it's Docking Bay - whatever it's name is - and decides to keep crashing into it, eventually commiting suicide.  :mad: I understand a few others have also had this problem.

As far as I know, it's to do with the build of SCP I'm using - 3.6.9 Full - and/or to do with the script. (Also, as far as I know I'm using the latest mediaVP's - 3.6.8 Zeta?) :confused:

If someone can point me to:
a) A working download link for the build I need to fix this bug, or
b) Providing me with the information I need on how to change the shuttles "Departure Location" from docking with the station to Hyperspace in the VP file, or other solution.

Any help is appreciated! Thanks in advance.  :yes: :P

P.S. I have read through this topic, and not found much that can help me. (I'm no expert at changing code things or anything of the like. It's why I'm asking.)
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on October 27, 2007, 01:55:24 pm
Hi, I'm new to the boards and recently downloaded this mod, along with recently installing the Source Code Project, and registered specifically for help with a bug I can't seem to sort out.

Specifically, it is to do with the "Rites of Passage" mission, and occurs when the Capellan Shuttle tries to dock with the modified Typhon station in it's Docking Bay - whatever it's name is - and decides to keep crashing into it, eventually commiting suicide.  :mad: I understand a few others have also had this problem.

As far as I know, it's to do with the build of SCP I'm using - 3.6.9 Full - and/or to do with the script. (Also, as far as I know I'm using the latest mediaVP's - 3.6.8 Zeta?) :confused:

If someone can point me to:
a) A working download link for the build I need to fix this bug, or
b) Providing me with the information I need on how to change the shuttles "Departure Location" from docking with the station to Hyperspace in the VP file, or other solution.

Any help is appreciated! Thanks in advance.  :yes: :P

P.S. I have read through this topic, and not found much that can help me. (I'm no expert at changing code things or anything of the like. It's why I'm asking.)

First of all

:welcome:

And after that I'm sorry to say that nope, you are not using mediavps in a right way because mediavps "fix" the issue.

The problem is that retail & mediavps HTL faustus is not exactly the same. With retail Faustus, Docking ring is rotated and blocks the fighter bay of the Typhon. You can find full info about it in previous (old) posts in this thread. Or if you want you have full info and a fixed mission, (which rotates the Faustus instead the docking ring) in Mantis bug 1168 (http://scp.indiegames.us/mantis/view.php?id=1168).

But please check how you have installed mediavps and how Derelict points to them through MOD.INI cause as already said mediavps faustus "fixes" the problem. Follow Karajorma's FAQ (http://homepage.ntlworld.com/karajorma/FAQ/installing.html) and make sure you've got a "clean" FS2 installation:

And also try to fully understand how to properly install mods without having undesired cross effects (each one in a different folder, usage of launcher mod tab and mod.ini files, etc.)
Title: Re: RELEASE - Derelict SCP Edition
Post by: BustRobot on October 27, 2007, 04:48:48 pm
Quote
And after that I'm sorry to say that nope, you are not using mediavps in a right way because mediavps "fix" the issue.

The problem is that retail & mediavps HTL faustus is not exactly the same. With retail Faustus, Docking ring is rotated and blocks the fighter bay of the Typhon. You can find full info about it in previous (old) posts in this thread. Or if you want you have full info and a fixed mission, (which rotates the Faustus instead the docking ring) in Mantis bug 1168 (http://scp.indiegames.us/mantis/view.php?id=1168).

But please check how you have installed mediavps and how Derelict points to them through MOD.INI cause as already said mediavps faustus "fixes" the problem. Follow Karajorma's FAQ (http://homepage.ntlworld.com/karajorma/FAQ/installing.html) and make sure you've got a "clean" FS2 installation:
  • Delete all freespace2/data/ contents but players folder (unless you want to lose all your existing pilots). Be careful because you can be deleting custom missions or badly installed mods (but installed nevertheless).
  • Check that in your freespace2/ dir you only have the vps listed in this Wiki page (http://www.hard-light.net/wiki/index.php/FS2_Data_Structure#Introduction)

And also try to fully understand how to properly install mods without having undesired cross effects (each one in a different folder, usage of launcher mod tab and mod.ini files, etc.)


Many thanks, ARSPR, the mission is now working. It appears it was down to the fact that I hadn't cleaned up the original Freespace 2 install, so they were interefering with the "better" mediavps, and that I needed to modify one or two of the mod.ini files.

Again, thanks for the assist. I'm sitting pretty now!   :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: the_dark_light on November 01, 2007, 11:38:23 am
Derelict has to be the best compaign I've played (short of the main Freespace2 and fsport campaigns)

The ingame dialogue is fantastic! (I still chuckle whenever duct tape is mentioned, confusing family and friends)
It seems to be something that makes all the difference, I've always found campaigns without voice recordings to be a little stale
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on November 01, 2007, 11:53:37 am
I'm really starting to hate my voice now in this campaign. :P
Title: Re: RELEASE - Derelict SCP Edition
Post by: the_dark_light on November 02, 2007, 12:49:50 pm
I'm really starting to hate my voice now in this campaign. :P

Why, who do you voice?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on November 02, 2007, 12:51:18 pm
He was Alpha 3, I believe.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on November 02, 2007, 03:32:56 pm
Alpha 3.
Title: Re: RELEASE - Derelict SCP Edition
Post by: the_dark_light on November 02, 2007, 06:47:47 pm
I assume Alpha3 isn't "duct tape"?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on November 02, 2007, 06:51:36 pm
Alpha 2 is.
Title: Re: RELEASE - Derelict SCP Edition
Post by: the_dark_light on November 02, 2007, 07:33:24 pm
Alpha 2 is.

Shame on me, given that I've been playing a lot of derelict lately, I should remember  :sigh: (or rather, I should have known that)
Title: Re: RELEASE - Derelict SCP Edition
Post by: the_dark_light on November 02, 2007, 08:18:25 pm
I'm really starting to hate my voice now in this campaign. :P

I replayed mission 1 to check, don't worry - your voice is ok.  If you really don't like you voice then I'll have to dig out the sound clips I made when trying to create a half life mission (my awfull rendition of the G-Man will surely restore your confidence)
Title: Re: RELEASE - Derelict SCP Edition
Post by: diwen on November 03, 2007, 02:22:15 am
Argh!  No!  I somehow managed to corrupt my save file many missions in.  The game crashes now whenever I click on my pilot name in single player and click select.  I was on the mission in which
Spoiler:
you chase down some Shivan fighters, then follow their bombers (I think that you have 3 separate short missions without returning to base) and end up at a Lilith with two Cains...  I keep trying to disable the main cannon on the Lilith but either get friendly fired upon [and killed] by the Ignatious (sp?) or die some other way.  After numerous rounds of that, I decide to try to get back to the loadout select to properly take that thing down, so I hit replay previous mission a bunch of times (it apparently only lets you go back one).

I can't remember precisely what I did, but I can't play anymore with that pilot.  I would rather not have to play through the whole beginning of the campaign (despite how awesome it is) just to get past that point.  Is there any remedy to this?  Can someone post their save files so that I can try using those and going mission by mission in the simulator or something?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on November 03, 2007, 03:19:12 am
Well, you can always create a new pilot. Then just go to the Mission Simulator and hit ctrl+shift+s and all the missions will show. Of course you'll be kicked back to the main hall and you have to repeat the procedure every time you want to play a mission. Life sucks, I know, but at least this is one way to do it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: diwen on November 03, 2007, 03:48:34 am
Well, you can always create a new pilot. Then just go to the Mission Simulator and hit ctrl+shift+s and all the missions will show. Of course you'll be kicked back to the main hall and you have to repeat the procedure every time you want to play a mission. Life sucks, I know, but at least this is one way to do it.

Oh hey, thanks.  That will work nicely.  It beats having to go through the often extended waiting periods in the earlier missions...
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on November 03, 2007, 03:51:55 am
Great. And now that I noticed,

:welcomered:
Title: Re: RELEASE - Derelict SCP Edition
Post by: PLX on November 24, 2007, 04:01:37 pm
I have problem again :) Derelict doesn't use a mediavps although they are being used when I choose mediavps "mod" in launcher.
What should I do?

BTW Great work, Derelict Team  :yes: it's god campagin (although I haven't finish it yet).
Title: Re: RELEASE - Derelict SCP Edition
Post by: Hyper Ion on November 24, 2007, 04:20:40 pm
I have problem again :) Derelict doesn't use a mediavps although they are being used when I choose mediavps "mod" in launcher.
What should I do?

BTW Great work, Derelict Team  :yes: it's god campagin (although I haven't finish it yet).
Move the .VP files in your MediaVPs into the Derelict folder.
Title: Re: RELEASE - Derelict SCP Edition
Post by: PLX on November 24, 2007, 04:48:39 pm
Thanks Hyper Ion. I works  :nod:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on November 24, 2007, 05:43:35 pm
That's a no-no. The mediaVPs should not contain anything other than the mediavps and modifications to them.
Title: Re: RELEASE - Derelict SCP Edition
Post by: ARSPR on November 24, 2007, 05:45:05 pm
I have problem again :) Derelict doesn't use a mediavps although they are being used when I choose mediavps "mod" in launcher.
What should I do?

BTW Great work, Derelict Team  :yes: it's god campagin (although I haven't finish it yet).
Move the .VP files in your MediaVPs into the Derelict folder.

NOOOOO!!!!
That can work or not depending on the exact vp names...

Use mod.ini feature. You can read more info about it here:

Learning how FS2 Open manages the game data is really important. It will solve you tons of future troubles. Don't fear spending some time reading and understanding it. Ask any doubts you have.

EDIT: Cobra has been faster than I in his reply.  ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Cobra on November 24, 2007, 06:18:33 pm
True, but yours is a little more informative. ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Hyper Ion on November 24, 2007, 07:15:16 pm
I have problem again :) Derelict doesn't use a mediavps although they are being used when I choose mediavps "mod" in launcher.
What should I do?

BTW Great work, Derelict Team  :yes: it's god campagin (although I haven't finish it yet).
Move the .VP files in your MediaVPs into the Derelict folder.

NOOOOO!!!!
That can work or not depending on the exact vp names...

Use mod.ini feature. You can read more info about it here:
  • This page from Karajorma's FAQ (http://homepage.ntlworld.com/karajorma/FAQ/installingmods.html)
  • This (http://www.hard-light.net/wiki/index.php/FS2_Data_Structure) and this (http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mod) from the Wiki.

Learning how FS2 Open manages the game data is really important. It will solve you tons of future troubles. Don't fear spending some time reading and understanding it. Ask any doubts you have.
Hmm, well this may save me some hard-drive space. I think I also know why Derelict's mod.ini never worked for me now. I can only assume that a missing "_" between media and VP is the cause of my problem. However, the sites you gave contradict that piece of information, saying that on the secondaries line, I don't need the "_".
Title: Re: RELEASE - Derelict SCP Edition
Post by: Herra Tohtori on November 24, 2007, 07:57:31 pm
I'm not trying to be mean here, but what did you expect? :p Iif you have a directory named "media_vps" in any folder, and you navigate ther ewith the command.com (dos prompt) and type "cd mediavps" without the _ between, you will be informed that there is no such file or directory.

That is exactly what happens if you don't make sure every mod folder name is written exactly as it should - the -mod command line option is a bit more unforgiving though, since it doesn't warn about mod folders not found, it just doesn't use folders that don't exist, which means any mist-typed mod folder name is just passed when the game initializes the collective data pool (from root VP's, root\data\, activated mod folder VP's and mod folder data directories) to be used on startup. And seeing how the mod.ini files essentially are just one way of using the -mod command line argument, same applies to them (naturally).

I can just echo what has been said - learn about the Force data management in FS2_Open. It will save everyone's time. :nod:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Hyper Ion on November 24, 2007, 08:14:11 pm
I'm not trying to be mean here, but what did you expect? :p Iif you have a directory named "media_vps" in any folder, and you navigate ther ewith the command.com (dos prompt) and type "cd mediavps" without the _ between, you will be informed that there is no such file or directory.
To be honest, I expected one of the sources (Blaise's mod.ini or the .ini in those link) to be wrong as one omits the "_" and the other doesn't.  :p Oh well, I suppose I must abandon the American need to expect everything to be done for me and modify the mod.ini accordingly.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on November 25, 2007, 12:03:27 am
The vast majority of mod.ini files out there will not have the "_" there, so as a general rule, keep it that way.
Title: Re: RELEASE - Derelict SCP Edition
Post by: MP-Ryan on November 26, 2007, 04:08:18 pm
Reading this, methinks it's almost time for another lesson on multimods and Mods folder management.
Title: Re: RELEASE - Derelict SCP Edition
Post by: GTSVA on January 21, 2008, 05:21:53 pm
Quote
And after that I'm sorry to say that nope, you are not using mediavps in a right way because mediavps "fix" the issue.

The problem is that retail & mediavps HTL faustus is not exactly the same. With retail Faustus, Docking ring is rotated and blocks the fighter bay of the Typhon. You can find full info about it in previous (old) posts in this thread. Or if you want you have full info and a fixed mission, (which rotates the Faustus instead the docking ring) in Mantis bug 1168 (http://scp.indiegames.us/mantis/view.php?id=1168).

But please check how you have installed mediavps and how Derelict points to them through MOD.INI cause as already said mediavps faustus "fixes" the problem. Follow Karajorma's FAQ (http://homepage.ntlworld.com/karajorma/FAQ/installing.html) and make sure you've got a "clean" FS2 installation:
  • Delete all freespace2/data/ contents but players folder (unless you want to lose all your existing pilots). Be careful because you can be deleting custom missions or badly installed mods (but installed nevertheless).
  • Check that in your freespace2/ dir you only have the vps listed in this Wiki page (http://www.hard-light.net/wiki/index.php/FS2_Data_Structure#Introduction)

And also try to fully understand how to properly install mods without having undesired cross effects (each one in a different folder, usage of launcher mod tab and mod.ini files, etc.)


Many thanks, ARSPR, the mission is now working. It appears it was down to the fact that I hadn't cleaned up the original Freespace 2 install, so they were interefering with the "better" mediavps, and that I needed to modify one or two of the mod.ini files.

Again, thanks for the assist. I'm sitting pretty now!   :p

but now im getting a malloc file error again....
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on January 23, 2008, 02:36:22 pm
but now im getting a malloc file error again....
:wtf: A what?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on January 23, 2008, 02:50:42 pm
Malloc is a C function used to dynamically allocate a certain amount of memory on the "heap."  I'd imagine this is some sort of pointer error, which are always so much fun to track down. :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on January 23, 2008, 02:55:47 pm
I see. Cool. Not a single day passes without me learning something new.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Solitaire on February 11, 2008, 07:14:36 pm
Can't get past Descent... :(

Spoiler:
After the Auriga jumps in and splatters the Cypher it just sits there. Disabling it, not disabling it, trebbing it to death... nothing works, you never get the recall order once the transport jumps... :confused:



Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on February 12, 2008, 09:44:00 am
Have you tried actually jumping out? And I think
Spoiler:
the Cypher should also jump out.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Solitaire on February 12, 2008, 04:09:19 pm
Really?

Spoiler:
I thought it was supposed to go poof - first it starts screaming that it can't handle it and has to bug out (by which time its already down to 45% hull) and then starts on about its beams malfunctioning and gets owned around 10 seconds after the Auriga starts throwing its weight around. :eek2: The same salvo from the Auriga halves the Event Horizon's hull (76% > 38%) to boot.

But then it just quits firing at the station. :wtf: I thought the station has to die as well as the Cypher because the transport's departure isn't triggering a RtB - I just sit there while the Auriga zaps at me with its AA beams. If I leave I always get the AWOL debrief, and the game won't let me advance to the next mission regardless of how many times I get AWOL'd :mad:

Darn it, I thought the glitches in that mission had been patched... Either that, or Turey's Installer is borked and hunting down old files again... :rolleyes: And yeah, I'm using 3.6.9 with 3.6.8 VPs - didn't want to risk an alpha build just to get the 3.6.10 VPs...
Title: Re: RELEASE - Derelict SCP Edition
Post by: highwayman on July 21, 2008, 10:45:15 pm
I've played this one nearly to its end, I believe (things are really heating up with the Shivans - they're smashing a certain blockade ATM), and I just wanted to give huge props to the folks who put this together and did all the voice acting (especially like the Mackie character). The plotline, characters and missions all come together so well. Really top notch stuff, and quite comparable to the main FS2 campaign in terms of how engaged I am with the story and finding out what happens next. Many thanks!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Tahna Los on July 27, 2008, 02:24:18 pm
I have one niggling issue, the GTCV Escher does not have its name plate graphic on the ship.  In fact, I don't think any of the Terran ships (save the Lone Wolf) have it.  Any idea what I need to do to turn this on?
Title: Re: RELEASE - Derelict SCP Edition
Post by: SF-Junky on August 05, 2008, 04:56:02 am
Derelict doesn't have any nameplates at all.
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on August 05, 2008, 11:42:35 am
I've played this one nearly to its end, I believe (things are really heating up with the Shivans - they're smashing a certain blockade ATM), and I just wanted to give huge props to the folks who put this together and did all the voice acting (especially like the Mackie character). The plotline, characters and missions all come together so well. Really top notch stuff, and quite comparable to the main FS2 campaign in terms of how engaged I am with the story and finding out what happens next. Many thanks!

I believe Mackie was played by Ransom Arceihn.
Title: Re: RELEASE - Derelict SCP Edition
Post by: GTSVA on August 06, 2008, 08:22:38 am
I've played this one nearly to its end, I believe (things are really heating up with the Shivans - they're smashing a certain blockade ATM), and I just wanted to give huge props to the folks who put this together and did all the voice acting (especially like the Mackie character). The plotline, characters and missions all come together so well. Really top notch stuff, and quite comparable to the main FS2 campaign in terms of how engaged I am with the story and finding out what happens next. Many thanks!

I believe Mackie was played by Ransom Arceihn.

Who's that?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dark Hunter on August 06, 2008, 08:45:55 am
 :lol:

Sorry. It's just he's a rather big-name campaign writer around here.
He's the mastermind behind Sync and Transcend.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on August 06, 2008, 09:28:59 am
I believe Mackie was played by Ransom Arceihn.
Who's that?
:eek2: Well I never... someone ought to poke you in the eye for that. j/k
Title: Re: RELEASE - Derelict SCP Edition
Post by: GTSVA on August 06, 2008, 03:41:45 pm
Pfft.....you can't expect me to know everything!!  :shaking:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on August 06, 2008, 03:51:56 pm
Well, we do expect you to know some things around here. Now go play Transcend.
Title: Re: RELEASE - Derelict SCP Edition
Post by: RavenTS on October 01, 2008, 01:12:43 pm
If somebody is interested or needs one, here is a german walkthrough: http://kultloesungen.redio.de/wiki/doku.php?id=derelictinfo

 ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on October 01, 2008, 03:17:19 pm
If somebody is interested or needs one, here is a german walkthrough: http://kultloesungen.redio.de/wiki/doku.php?id=derelictinfo

 ;)
:yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Hanyuu271 on October 18, 2008, 09:58:15 am
Ok, I'm on the mission in the derelict Campaign and all called Acceptable Losses I have fixed the problem before I found out it had to do with what was in my mediavps folder but when I supposedly beat this mission it goes to the debriefing and all I hit accept and it says that I failed the mission even though I did all the objectives. So I decided to try and skip the mission which I did and then it just goes back to the same mission acceptable losses. PS: this is as much as I can give for info that I know
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on October 18, 2008, 12:12:55 pm
Please don't ask the same question in many places. Since you already asked about this in your other thread, could we please handle the issue there.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on October 19, 2008, 01:05:16 pm
Am I wrong or voice packs 1, 2 and 4 are missing on Blaise Russel's account on FileFront?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on October 19, 2008, 02:20:04 pm
Seems that way, but they're all still there on Nix's mirror.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on October 19, 2008, 02:28:02 pm
Thanks, Mongoose. :)

I hate when I need to create new accounts in order to DL something, though... :doubt:

EDIT: Seriously, FileShack is a shame. I can't even DL two files at the same time!  :hopping: Someone should definitely UL Derelict voice files on FSMods, really... :ick:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Snail on October 21, 2008, 06:40:40 pm
Almost all filesharing sites are ****e.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rick James on October 21, 2008, 10:59:36 pm
Sigh. If only we could have some dedicated server which could act as a permanent BitTorrent seed...

...

Wait, hold on. I'ma check that out.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on October 22, 2008, 01:37:24 pm
I give up...I'm waiting the files to be on a reliable site like FSMods... :(
Title: Re: RELEASE - Derelict SCP Edition
Post by: carbine7 on October 22, 2008, 11:21:38 pm
I can upload them tomorrow, I think. RAR file fine?
Title: Re: RELEASE - Derelict SCP Edition
Post by: carbine7 on October 23, 2008, 03:42:53 pm
Uploaded :D Don't know when they'll be posted, but they're there.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on October 24, 2008, 11:33:48 am
Thanks :D, but...where are the files? They're waiting for approval?
Title: Re: RELEASE - Derelict SCP Edition
Post by: carbine7 on October 24, 2008, 05:22:49 pm
Yes, waiting, still I think.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on October 25, 2008, 02:44:48 am
Where did you UL them, anyway? In SCP campaigns?
Title: Re: RELEASE - Derelict SCP Edition
Post by: carbine7 on October 25, 2008, 08:21:07 pm
It was larger than 100MB. I just used the large upload, which doesn't give you a choice of where it goes, instead of individual upload, which might have killed my machine.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on October 26, 2008, 02:49:24 am
It was larger than 100MB. I just used the large upload,
:wtf: Umm, the limit for normal uploads is 1024MB. And I'm certain Derelict isn't that large.
Title: Re: RELEASE - Derelict SCP Edition
Post by: carbine7 on October 26, 2008, 11:29:12 am
Please proceed to the large file upload area

This is ideal for uploading files larger than 100MB.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on October 26, 2008, 11:32:09 am
Hmm. K then.
Title: Re: RELEASE - Derelict SCP Edition
Post by: carbine7 on October 26, 2008, 11:37:03 am
If it isn't up by tomorrow, I'll UL them seprately.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Stilljoe7 on January 01, 2009, 09:12:17 pm
Apologies for necro'ing the thread. However...

I'm replaying Derelict SCP a year or two after my first go. This is a new computer, with new install of FS2/FSO and everything else. Had no problems the first time, everything worked perfectly.

Now, however, I'm on Vista 64. Athlon X2 5000+, Nvidia 8800GT, neither overclocked. Two gigs of RAM. Using the 5020 nightly build and the 3.6.10 MV_Complete vp. Don't know if any of that is related to my problem, but it seems unlikely as the error is also occuring with the same build and .vps on an XP machine with an Athlon X2 4200 and a GeForce 7900GS.

The mission 'Code of Honour' - the first GTI mission - crashes during load, when loading either cargo03.pof or fighter13.pof. Attached is fs2_open.log.

I previously had the problem with the Capellan Governor's shuttle crashing into the Ganymede docking ring, but I updated to the patched version of Derelict via Turey's and that issue was fixed. I went back to the old version and confirmed that this crash exists there, too.

Advice? Questions? Something?

[attachment stolen by Slimey Goober]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Narvi on January 02, 2009, 01:53:03 am
Apologies for necro'ing the thread. However...

I'm replaying Derelict SCP a year or two after my first go. This is a new computer, with new install of FS2/FSO and everything else. Had no problems the first time, everything worked perfectly.

Now, however, I'm on Vista 64. Athlon X2 5000+, Nvidia 8800GT, neither overclocked. Two gigs of RAM. Using the 5020 nightly build and the 3.6.10 MV_Complete vp. Don't know if any of that is related to my problem, but it seems unlikely as the error is also occuring with the same build and .vps on an XP machine with an Athlon X2 4200 and a GeForce 7900GS.

The mission 'Code of Honour' - the first GTI mission - crashes during load, when loading either cargo03.pof or fighter13.pof. Attached is fs2_open.log.

I previously had the problem with the Capellan Governor's shuttle crashing into the Ganymede docking ring, but I updated to the patched version of Derelict via Turey's and that issue was fixed. I went back to the old version and confirmed that this crash exists there, too.

Advice? Questions? Something?

I had that problem with one of the more recent nightly builds. It went away when I switched over to an older build, and didn't come back for the missions after that one after I switched back.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Chrisatsilph on January 02, 2009, 07:56:21 pm
I just finished this campaign again, I love it.
Its got more missions then the original fs2 story, plot is very interesting  :)
What will Morgan's flag ship do? Can it evade the GTVA forever?
*Duct taps the big hole on the bottom of my fighter*
Good job :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 03, 2009, 06:17:41 pm

I previously had the problem with the Capellan Governor's shuttle crashing into the Ganymede docking ring, but I updated to the patched version of Derelict via Turey's and that issue was fixed. I went back to the old version and confirmed that this crash exists there, too.


I am having the same problem with my Derelict setup. Teh governor shuttle keeps hitting the Luxor surface until it is destroyed..

I downloaded the DerelictSCP*.vp files from the OP links and my DerelictSCP.vp has date 3/7/2006 (file size 7 709 071). I haven't dared to use FSOInstaller on top of my manually configured install, since I don't want to load everything.

I am using fs2_open_3_6_10r-20090118_r5042.exe with 3.6.10 MediaVPs.

Any advice? Thank you in advance!





Title: Re: RELEASE - Derelict SCP Edition
Post by: GTSVA on February 03, 2009, 06:31:15 pm


I am having the same problem with my Derelict setup. Teh governor shuttle keeps hitting the Luxor surface until it is destroyed..



Hey...welcome to the HLP!

This is a common one nowadays. I used FRED to edit the mission just a little bit and to move the Ring. I forgot what the mission name was...Help anyone?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on February 03, 2009, 08:42:26 pm
Use Turey's installer to update your Derelict installation.  It will download a patch that includes (among other things) a fix for that mission.

EDIT: Or, if you don't want to use the installer, I've attached the patch.

[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: GTSVA on February 03, 2009, 08:53:18 pm
Oh...that's convenient...
Title: Re: RELEASE - Derelict SCP Edition
Post by: eliex on February 03, 2009, 09:27:01 pm
I had to cheat-kill the Luxor's ring before I realized there was a patch around.  :nervous:
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 04, 2009, 01:23:27 am
Use Turey's installer to update your Derelict installation.  It will download a patch that includes (among other things) a fix for that mission.

EDIT: Or, if you don't want to use the installer, I've attached the patch.

That was fast, thank you! All I need to do is to copy it to my 'derelict' mod directory, right? No need to set-up anything in the Launcher?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on February 04, 2009, 01:44:09 am
Correct.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on February 05, 2009, 11:42:25 am
Apologies for necro'ing the thread. However...

I'm replaying Derelict SCP a year or two after my first go. This is a new computer, with new install of FS2/FSO and everything else. Had no problems the first time, everything worked perfectly.

Now, however, I'm on Vista 64. Athlon X2 5000+, Nvidia 8800GT, neither overclocked. Two gigs of RAM. Using the 5020 nightly build and the 3.6.10 MV_Complete vp. Don't know if any of that is related to my problem, but it seems unlikely as the error is also occuring with the same build and .vps on an XP machine with an Athlon X2 4200 and a GeForce 7900GS.

The mission 'Code of Honour' - the first GTI mission - crashes during load, when loading either cargo03.pof or fighter13.pof. Attached is fs2_open.log.


Advice? Questions? Something?

I just ran into this problem yesterday.  Updating to latest nightly build for Windows(February 4, 2009) fixed the problem.

Aurora Paradox
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 05, 2009, 02:58:27 pm
The patch fixed the governor shuttle bug, thanks. However, I am not sure if I have found another bug.

In the mission "The third man" I need to identify an unknown vessel. However, I cannot find anything that could be targetted and identified.  There is one Vasudan ship floating still but I cannot select it. Alongside there is a satellite of sorts with rotating panels, also floating still and unselectable. Nothing happens when I fly around them. Is this a bug or is there some hidden ship somewhere that I just haven't found?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on February 05, 2009, 03:08:48 pm
It's been a while since I last played Derelict, but I took a quick glance at the mission file. There should be a ship in the area that is hidden from sensors (i.e, you can't target it, but it shows up as a flashing blip on the radar). Once you get close enough to it, you should "identify" it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 05, 2009, 03:53:08 pm
It's been a while since I last played Derelict, but I took a quick glance at the mission file. There should be a ship in the area that is hidden from sensors (i.e, you can't target it, but it shows up as a flashing blip on the radar). Once you get close enough to it, you should "identify" it.

Alright, couldn't see anything in my 3D radar so I switched back to default radar. Still nothing. By digging the archives I found more posts with similar problem, where the solution was to change radar radius. Switching from 2K to 10K gave me the blinking spot and I could finish the mission. Thanks lobo and folks!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on February 05, 2009, 03:56:43 pm
I found more posts with similar problem, where the solution was to change radar radius. Switching from 2K to 10K gave me the blinking spot and I could finish the mission.
I like to keep the radar range on ∞ so I won't miss anything.
Title: Re: RELEASE - Derelict SCP Edition
Post by: GTSVA on February 05, 2009, 06:29:38 pm
I found more posts with similar problem, where the solution was to change radar radius. Switching from 2K to 10K gave me the blinking spot and I could finish the mission.
I like to keep the radar range on ∞ so I won't miss anything.

Same here.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Titan on February 05, 2009, 06:42:39 pm
wait, you can change it?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on February 05, 2009, 06:56:05 pm
Yeah.

The default control is mapped to the apostrophe ( ' )
It cycles between 2 kilometer range, 10 km, and infinity.
The range is defaulted at infinity.
Title: Re: RELEASE - Derelict SCP Edition
Post by: GTSVA on February 05, 2009, 07:45:41 pm
Yeah. :nervous:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on February 05, 2009, 10:36:14 pm
It used to be defaulted at 2k, at least in FS1.  At least in my opinion, it's the singularly most useless feature in the games. :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on February 06, 2009, 06:33:41 am
 
It used to be defaulted at 2k, at least in FS1.  At least in my opinion, it's the singularly most useless feature in the games. :p

:wtf:  Huh?  I never remember it set to 2k, mine always was at infinite, even in FS1.  And yeah, it is useless.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on February 06, 2009, 07:03:20 pm
I know mine always was back in the dawn of time.  In fact, it took a while before I figured out how to increase the range...which made certain missions substantially more difficult. :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on February 06, 2009, 07:13:39 pm
Ouch.  Lucky me, I never had that problem.  :ha: Bet you were pretty happy when you found how to change the range, though.   
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on February 06, 2009, 08:28:32 pm
Just a bit. :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: eliex on February 06, 2009, 08:49:49 pm
Meh, but if it was always set on infinity how would anyone get past "As Lightning Fall"?  :P
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on February 06, 2009, 09:10:35 pm
Meh, but if it was always set on infinity how would anyone get past "As Lightning Fall"?  :P

I hate that mission.  Gives me a dam headache every time I play through it.  I know the trick to get through it the easy way.  However then you don't get the kills which contribute to getting the ACE.

Aurora Paradox
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on February 06, 2009, 09:37:23 pm
Meh, but if it was always set on infinity how would anyone get past "As Lightning Fall"?  :P

Believe it or not, I did.  It takes patience, perseverance, and a **** of a lotta luck.
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 07, 2009, 08:06:01 am
Believe it or not, I did.  It takes patience, perseverance, and a **** of a lotta luck.

Ditto, my radar was also defaulted at 2km for some reason... Or then I accidentally pressed the "ä" (in Scandinavian KB) and never knew it changed the range....  :sigh:

Have to say that I spent quite some wee hours to get past that bloody "as lightning fall" mission. I had to do it rather systematically at the end: always flew to the center of a buoy, took a direction with respect to the buoy orientation, and flew a few thousand miles to harvest the area for that next bleak radar spot. Most of the times I had to do 180 and return back to the buoy and scrounge another direction. I wondered why it wasn't deemed as the most difficult mission in FS2, because it was definitely that for me.  :doubt:

Have to say I'm very happy to find out about the radar setting.    :yes:


Title: Re: RELEASE - Derelict SCP Edition
Post by: Dilmah G on February 07, 2009, 08:45:13 am
Well that mission's sheer difficulty by itself without the Shivans (which are a push-over in that mission) probably does rate it as the hardest. You really have to know what you're doing to get past it, I remember playing that mission for about 20 minutes on my first playthrough 'caus I had no ****ing idea what to do
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on February 07, 2009, 08:47:11 am
I knew what to do, but the EMP kept screwing me up.
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 07, 2009, 10:05:36 am
I knew what to do, but the EMP kept screwing me up.

Yep, I also knew what to do. I recommend people to try it with 2km radar setting. Makes you feel how's it like to be lost in stardust.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on February 07, 2009, 03:58:14 pm
The first time I played that mission, I targeted the first navbuoy and flew toward it.  But I had no idea what they meant by "follow the nav buoys" so I just kept on flying straight.  After about 10km I thought the mission was broken, but just then I found Snipes. :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on February 07, 2009, 05:00:26 pm
That was actually smarter than what the rest of us did.  Us idiots, we flew all over the place, dealing with Shivans and the ****ing EMPs, until we got lucky and found the transport.

But you, Goober, you were smart.  And I will never forgive you for it. (kidding)     :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 09, 2009, 01:38:20 pm
Ok guys, a new problem. The secret mission after "Learning by osmosis" halts on the loading screen. Any tips how to get by this problem?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on February 09, 2009, 03:07:34 pm
How long does it halt?  You may just have to wait longer.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on February 09, 2009, 03:13:55 pm
I may have the same problem.  Does it crash when it's loading?
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 10, 2009, 03:16:29 am
I may have the same problem.  Does it crash when it's loading?

Yes it does.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on February 10, 2009, 03:19:56 am
Hmm. Try loading the mission with a debug build (something beginning with "fs2_open_3_6_10d"). It will undoubtedly crash, but the debug build will also generate a file called fs2_open.log to your \freespace2\data\ directory. Post that file here, either with the "code" tags (replace " with [ and ]), or simply by attaching the entire file to your post.
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 11, 2009, 01:22:19 pm
Ok, here it is. Logging stops at 'fighter13.pof' file operation at the moment of crash.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -fov 0.79
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -rearm_timer
  -targetinfo
  -3dwarp
  -warp_flash
  -mod derelict,derelict,mediavps
Building file index...
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP.vp' with a checksum of 0xac988b76
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP1.vp' with a checksum of 0x40924812
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'D:\Games\freespace2\derelict\DerelictSCPPatch.vp' with a checksum of 0xbf3411df
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP.vp' with a checksum of 0xac988b76
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP1.vp' with a checksum of 0x40924812
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'D:\Games\freespace2\derelict\DerelictSCPPatch.vp' with a checksum of 0xbf3411df
Found root pack 'D:\Games\freespace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'D:\Games\freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'D:\Games\freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'D:\Games\freespace2\data\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Searching root 'D:\Games\freespace2\derelict\' ... 40 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP.vp' ... 86 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP1.vp' ... 1605 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP4.vp' ... 203 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCPPatch.vp' ... 17 files
Searching root 'D:\Games\freespace2\derelict\' ... 40 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP.vp' ... 86 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP1.vp' ... 1605 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP4.vp' ... 203 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCPPatch.vp' ... 17 files
Searching root 'D:\Games\freespace2\mediavps\' ... 1 files
Searching root pack 'D:\Games\freespace2\mediavps\MV_Complete.vp' ... 5253 files
Searching root pack 'D:\Games\freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\Games\freespace2\' ... 89 files
Searching root pack 'D:\Games\freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\freespace2\warble_fs2.vp' ... 52 files
Searching root pack 'D:\Games\freespace2\data\FS2OGGcutscenepack.vp' ... 10 files
Found 28 roots and 16838 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4800 Series
  OpenGL Version    : 2.1.8201 Release

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

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'derelict-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 9731
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'Vsquad1.pcx'
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 = 0.266 (0.266)
Frame  0 too long!!: frametime = 0.268 (0.268)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Black Ghosts
Someone passed an extension to bm_load for file 'rgrdgr2.pcx'
Someone passed an extension to bm_load for file '2_dl4.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'dl2-04-l1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Black Ghosts
Someone passed an extension to bm_load for file 'rgrdgr2.pcx'
Starting mission message count : 205
Ending mission message count : 241
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xec2fadc6, IBX checksum: 0x52f78add -- "fighter06.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX/TSB to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xd677638e, IBX checksum: 0x6d453f00 -- "cargo03.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0xd89ee32d, IBX checksum: 0x7aee2523 -- "fighter13.pof"


Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on February 11, 2009, 01:55:45 pm
Code: [Select]
  -mod derelict,derelict,mediavpsFor some reason the \derelict\ folder is used twice when reading active mod folders. Might be something in Derelict's mod.ini. Shouldn't cause any problems, though.

Code: [Select]
Found root pack 'D:\Games\freespace2\data\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99Again not related to the issue but the cutscene pack should work, when placed to \freespace2\. If it doesn't, just leave it to \freespace2\data\.

If the game crashes when downloading fighter13.pof, there is a chance that the culprit is (once again) corrupt MediaVPs. Download MV_Assets.vp from the MediaVPs release thread. Due to the way the FSO engine reads data, MV_Assets will be read and used before MV_Complete and it should fix the issue without the need to download the entire MV_Complete.
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 11, 2009, 05:02:03 pm
Code: [Select]
Found root pack 'D:\Games\freespace2\data\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99Again not related to the issue but the cutscene pack should work, when placed to \freespace2\. If it doesn't, just leave it to \freespace2\data\.

If the game crashes when downloading fighter13.pof, there is a chance that the culprit is (once again) corrupt MediaVPs. Download MV_Assets.vp from the MediaVPs release thread. Due to the way the FSO engine reads data, MV_Assets will be read and used before MV_Complete and it should fix the issue without the need to download the entire MV_Complete.

Tried copying FS2OGGcutscenepack.vp to freespace2\, also tried downloading MV_Assets to mediavps\ dir. Unfortunately the game still crashes on loading screen with exactly the same log line about 'fighter13.pof'...
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on February 12, 2009, 01:34:01 am
Dang. Well, I suppose it can be even more corrupt. Move MV_Complete away from your \freespace2\ directory and download the other MediaVPs manually. If the game still crashes, run a debug build again and post the fs2_open.log. The reason why I'm recommending downloading the separate MediaVPs is that if they still happen to time out during download, it is easier to pinpoint which ones are broken and you can save a lot of download time.
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 12, 2009, 12:04:20 pm
Dang. Well, I suppose it can be even more corrupt. Move MV_Complete away from your \freespace2\ directory and download the other MediaVPs manually. If the game still crashes, run a debug build again and post the fs2_open.log. The reason why I'm recommending downloading the separate MediaVPs is that if they still happen to time out during download, it is easier to pinpoint which ones are broken and you can save a lot of download time.

Alright, downloaded assets, core, advanced, effects (and music was there already) and put them to mediavps dir, then removed complete.vp from the directory.

result: Still not working, Freespace crashes with following log file:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -fov 0.79
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -rearm_timer
  -targetinfo
  -3dwarp
  -warp_flash
  -mod derelict,derelict,mediavps
Building file index...
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP.vp' with a checksum of 0xac988b76
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP1.vp' with a checksum of 0x40924812
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'D:\Games\freespace2\derelict\DerelictSCPPatch.vp' with a checksum of 0xbf3411df
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP.vp' with a checksum of 0xac988b76
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP1.vp' with a checksum of 0x40924812
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'D:\Games\freespace2\derelict\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'D:\Games\freespace2\derelict\DerelictSCPPatch.vp' with a checksum of 0xbf3411df
Found root pack 'D:\Games\freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'D:\Games\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'D:\Games\freespace2\data\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Searching root 'D:\Games\freespace2\derelict\' ... 40 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP.vp' ... 86 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP1.vp' ... 1605 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP4.vp' ... 203 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCPPatch.vp' ... 17 files
Searching root 'D:\Games\freespace2\derelict\' ... 40 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP.vp' ... 86 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP1.vp' ... 1605 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP2.vp' ... 200 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP3.vp' ... 78 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCP4.vp' ... 203 files
Searching root pack 'D:\Games\freespace2\derelict\DerelictSCPPatch.vp' ... 17 files
Searching root 'D:\Games\freespace2\mediavps\' ... 1 files
Searching root pack 'D:\Games\freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\Games\freespace2\' ... 89 files
Searching root pack 'D:\Games\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\freespace2\warble_fs2.vp' ... 52 files
Searching root pack 'D:\Games\freespace2\data\FS2OGGcutscenepack.vp' ... 10 files
Found 32 roots and 17243 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4800 Series
  OpenGL Version    : 2.1.8201 Release

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

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'derelict-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 459
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'Vsquad1.pcx'
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 = 0.251 (0.251)
Frame  0 too long!!: frametime = 0.265 (0.265)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Black Ghosts
Someone passed an extension to bm_load for file 'rgrdgr2.pcx'
Someone passed an extension to bm_load for file '2_dl4.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'dl2-04-l1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Black Ghosts
Someone passed an extension to bm_load for file 'rgrdgr2.pcx'
Starting mission message count : 205
Ending mission message count : 241
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xec2fadc6, IBX checksum: 0x52f78add -- "fighter06.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX/TSB to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xd677638e, IBX checksum: 0x6d453f00 -- "cargo03.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0xd89ee32d, IBX checksum: 0x7aee2523 -- "fighter13.pof"


Based on these experiments, I'd say that error is something else than corrupted model downloads...
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 12, 2009, 12:20:51 pm

This just in:

Problem solved! Updating fs2 executable from 5042->5063 resulted in successful mission load!

Everyone, please remember to update your exes to the latest version if you are planning to play Derelict SCP.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Renegade Paladin on February 12, 2009, 05:43:37 pm
Was there ever a patch for that stupid error in Rite of Passage where the governor's shuttle constantly crashes into the docking ring?   :hopping:
Title: Re: RELEASE - Derelict SCP Edition
Post by: eikka on February 12, 2009, 06:07:38 pm
Was there ever a patch for that stupid error in Rite of Passage where the governor's shuttle constantly crashes into the docking ring?   :hopping:

Yes, check post #542
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on February 12, 2009, 06:16:43 pm
The game just crashed on me during the Mission Acceptable Losses.  I'm running the latest nightly build for Windows which is February 3.  Was this just a freak crash or something else?  I don't recall this happening to me last time I went through the Derelict Campaign.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on February 13, 2009, 03:30:53 pm
What happened when the game crashed? During the mission, I mean?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Renegade Paladin on February 13, 2009, 08:10:26 pm
 :lol:  This is so not fair; I had the destroyer in the mission Descent dead to rights.  Totally disarmed, disabled, all subsystems destroyed, down to 10% hull integrity... and it won't go any lower.  The Maxim cannon is a wonderful thing.    :D
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on February 14, 2009, 06:15:50 pm
What happened when the game crashed? During the mission, I mean?

The game suddenly locked up.  I was fending off bombers from the civilian craft in the mission.  Then it exited and gave me the standard windows screen that says your application has crashed.  It listed the main exe file as the file that caused it.  I'm guessing it was just a freak crash but I was just curious.

Aurora Paradox
Clan Smoke Jaguar
Alpha Star
Star Colonel
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on February 14, 2009, 07:51:44 pm
If it was the standard crash window "blah-blah-blah has stopped working..."  then it was just a freak crash.  Still, you might want to make sure your pc can handle the graphics settings, just to be safe.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on February 15, 2009, 02:08:02 am
I experienced random crashes when playing Derelict. No need to worry about them. However, if the game crashes persistently at the same point, one should try to play it with a debug build and then post the fs2_open.log file, that might shed some light on the matter.
Title: Re: RELEASE - Derelict SCP Edition
Post by: BTAvatar on February 25, 2009, 06:56:09 pm
In the mission where the governer has to dock with Luxor station his craft just rams into the docking ring untill he explodes. Any ideas how to fix it? It doesn't seem to be setting a waypoint.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on February 25, 2009, 07:07:11 pm
In the mission where the governer has to dock with Luxor station his craft just rams into the docking ring untill he explodes. Any ideas how to fix it? It doesn't seem to be setting a waypoint.
Read the previous posts on this subject.  Including two posts on this very page.
Title: Re: RELEASE - Derelict SCP Edition
Post by: BTAvatar on February 26, 2009, 09:44:50 am
Well, my blindness is appalling.  :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Commander Zane on February 26, 2009, 09:49:32 am
The kamikaze wings Divine and Wind...very clever. :P
Look up definitions much? ;)

I don't recommend playing this campaign with Fast Mod tables, it's still fun as hell but you'll be doing an awful lot of "~ + I" to your escort list a lot. :lol:

Yes I just now managed to have the chance to play Derelict without constant bugs, crashing, or giving up on certain missions. :nervous:



I'd really like to know who or what the **** keeps killing Gold wing ships when THERE'S NO ENEMIES LEFT. :mad:
So their hull suddenly drops to 1% once disabled...lovely, probably means the AI's playing bloody bumper cars with them... :doubt:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on February 26, 2009, 04:04:05 pm
I'd really like to know who or what the **** keeps killing Gold wing ships when THERE'S NO ENEMIES LEFT. :mad:
So their hull suddenly drops to 1% once disabled...lovely, probably means the AI's playing bloody bumper cars with them... :doubt:
It's a code feature.  Srsly. :)  The only reason they aren't destroyed is because they have ship-guardian.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Commander Zane on February 26, 2009, 04:07:24 pm
I restarted that mission over ten times because they'd randomly pop when they were disabled.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on March 01, 2009, 04:12:36 pm
If it was the standard crash window "blah-blah-blah has stopped working..."  then it was just a freak crash.  Still, you might want to make sure your pc can handle the graphics settings, just to be safe.

Well apparently it wasn't a random crash.  I finally had some time to play through and mission and it crashed in mission.  Same mission as last time which was Acceptable Losses.  I ran the debug build and am attaching the log.  I'm also attaching my mod.ini file in case something is setup wrong in there but I doubt that's the problem.

Unfortunately I'm going out of town tomorrow(March 2) for 1 week championship swim meet.  I won't have much computer access either.  Still any help you can give me would be appreciated.

EDIT: I am using the latest nightly Windows build.

[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on March 08, 2009, 12:32:09 pm
If it was the standard crash window "blah-blah-blah has stopped working..."  then it was just a freak crash.  Still, you might want to make sure your pc can handle the graphics settings, just to be safe.

Well apparently it wasn't a random crash.  I finally had some time to play through and mission and it crashed in mission.  Same mission as last time which was Acceptable Losses.  I ran the debug build and am attaching the log.  I'm also attaching my mod.ini file in case something is setup wrong in there but I doubt that's the problem.

Unfortunately I'm going out of town tomorrow(March 2) for 1 week championship swim meet.  I won't have much computer access either.  Still any help you can give me would be appreciated.

EDIT: I am using the latest nightly Windows build.

BUMP
Title: Re: RELEASE - Derelict SCP Edition
Post by: utops on March 16, 2009, 10:20:14 am
Hello there...
In mission when i must protect sai i fail every time because nero destroys it.
Nero is undestructable :<  even i can`t destory shes main beams...
what to do?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on March 16, 2009, 10:47:33 am
Hello there...
In mission when i must protect sai i fail every time because nero destroys it.
Nero is undestructable :<  even i can`t destory shes main beams...
what to do?


Chances are the Artemis DH bombers are doing the bulk of the damage.  Forget about the Nero.  The Nero will be taken care of soon enough ;) .  Concentrate your efforts on the bombers.  I usually send one of wingmates after each bomber and then I take the remaining ones myself.  If they launch bomb take um out.  Concentrate on protecting the Sai and the Sai alone.  Everything else is of no consequence.  This mission may not be a cake walk but it is very beatable.
Title: Re: RELEASE - Derelict SCP Edition
Post by: utops on March 16, 2009, 12:26:18 pm
Thx mate.
I finally pass it.
Problem was with my wingmans, they shoot at everything but not at deadly bombers :>
i destroy every fighter first so wingmans can concentrate on heping me defending sai. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: Renegade Paladin on March 16, 2009, 01:03:12 pm
Thx mate.
I finally pass it.
Problem was with my wingmans, they shoot at everything but not at deadly bombers :>
i destroy every fighter first so wingmans can concentrate on heping me defending sai. 
Order your wingmen to defend the Sai, and they will do so rather than going after the fighters. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on March 16, 2009, 01:51:19 pm
Thx mate.
I finally pass it.
Problem was with my wingmans, they shoot at everything but not at deadly bombers :>
i destroy every fighter first so wingmans can concentrate on heping me defending sai. 

Don't mention it.  That's why I give my wingmen orders individually instead of as a group.
Title: Re: RELEASE - Derelict SCP Edition
Post by: utops on March 16, 2009, 03:47:37 pm
Quote
Don't mention it.  That's why I give my wingmen orders individually instead of as a group.

Thx for tip it works like gold.

One more thing:
Im using fs2_Open_3.6.10r-20090303_r5083.exe
mediavps 3.6.10

and there is no voice acting in my case...
where i can find solution for this?
I heard that voice acting in that particual campaign is very nice so i want check it out
Title: Re: RELEASE - Derelict SCP Edition
Post by: Aurora Paradox on March 16, 2009, 04:12:40 pm
Quote
Don't mention it.  That's why I give my wingmen orders individually instead of as a group.

Thx for tip it works like gold.

One more thing:
Im using fs2_Open_3.6.10r-20090303_r5083.exe
mediavps 3.6.10

and there is no voice acting in my case...
where i can find solution for this?
I heard that voice acting in that particual campaign is very nice so i want check it out

That's very odd.  Run turey's installer again and make sure you downloaded the voice acting files for the campaign.
Here is the link for Turey's Installer: http://www.hard-light.net/forums/index.php/topic,42854.0.html
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on March 16, 2009, 09:31:23 pm
Plus, make sure the files installed from Turey's Installer aren't corrupted.  That's been happening A LOT.

PS:  Does anybody know WHY the installer's files are corrupted, and why it hasn't been fixed?  Just curious.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on March 18, 2009, 11:29:08 am
PS:  Does anybody know WHY the installer's files are corrupted, and why it hasn't been fixed?  Just curious.
Only the mediaVP files have been corrupted, and only because Turey uploaded corrupted versions of them.  He hasn't gotten around to uploading fixed versions yet.  (And the mediaVP people haven't gotten around to uploading regular .zip versions yet, which would avoid the whole issue.)
Title: Re: RELEASE - Derelict SCP Edition
Post by: utops on March 18, 2009, 02:45:20 pm
Hi again, thx for reply.
But...but original retail campaign is ok, voice is present.
In Derelict unfortunately only i can hear from  chat comm is nothing.
origin of this is in mediaVPs? both mediavps are silent for derelict - mediavp3.6.10 and mediavp3.6.8 so what else i can do?
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on March 18, 2009, 02:54:19 pm
Redownload Derelict itself. The MediaVPs don't have anything to do with the Derelict voice files. Make sure you got the Derelict voice pack.
Title: Re: RELEASE - Derelict SCP Edition
Post by: eliex on March 19, 2009, 01:30:51 am
Playing Derelict with it's voice pack really enhances the play experience than without IMO.  :nod:
Title: Re: RELEASE - Derelict SCP Edition
Post by: utops on March 23, 2009, 07:22:12 pm
Hehe...
I just don`t download voice pack for dereclict... i found them just after i finish the last mission...
So now i just start from the beginning.

Have a pleasant day you all. 
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on April 09, 2009, 07:14:38 pm
Where can I get the voice packs from? I have the third one, but the others are nowhere to be found.
Title: Re: RELEASE - Derelict SCP Edition
Post by: lostcause on April 12, 2009, 06:39:01 pm
Hi I just downloaded and installed FSO and I have been playing the Derelict campaign and I'm reasonably far into it and everytime i start the mission i get a message saying my mod isnt compatable and that i have a ship model missing and it suggests I don't continue.  So obviously I tried to continue anyway and I get this message

Error: Invalid subsystem name.

In sexpression: ( when
   ( <
      ( hits-left-subsystem
         "Event Horizon"
         "asteroid01a"
      )
      50
   )
   ( repair-subsystem
      "Event Horizon"
      "asteroid01a"
      100
   )
)
(Error appears to be: asteroid01a)
File: MissionParse.cpp
Line: 6016


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Then If I press ok, the same message comes up again with asteroid01a being replaced by asteroid02a

Finally if I press ok again the briefing actually DOES load and I can go through the briefing select my loadout and as soon as I select start, I get the following message

Error: Invalid subsystem 'asteroid01a' passed to hits-left-subsystem
File: SEXP.CPP
Line: 6221


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


If anyone has any idea what this means I would be happy to hear, Thank you! :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on April 12, 2009, 08:30:25 pm
Which build of Freespace Open are you using, and are you using the MediaVPs?
Title: Re: RELEASE - Derelict SCP Edition
Post by: lostcause on April 12, 2009, 09:28:22 pm
I am using 3.6.10 and yes I am using the MediaVPs.  I used the auto installer from this forum to install FSO and then I just dragged the Derelict files into the FS2 directory and started playing.  I am on the mission where you need to investigate the event horizon in the asteroid field...and I really want to know what happens :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on April 13, 2009, 12:37:37 am
You may have corrupt MVPs. As a diagnostic, try turning the MediaVPs off and running the mission.
Title: Re: RELEASE - Derelict SCP Edition
Post by: lostcause on April 13, 2009, 01:38:27 am
Unfortunately no such luck, don't know if this will help but here are the exact warning i get prior to running the mission and getting the errors i posted previously:

Freespace was unable to find 1 ship class well loading.  This can happen if you try to play something that is incompatible with the current mod. The current campaign is derelict and current mod is mediavps.
you can continue to load the mission but will likely encounter a bunch of mysterious errors.  it is recommended that you select a campaign that is compatible with your current mod or else exit freespace and select a different mod

Do you want to continue?

PS: Thanks alot for your time.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on April 13, 2009, 01:42:20 am
Then something else might be corrupt. Could you run a debug build (an fs2_open .exe with a "d" or "debug" in the name) until you get to the Main Hall. After that, there will be a file called fs2_open.log in your \freespace2\data\ folder. Post it here.

I just dragged the Derelict files into the FS2 directory and started playing.
Wrong! You should have used the Launcher to select the \derelict\ folder as your active mod. That way the files in it would have been used without the need to move them around.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on April 13, 2009, 10:54:50 am
We need to make an image macro of that!  Make a GIF of the Derelict VP (or some other campaign VP) being dragged into the main FreeSpace2 folder, followed by the Lex Luthor "WRONG!" face.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dilmah G on April 13, 2009, 11:38:58 am
We need to make an image macro of that!  Make a GIF of the Derelict VP (or some other campaign VP) being dragged into the main FreeSpace2 folder, followed by the Lex Luthor "WRONG!" face.

:lol: And make it embeddable via the posting interface, that would be 1337
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on April 13, 2009, 02:47:29 pm
Just thinking of that makes me go :wakka:
Title: Re: RELEASE - Derelict SCP Edition
Post by: FreeSpaceFreak on April 14, 2009, 10:00:57 am
We need to make an image macro of that!  Make a GIF of the Derelict VP (or some other campaign VP) being dragged into the main FreeSpace2 folder, followed by the Lex Luthor "WRONG!" face.

that_idea + 2-hour_train_drive - something_to_do = picture :D

Sorry I didn't include Lex Luthor. I bet there are a lot of people who don't know him anyway :nervous: Including me.

(http://i43.tinypic.com/xanw36.gif)
Title: Re: RELEASE - Derelict SCP Edition
Post by: The E on April 14, 2009, 10:04:05 am
Ohhhh, that is good. :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dilmah G on April 14, 2009, 10:09:52 am
(http://media.photobucket.com/image/Lex%20Luther%20Wrong/Coyoteesharptongue/lex-luthor-wrong1.jpg)

Oh come on, how could you NOT include him. He obviously needs a purpose :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: lostcause on April 14, 2009, 11:16:54 am
Alright around all the merriment I am back.  Here is the first thing that happens when i do that: I get to the FSO loading scene, then freespace crashes and I get the following error.  If I press OK freespace dies and i need to run it again.  I just ran the debug exe that the installer created when i installed 3.6.10.

Warning: For 'explo3', 3 of 4 LODs are missing!
File: Weapons.cpp
Line: 1267


Call stack:
------------------------------------------------------------------
    parse_weapon()    parse_weaponstbl()    weapon_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 76574911()
    ntdll.dll 7783e4b6()
    ntdll.dll 7783e489()
------------------------------------------------------------------
Title: Re: RELEASE - Derelict SCP Edition
Post by: The E on April 14, 2009, 11:20:33 am
If you did that, when you will find a file called fs2open.log in your \data\ folder. It would help us if you could post it here.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on April 14, 2009, 11:22:25 am
Sorry I didn't include Lex Luthor. I bet there are a lot of people who don't know him anyway :nervous: Including me.
It's not about knowing Lex Luthor. It's about the picture itself (http://www.zippoc.com/blog/wp-content/uploads/2007/02/lex-luthor-wrong1.jpg).
Title: Re: RELEASE - Derelict SCP Edition
Post by: Commander Zane on April 14, 2009, 04:58:15 pm
Nope, still don't have a clue.
Title: Re: RELEASE - Derelict SCP Edition
Post by: The E on April 14, 2009, 05:04:39 pm
Then watch this (http://www.youtube.com/watch?v=f05S9x7BarE) and be enlightened.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Commander Zane on April 14, 2009, 05:42:29 pm
So that's where the Wrong Finger Gun on Garry's Mod came from...
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dilmah G on April 15, 2009, 10:59:59 pm
Then watch this (http://www.youtube.com/watch?v=f05S9x7BarE) and be enlightened.

:lol:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Rhymes on April 16, 2009, 06:07:00 am
EDIT: I think I have a possible candidate.

[attachment deleted by evil Tolwyn]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Kie99 on April 18, 2009, 09:48:07 am
Is there any way I can get the Shivan Knossos to actually look Shivan?  At present its still got Ancient Maps on it, I think its because the maps included in the Derelict VP are PCX.
Title: Re: RELEASE - Derelict SCP Edition
Post by: FreeSpaceFreak on April 21, 2009, 02:50:20 pm
[off-topic] Had too much time on my hands again, so... (dunno about the Knossos BTW)

(http://i42.tinypic.com/103acef.gif)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dilmah G on April 21, 2009, 09:57:13 pm
Now THAT's awesome
Title: Re: RELEASE - Derelict SCP Edition
Post by: Skywalker on May 26, 2009, 03:19:51 pm
AWESOME!!!!!!!!!!!!
BEAUTIFUL.
Thanks, very much to all creators!!!!
Very interesting.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Machaka on July 08, 2009, 11:54:10 pm
alright I got Derelict up and running, but I'm not getting shiny SCP textures and lighting like I am with PI.  This is just because Derelict is an older mod and nothing I can do, correct?
Title: Re: RELEASE - Derelict SCP Edition
Post by: zeroSaber on July 09, 2009, 01:52:29 am
I realize this is a bit of a bump, possibly a necropost, but I wanted to post in the relevant thread, rather than be flamed for starting something new for no reason.

First off, first post ever. Secondly, I've played a number of FS2 campaigns so far, and Derelict has got to be, by far, the best. The writing, scripting, voice work, and just general polish of the mod is on such a professional level that in my opinion rivals that of [V]'s original work, possibly better.

My big question, however, is this: I get to the mission immediately after Shepherding 101, and when it tries to load the mission, it gets done loading and at the final little loading bar, it crashes me to desktop with an atiglox1.dll error. I've tried googling this and I don't get much. Any insight or idea as to what might this be? Hasn't happened with any other campaign or mission at all.

Also, yes I am playing on 3.6.10 with the correct media VPs and everything seems to be installed properly. I used Turey's installer, and went back to double check everything myself.
Title: Re: RELEASE - The Procyon Insurgency
Post by: Mongoose on July 09, 2009, 02:27:24 am
Except for one or two exceptions, Derelict uses only retail FS2 ships, so you should be seeing the same graphical upgrades that you saw in PI.  Is there a mod.ini in your Derelict mod folder, and if so, is "mediavps" included in the secondary list?
Title: Re: RELEASE - The Procyon Insurgency
Post by: Machaka on July 09, 2009, 02:29:11 am
derelict mod.ini says,

secondrylist = ,Media_VPs;

[sic]

I fixed the typo, still not getting SCP textures/lighting
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on July 09, 2009, 02:59:45 am
I realize this is a bit of a bump, possibly a necropost, but I wanted to post in the relevant thread, rather than be flamed for starting something new for no reason.
I doubt anyone would "flame" you for starting a thread, but I agree that keeping Derelict-related discussion in the Derelict release thread is good.

I get to the mission immediately after Shepherding 101, and when it tries to load the mission, it gets done loading and at the final little loading bar, it crashes me to desktop with an atiglox1.dll error.
If it's "atioglxx.dll", that's the OpenGL-related .dll from your graphics drivers. If you have the latest drivers installed, try reinstalling them. If not, get the latest drivers, uninstall the ones you have now and then install the new ones. If the problem persists, go to the Troubleshooting FAQ (link in my signature), go to the "Graphical issues" section and follow the instructions of the third problem (the one with atioglxx.dll download links).

I am playing on 3.6.10 with the correct media VPs
I assume that by "correct MediaVPs" you mean the 3.6.10 MediaVPs but what build are you using? There are n + 1 3.6.10 builds, with 3.6.10 RC3 being the one that is recommended for normal users.

I used Turey's installer
:shaking:


derelict mod.ini says,

secondrylist = ,Media_VPs;
Use this as a mod.ini template:
Code: [Select]
[launcher]
image255x112 = ;
infotext     = ;
website      = ;
forum        = ;

[multimod]
secondarylist = mediavps;
Make sure that you replace the "mediavps" part with the name of your MediaVPs folder. "mediavps" is actually a recommended name for the MediaVPs folder, because it is the most common name, and when people publish mods, they often ship them with ready-to-use mod.inis in which it is assumed that the player has the MediaVPs in a folder called "mediavps".
Title: Re: RELEASE - Derelict SCP Edition
Post by: Machaka on July 09, 2009, 09:44:40 am
thanks Jeff, I fixed the mod.ini typos and all is well now

I had downloaded from the mirror at http://nix1999.shackspace.com/derelict
Title: Re: RELEASE - Derelict SCP Edition
Post by: paralaje on July 09, 2009, 02:48:03 pm
I started playing this campaign a few days back and it's pretty nice, but I came across a problem and I can't finish a mission.
It's the one where you have to protect the shuttle so it can dock with the station. After all enemy ships are down the shuttle just keeps trying to dock and failing every single time until it dies from damage taken from collisions, which results in me failing the mission and being unable to proceed.
EDIT: I'm using 3.6.10 RC3 with the latest mediavps.
Title: Re: RELEASE - Derelict SCP Edition
Post by: zeroSaber on July 09, 2009, 02:53:44 pm
Yes, I know from reading around here that Turey's installer is sort of a hit-or-miss deal. However, I updated it manually to RC3 of 3.6.10, with the correct mediavps, installed in a folder of that name, so default mod.ini should work. I have the latest graphics drivers that will work for my system (I use a laptop, so it's a little complicated :\ ) and all that stuff. I will try the FAQ, and see if that helps.
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on July 09, 2009, 03:00:13 pm
I started playing this campaign a few days back and it's pretty nice, but I came across a problem and I can't finish a mission.
It's the one where you have to protect the shuttle so it can dock with the station. After all enemy ships are down the shuttle just keeps trying to dock and failing every single time until it dies from damage taken from collisions, which results in me failing the mission and being unable to proceed.
EDIT: I'm using 3.6.10 RC3 with the latest mediavps.

yeah, that bug is awful. Just try failing five times in a row and hitting 'skip to next mission'.

You may have to fail by dying, so just ram yourself into stuff.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on July 09, 2009, 03:03:20 pm
*cough* I think this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/DerelictPatch.zip) contains the fixed version of that mission. Punch to your \freespace2\derelict\ folder.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Colonol Dekker on July 09, 2009, 03:14:52 pm
Fyi, After years and years. . .(pre scp) I convinced my younger sibling to give derelict a go. He's stuck with tachyon wings first appearance. I'm laughing at haulian dying for the 4th time.
No advice necessary just wanted to let people know non freespacers enjoy it too. ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: zeroSaber on July 10, 2009, 02:56:21 am
Okay, so neither of the options for atioglxx.dll in the troubleshooting FAQ worked. When I click 'more details' on the error, I see that it's atioglx1.dll, not xx. Every other mission works fine, up to that point (the mission immediately following 'Shepherding 101') but upon jumping out after that mission, it crashes me.

Is there something in that mission that references a different graphics driver or something?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on July 10, 2009, 03:29:59 am
As far as I know, they're all missions and Derelict shouldn't be doing anything particularly new regarding graphics. Have to admit that I don't really know what's going on in here.
Title: Re: RELEASE - Derelict SCP Edition
Post by: xXGrifterXx on July 10, 2009, 03:21:24 pm
The cypher has no lights. Is there a file missing?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Colonol Dekker on July 10, 2009, 08:01:00 pm
Maybe a fix already exists? :nervous:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on July 11, 2009, 02:34:28 am
Since it is just a reskinned Iceni, I'd guess that it should have the same glowpoints/thingies as the Iceni.
Title: Re: RELEASE - Derelict SCP Edition
Post by: NGTM-1R on July 11, 2009, 05:32:03 am
Which is, IIRC, none.
Title: Re: RELEASE - Derelict SCP Edition
Post by: zeroSaber on July 11, 2009, 02:19:56 pm
So I still haven't been able to identify the error. All it tells me is that it's an error involving the RC3.exe and atioglx1.dll. I've downloaded several versions of the file, from several places, and I've tried reinstalling my graphics drivers to no avail. I really want to be able to finish this campaign! :\

This is the only one I have an error with. I can play FSPort, STR, BluePlanet, the main FS2 campaign perfectly fine.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Machaka on July 12, 2009, 01:28:29 am
*cough* I think this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/DerelictPatch.zip) contains the fixed version of that mission. Punch to your \freespace2\derelict\ folder.

I already have a derelictscppatch.vp in my folder and am experiencing the shuttle bug.  Should I put derelictpatch.vp in too?

I am running SCP 3.6.10
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on July 12, 2009, 03:58:38 am
*cough* I think this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/DerelictPatch.zip) contains the fixed version of that mission. Punch to your \freespace2\derelict\ folder.

I already have a derelictscppatch.vp in my folder and am experiencing the shuttle bug.  Should I put derelictpatch.vp in too?
Yes. They are two different patches and contain a different set of files.

So I still haven't been able to identify the error. All it tells me is that it's an error involving the RC3.exe and atioglx1.dll. I've downloaded several versions of the file, from several places, and I've tried reinstalling my graphics drivers to no avail. I really want to be able to finish this campaign! :\

This is the only one I have an error with. I can play FSPort, STR, BluePlanet, the main FS2 campaign perfectly fine.
I can only think of two possible solutions: either try a different build (3.6.9 for example) or use the Mission simulator and the Ctrl+Shift+S trick to play the rest of the missions. If you're going to try a different build, I recommend that you take a backup of your pilot files (the \freespace2\data\players\ directory).
Title: Re: RELEASE - Derelict SCP Edition
Post by: xXGrifterXx on July 12, 2009, 01:07:45 pm
Since it is just a reskinned Iceni, I'd guess that it should have the same glowpoints/thingies as the Iceni.

I think so too. Does anyone know where I can get the glowpoint textures? I'm sure I'm not the only one having this problem, if you guys update derelict maybe you should look into this.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Machaka on July 18, 2009, 07:41:26 pm
I applied both patches and the shuttle docks properly now, but the mission fails to end.  It just sits there for up to 45 minutes with the Sobek eternally orbiting the station and everything else still.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Thaeris on July 26, 2009, 10:10:33 pm
I never remembered having the "shuttle docking" problem before, but after upgrading everything (which involved dumping all the old stuff), I too encountered that bug. I first played Derelict with FSO 3.6.9. I suppose I'll have to try the patch...

Which makes me wonder: is the FSCRP currently considering updating at least the missions? I know replacing some of the voice files has been discussed, but that's not a priority. It would also be nice to see the Cypher with the new HTL Iceni model... Though that would mean a new texture, etc., etc...

-Thaeris
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on July 27, 2009, 03:22:44 am
I applied both patches and the shuttle docks properly now, but the mission fails to end.  It just sits there for up to 45 minutes with the Sobek eternally orbiting the station and everything else still.
I just played the mission yesterday and it worked fine. After the shuttle had docked, I was informed that it had done so and all hostiles had been destroyed, followed by an order to return to base.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Thaeris on July 27, 2009, 12:46:49 pm
I never noticed this before on several missions: Rather than jumping to subspace, you can instead fly to the fighterbay of your respective station. When there (and the mission is finished), the mission will come to a close. I felt this made the feel of the given mission much more like a real operation (if that's possible for FreeSpace in combat). I wish more campaigns would do that. Makes me think of playing TBP...

-Thaeris
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on July 27, 2009, 01:12:32 pm
Where did you notice that? Several campaigns make heavy use of that feature.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Thaeris on July 27, 2009, 05:47:54 pm
I think I first noted the feature in the mission "The Number of the Beast." Altair Station being so far off, I just decided to waste some time and fly in formation with my wing towards the hangar bay (after the carnage had stopped). Then, the mission suddenly ended suddenly ended successfully. Quite cool.

-Thaeris
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on July 27, 2009, 08:39:16 pm
It always did make far more sense to be able to fly right up to the fighterbay of the destroyer/installation you're stationed on than to jump away from it to some undefined location. :p
Title: Re: RELEASE - Derelict SCP Edition
Post by: Kie99 on July 28, 2009, 02:31:10 pm
Is there any way I can get the Shivan Knossos to actually look Shivan?  At present its still got Ancient Maps on it, I think its because the maps included in the Derelict VP are PCX.

Anyone?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Droid803 on July 28, 2009, 03:02:00 pm
I have a retextured POF that uses SD Demon textures if you want THAT....
Title: Re: RELEASE - Derelict SCP Edition
Post by: Necroslayer on July 30, 2009, 03:17:26 pm
Hi I was playing this campaign and couldn't deploy the nav buoys. Yes, I'm within 75m of it, yes I did not already deploy one there (It's the first one) and no, my keyboard is not stuck. I normally use the 1  key to set the throttle to zero, and no, this is not the number pad 1, it's the regular 1, just above the "Q" on a QWERTY keyboard. If it also helps, I'm using an HP laptop with a dual AMD 64 CPU, 4G RAM, and plenty of HD space.
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on July 30, 2009, 03:20:02 pm
Okay, so, the game is looking for you to press the key that performs the function that '1' NORMALLY performs. You need to find that key.

1 is normally some kind of chat function, yeah? What key do you have that function bound to now?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Commander Zane on July 30, 2009, 05:38:15 pm
Anyone else get this issue with the game not being able to find 30 paths for the Auriga on the mission where you disable it?
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on July 30, 2009, 06:28:41 pm
Oh, brother. That might be something that's been tightened up in recent builds? I don't know.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Commander Zane on July 30, 2009, 06:30:37 pm
Apparently not if I'm having the problem on the FINAL 3.6.10 build. :rolleyes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Necroslayer on July 30, 2009, 08:18:41 pm
Okay, so, the game is looking for you to press the key that performs the function that '1' NORMALLY performs. You need to find that key.

1 is normally some kind of chat function, yeah? What key do you have that function bound to now?

From this day on, I will be in love with you. It works! IT ACTUALLY WORKS!!
Title: Re: RELEASE - Derelict SCP Edition
Post by: tn22 on August 11, 2009, 04:06:58 pm
I don't know what to think.  :doubt: Everywhere I read that this is best campaign by far, but my experience is completely different. As I made lot of things for Unreal tournaments series by myself I can only tell that I never seen such bugged project. Even when I did something for myself I try to make it playable. Lot of missions are not o.k. specially events, objectives and waypoints. You didn't destroyed this small Loki - forget that you will get some clue - you will normally finish mission and never receive departure message.  :hopping: So you will depart anyway - you mess mission.  :mad2: And never you will receive message why. No clues. I already played much worst campaigns then this one but rate them higher only just because playing this campaign is one big pain. As obviously lot of effort was put in this  :nod: maybe it was worth to go through and repair it. Playing 40  :eek: missions like this with half of them you must repeat minimum two times only because bugs (hard difficulty and no problem finishing them when knowing how) and never because own failure ... this is just not o.k.  :no: Still big thanks for making this as in many ways it was perfect.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on August 11, 2009, 04:16:39 pm
I'm kind of curious as to what specific bugs you're referring to, besides what you actually discussed in there, since I can't remember much of anything going wrong on the several occasions that I've played through the SCP re-release.  There's one notorious show-stopper that manifested itself on certain builds, but I think you'd have mentioned that specifically if you'd seen it.  There certainly shouldn't be much, if any, in the way of "this just isn't working" moments. 

As far as departing before being specifically ordered to do so...you're kind of answering your own question there.  :p If Command hasn't yet told you to leave the area, there's probably something that still needs doing, and it shouldn't be too hard to figure out what.  I don't remember specifically, but I'm fairly sure that most of the mission-critical goals in Derelict were listed as primary or secondary objectives, which you can view by hitting F4 in-mission, or at least as directives listed on the left-hand side of your HUD.  However, it's a good rule of thumb for campaigns in general to, when in doubt, just kill any enemies that are left before departing.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Commander Zane on August 11, 2009, 05:10:54 pm
Only bug I've ran into so far was the one where the game crashed because of a path error on the mission you disable the Auriga.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Talon 1024 on August 18, 2009, 12:09:41 pm
Apparently the patch for the Derelict campaign that fixes the governor's shuttle colliding into the docking ring is gone...  If I look at the post where it should be, it tells me the attachment has been deleted by evil tolwyn.  If I click on the link in Jeff Vader's post, it just gives me a weird "you're a homo" 404 error.

BTW, is this the correct alignment for the docking ring and the Luxor? I can't remember since it's been quite a while since I first played through the Derelict campaign.

[attachment deleted by Tolwyn]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on August 18, 2009, 12:26:29 pm
No, not at all.  The ring is supposed to go around the Typhon, as if it were in drydock.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Talon 1024 on August 18, 2009, 01:03:52 pm
I thought so.  Does anyone still have that patch that I mentioned above?
Title: Re: RELEASE - Derelict SCP Edition
Post by: da1edwin on August 22, 2009, 07:19:46 pm
I thought so.  Does anyone still have that patch that I mentioned above?

Actually... I believe it's still there. When you click the link and get the "you're a homo" page, go to your browser's address bar and remove the filename. That'll take you to the underlying directory, from which you should click on the subdirectory called "stuf" and you'll find DerelictPatch.zip there.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on August 27, 2009, 04:09:39 am
Or you can use the FSO Installer, which installs it automatically.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Odinochka on September 14, 2009, 02:05:15 pm
Crashing on one of the bonus missions for SOC(can't tell it's name right now cause game instantly crashes w/o displaying the briefing) referring to the multiple "unable to load startfield bitmap <something> startfield.cpp" errors. SCP build 3.6.10. Attached DxDiag to this post if required :)

[attachment deleted by Tolwyn]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on September 16, 2009, 11:34:35 am
DxDiag won't be helpful because FSO is now OpenGL-only.

Can you run a debug build and then attach fs2_open.log (found in the data folder)?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Odinochka on September 17, 2009, 11:45:39 am
DxDiag won't be helpful because FSO is now OpenGL-only.

Can you run a debug build and then attach fs2_open.log (found in the data folder)?
Oh, thx. Here it is.
getting this kind of errors before the game completely crashes
Code: [Select]
WARNING: "Unable to load starfield bitmap: 'nebulF2-main'!" at starfield.cpp:3118
Int3(): From e:\storage\fso\fs2_open\code\globalincs\windebug.cpp at line 1319


[attachment deleted by Tolwyn]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Odinochka on September 17, 2009, 03:26:09 pm
Resolved the issue. I ran the installer again which redownloaded some of the game files and updated them. Yay! :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: kaloonzu on September 26, 2009, 07:40:09 pm
trying to interpret the last 50 posts.....does it even FUNCTION on the 3.6.9 or .10 version of FSOpen?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on September 26, 2009, 07:44:44 pm
There's no reason why it shouldn't.  And there's no reason why anyone should be using anything older than 3.6.10 final, anyway.
Title: Re: RELEASE - Derelict SCP Edition
Post by: kaloonzu on September 26, 2009, 09:59:43 pm
i am aware this is the wrong place to put this, but I can't get mantis to work for me, so, here goes: on the mission to escort Governor Mekembe (immediately following the mission in subspace), at the end of the mission, where all the pirates hav been destroyed or jumped to subspace, his shuttle continues to hit the station until it destroys itself, failing the mission for me. this has happened twice now. anyone else had this problem?
Title: Re: RELEASE - Derelict SCP Edition
Post by: kaloonzu on September 26, 2009, 10:03:28 pm
I never noticed this before on several missions: Rather than jumping to subspace, you can instead fly to the fighterbay of your respective station. When there (and the mission is finished), the mission will come to a close. I felt this made the feel of the given mission much more like a real operation (if that's possible for FreeSpace in combat). I wish more campaigns would do that. Makes me think of playing TBP...

-Thaeris

Yeah, its a cool little gimmick. First saw it on Blue Planet. nothing cooler than docking with a superdestroyer in combat
Title: Re: RELEASE - Derelict SCP Edition
Post by: Thaeris on September 27, 2009, 12:47:52 pm
i am aware this is the wrong place to put this, but I can't get mantis to work for me, so, here goes: on the mission to escort Governor Mekembe (immediately following the mission in subspace), at the end of the mission, where all the pirates hav been destroyed or jumped to subspace, his shuttle continues to hit the station until it destroys itself, failing the mission for me. this has happened twice now. anyone else had this problem?

There used to be a patch for this on this thread. If you can't find it, I should be able to PM you the file.
Title: Re: RELEASE - Derelict SCP Edition
Post by: kaloonzu on September 27, 2009, 08:37:23 pm
i am aware this is the wrong place to put this, but I can't get mantis to work for me, so, here goes: on the mission to escort Governor Mekembe (immediately following the mission in subspace), at the end of the mission, where all the pirates hav been destroyed or jumped to subspace, his shuttle continues to hit the station until it destroys itself, failing the mission for me. this has happened twice now. anyone else had this problem?

There used to be a patch for this on this thread. If you can't find it, I should be able to PM you the file.

got it working, u hav to apply BOTH patches (the original DerelictPatch + the DerelictSCPPatch, both .vp files) Hope this helps any other people with this problem.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on September 27, 2009, 10:59:12 pm
got it working, u hav to apply BOTH patches (the original DerelictPatch + the DerelictSCPPatch, both .vp files) Hope this helps any other people with this problem.
Doubtful.  This question has been asked and answered about a dozen times throughout this thread, but very few people look back a few pages to see if the answer is available. :sigh:
Title: Re: RELEASE - Derelict SCP Edition
Post by: kaloonzu on September 29, 2009, 09:07:12 pm
got it working, u hav to apply BOTH patches (the original DerelictPatch + the DerelictSCPPatch, both .vp files) Hope this helps any other people with this problem.
Doubtful.  This question has been asked and answered about a dozen times throughout this thread, but very few people look back a few pages to see if the answer is available. :sigh:

If they really want an answer, they'll dig a little (I hope). I really don't know if an entirely new thread is necessary for the one fix that finally worked for me.
Title: Re: RELEASE - Derelict SCP Edition
Post by: sh4rp on October 05, 2009, 06:54:40 am
My retard sister pressed the "skip Soc loop" button before I could start soc mission 2  :mad: :mad:
any chance of playing the soc loop without need of restarting the campaign?

if not then spoilers for those missions would be awesome too :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dilmah G on October 05, 2009, 07:04:44 am
What the hell was your sister doing on Freespace?

And sorry, I don't think you can play the SOC loop without restarting campaign. Oh and btw, www.hard-light.net/wiki , if you go on there, you can find the campaign walkthrough, which contains SOC mission spoilers. :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: sh4rp on October 05, 2009, 07:07:37 am
What the hell was your sister doing on Freespace?

And sorry, I don't think you can play the SOC loop without restarting campaign. Oh and btw, www.hard-light.net/wiki , if you go on there, you can find the campaign walkthrough, which contains SOC mission spoilers. :)

the pages for Derelict soc missions have not been written on the wiki yet  :(
wait a sec, will be back after killing my sister   :mad2:

EDIT: nvm, I cheated my way back to SOC loop on a new pilot... awesome campaign so far  :cool:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Santa on October 08, 2009, 11:52:18 am
The campaign is pretty good so far, but - and I've read in this thread that I'm not the only one - I have some trouble getting past the mission with the Capellan shuttle. It's apparently not the same problem that other people are having. While they have issues where the shuttle bangs into the station repeatedly until it blows up, failing the docking procedure, here it docks properly but the mission doesn't end. Then I tried to fail five times in a row so I could skip the mission. Did that, but the next mission was the same as the previous one. This time the mission ended properly, and I got to debriefing. When I clicked accept, I was told the mission was failure and I would have to replay it (which is bull)...

Any ideas? Starting to seriously annoy me, this =/

Edit: On the umphteenth attempt I actually got through it. Didn't do anything different from earlier, for some reason it just decided to work that time.
Title: Re: RELEASE - Derelict SCP Edition
Post by: benjy85pb on October 10, 2009, 04:06:55 am
I played through the entire campaign the other day, and needless to say, it's definitely been the most fun I've had playing Freespace since Freespace 2 came out. Utterly enjoyable, especially the last few missions, they actually had me on the edge of my seat!

I did encounter the bug where the shuttle kept banging into the station, but on the third play through, I increased the game speed to see what'd happen and it managed to sort itself out. But other than that, I had no other problems. The campaign was just delightful.  :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ranger1 on October 11, 2009, 08:35:41 pm
Is anyone else having a lot of issues with FS Open crashing to desktop with NO error messages?  There is nothing to copy to notepad either.  The only times I am noticing it so far is during briefings and the weapon selection screen.
Title: Re: RELEASE - Derelict SCP Edition
Post by: The E on October 11, 2009, 08:41:49 pm
Running a debug build and posting the fs2_open.log when it crashes might give us an idea what the error is.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ranger1 on October 11, 2009, 09:59:55 pm
Nothing is being posted to the log even in using the Debug build.  It is crashing directly to desktop.
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on October 11, 2009, 10:03:05 pm
You can find the log in your /data/ folder under the FS2 directory. It's there.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ranger1 on October 11, 2009, 10:06:56 pm
Finally got it to post into the file.  I had to completely delete the file for some reason.

I am attaching the log file.  Also note this particular crash occurred while configuring the ship weapon loadout.

[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: The E on October 11, 2009, 10:17:17 pm
Code: [Select]
Found root pack 'C:\Games\FreeSpace2\DerelictPatch.vp' with a checksum of 0xf7d8fb86
Found root pack 'C:\Games\FreeSpace2\DerelictSCP.vp' with a checksum of 0xac988b76
Found root pack 'C:\Games\FreeSpace2\DerelictSCP1.vp' with a checksum of 0x0eff4777
Found root pack 'C:\Games\FreeSpace2\DerelictSCP2.vp' with a checksum of 0x53d979a5
Found root pack 'C:\Games\FreeSpace2\DerelictSCP3.vp' with a checksum of 0xaae56803
Found root pack 'C:\Games\FreeSpace2\DerelictSCP4.vp' with a checksum of 0xf9adafdd
Found root pack 'C:\Games\FreeSpace2\DerelictSCPPatch.vp' with a checksum of 0xbf3411df

Code: [Select]
Found root pack 'C:\Games\FreeSpace2\Transcend.vp' with a checksum of 0xb9f61440You have not followed the mod installation instructions. These need to be in a separate folder called derelict (or Transcend, for the latter vp), which you can then select as a mod in the Launcher.

Code: [Select]
Found root pack 'C:\Games\FreeSpace2\Patch.vp' with a checksum of 0xbdcbe2f6

No clue where that belongs to.

Code: [Select]
 -mipmap
...
  -no_ap_interrupt

These commandline options are unnecessary and possibly harmful. Disable them.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ranger1 on October 11, 2009, 10:28:52 pm
I'll give it a try.

This is pulled directly from the readme file:
"The easiest is to simply extract the DerelictSCP.VP and other VP files straight into your main FS2 folder. When you next run FS_Open, Derelict should be available in the campaigns menu."

The patch.vp and the transcend.vp file I have no clue because it does not exist in my FS2 directory.  Actually I completely uninstalled transcend weeks ago.  I do notice that when I select no mod in the Launcher is defaults to transcend which does not exist.  

Edit....ok fixed it the transcend issue.  I reinstalled the launcher.

The game is still crashing at the same point however...posting the updated log file.



[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on October 11, 2009, 11:47:35 pm
Edit....ok fixed it the transcend issue.
Apparently you didn't (or you didn't post the updated log) because the log still indicates that Transcend.vp is in your C:\Games\FreeSpace2\ folder.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ranger1 on October 12, 2009, 12:36:01 am
I deleted the old log I upped the latest log file.  The transcend.vp is NOWHERE on my hd.  I tried the derelict files in there own folder with no joy.  Still crashing on weapon loadout.

Reuploading another that just happened.  Could it be the lastest nightly build that I got to fix the insane bombers?

[attachment deleted by admin]
Title: Re: RELEASE - Derelict SCP Edition
Post by: The E on October 12, 2009, 09:39:54 am
Hmm. Problem here is that your crash is not easily reproducable (Crashes without error messages do that, unfortunately). The same goes for the second log you posted; While there is an error message, that particular one is highly dependant on the conditions in your PC at the time. And for the record, I can play through those missions just fine....
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ranger1 on October 13, 2009, 02:58:34 am
Well I think I got it.  I did a complete reinstall of FS2 and the SCP and it still crashed.  To get around the crashing issue during the weapon loadout screen I had to go way back to an old 3.6.9 build.
Title: Re: RELEASE - Derelict SCP Edition
Post by: 23-down on December 16, 2009, 05:13:39 am
Hi people hopefully someone knows an answer a fix or any other solution for my problem.

This campaign so far is one of the best I've played due to the fact of voice acting.

So far I had no problems with playing the campaign all missions work well except 1 thing. I'm stuck I  believe in mission 5 in which you must protect the gouverneur and the foot supply ships from pirates.

The missions is running fine but on the end after repelling all attacks the  gouverneurs ship is allways flying against the station instead of flying into their hangars. I tried it 3 times now allways with the same result. The ship flys vs the wall and eventually destroys itself due to the crash runs.

Is there anything I can do about that? I haven't read all 35 pages that's too much to do so.
I have Derelict SCP + SCP patch & nebular pack installed.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on December 16, 2009, 05:17:30 am
I haven't read all 35 pages that's too much to do so.
If you'd read even one of the pages, you'd probably find the solution. This question is asked that frequently. You're missing a patch that is needed with the MediaVPs. Hold on, I'll find the link.

Edit: Actually, this (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/DerelictPatch.zip) link was last posted on page 33. Nonetheless.
Title: Re: RELEASE - Derelict SCP Edition
Post by: 23-down on December 16, 2009, 05:42:10 am
Thx ... Well I allready have the SCP patch for derelict. Is this another one or is it the same?

Title: Re: RELEASE - Derelict SCP Edition
Post by: Jeff Vader on December 16, 2009, 05:43:03 am
Another one.
Title: Re: RELEASE - Derelict SCP Edition
Post by: 23-down on December 16, 2009, 06:26:27 am
Thank you very much... I tested it again and it does work now.. I completed the mission. I had no idea of this 2nd patch it was no where mentioned on the main dl sites on the different pages. Someone should add a little hint to that if you ask me. Now that I know of that patch I see it on the first page. I thought it was the SCP patch so I didn't payed it well enough attention.

thx again

EDIT: I played it through... It was fantastic and just amazing. The missions were varied and not all of them were like in so many fan campaigns escord the convoy... All in all was the story well wridden and it had a lot of atmosphere due to the voice acting. The only thing I missed was a happy end meaning a last mission which completes the story the end was a bit sudden. Indeed one of the best campaigns ever made. My favourites were the first 3 missions and the one in which you find the derelict in subspace.

greetings 23-down
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ebola1717 on December 18, 2009, 10:57:31 pm
I'm having the Rites of Passage problem that other people have been having (I think).  I get to the end of the mission, but it doesn't give me any message saying i've finished all the objectives and can warp out, and when i do, it says i've failed the mission.  I've just used the provided installers, so FSO 3.6.10, mediavps, etc. but nothing else.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on December 19, 2009, 11:39:28 am
I'm having the Rites of Passage problem that other people have been having (I think).

So...

...have you tried the solution that other people were given?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Ebola1717 on December 19, 2009, 03:57:07 pm
I'm having the Rites of Passage problem that other people have been having (I think).

So...

...have you tried the solution that other people were given?

Sorry, i guess i should have clarified.  The main solution is to reinstall the game, cause if it's not working for recent versions, then I installed mediavps incorrectly, but I've been using the installers, so i don't understand why that would happen.  there's a workaround posted, but I'm not familiar with fredding, and it seems that the problem shouldn't occur if i had installed it correctly anyway.  I posted more because I'm curious as to whether other people are experiencing the same problem with the installers, and whether the workaround is the only solution.

The installers I used where the most recent and fully patched version of 3.6.10 btw.
Title: Re: RELEASE - Derelict SCP Edition
Post by: djmindcrasher on July 10, 2010, 01:04:27 pm
Great campaign, especially with VA (Mackie is sardonic like House M.D :D)
I have one question. What's with Auriga destroyer? I think 'trade company thread' has not been ended. We destroy the Lucifer and Auriga escapes. I want continuation;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on July 10, 2010, 01:33:34 pm
Sadly, we don't know what happened to the MTD Auriga. I wouldn't call it a true plot hole, but... it's one of the very few cons of Derelict.

I was thinking wheter or not this thread should be moved to the FSCRP forum: we don't owe the upgrade to the FSCRP, but it still remains a superb example of upgraded campaign. A few months ago, I used to play it and compile a "To Change" list... I hope to get back to work very soon. Derelict deserves an additional SCP boost... ;)
Title: Re: RELEASE - Derelict SCP Edition
Post by: Snail on July 10, 2010, 02:00:38 pm
I hope resolving the Auriga's fate is not on this ominous-sounding "To Change" list.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on July 10, 2010, 02:32:06 pm
Changes are not intended to touch the plot. Every single word will remain the same.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Snail on July 10, 2010, 02:44:00 pm
Changes are not intended to touch the plot. Every single word will remain the same.
Zoopy.
Title: Re: RELEASE - Derelict SCP Edition
Post by: nitrotomato on August 01, 2010, 04:58:28 pm
Am only on the 2nd level of this mod, the Deep Space Patrol one where you have to place the nav buoys. I press 1 like a madman whilst within 75 m of the marked location, but it doesn't do anything? I'm totally stumped by this; I really want to enjoy this mod which I've heard so many great things about! My 1 key is not bound to anything else, so I don't understand what could be wrong. I'm using the installer version of the mod with 3.6.12 RC4 INF and the latest MediaVPs. If noone knows how to fix this, is there some kind of workaround?

Thanks
Title: Re: RELEASE - Derelict SCP Edition
Post by: TopAce on August 01, 2010, 05:11:36 pm
You aren't pressing numpad 1, are you?
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on August 01, 2010, 05:18:17 pm
Am only on the 2nd level of this mod, the Deep Space Patrol one where you have to place the nav buoys. I press 1 like a madman whilst within 75 m of the marked location, but it doesn't do anything? I'm totally stumped by this; I really want to enjoy this mod which I've heard so many great things about! My 1 key is not bound to anything else, so I don't understand what could be wrong. I'm using the installer version of the mod with 3.6.12 RC4 INF and the latest MediaVPs. If noone knows how to fix this, is there some kind of workaround?

Thanks

Check your key assignments. Resetting them to default will probably fix the problem. By default '1' is assigned to a multiplayer chat feature - you need to press whatever key that feature is now bound to if you don't want to use the reset to defaults solution.
Title: Re: RELEASE - Derelict SCP Edition
Post by: FelixJim on August 01, 2010, 06:27:24 pm
Is Derelict not set up with $s in the directives?
Title: Re: RELEASE - Derelict SCP Edition
Post by: nitrotomato on August 02, 2010, 01:43:54 am
Check your key assignments. Resetting them to default will probably fix the problem. By default '1' is assigned to a multiplayer chat feature - you need to press whatever key that feature is now bound to if you don't want to use the reset to defaults solution.

Thanks a lot, this fix worked perfectly, assigning my keys to the various multiplayer chat inputs. The campaign is now playing without a hitch.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Agusfri on November 22, 2010, 11:55:26 pm
Great campaign  challenging in some parts for a rookie pilot like me but i like it
Title: Re: RELEASE - Derelict SCP Edition
Post by: Sombre on April 02, 2012, 12:33:43 pm
I am aware this is thread necro, but when derelict was first released and then again when it was updated I played it and never said thank you to the amazing people who made it.

I recently reinstalled FSO (I last had it installed about 3 years ago but my PC died) and the main reason I came back to the game was to play Derelict again. I actually think it's better than the FS2 main campaign.

So yeah. Yay Derelict! : ]
Title: Re: RELEASE - Derelict SCP Edition
Post by: SaltyWaffles on May 31, 2012, 11:36:52 pm
Okay, I'm currently at least a big chunk of the way through the campaign for the first time, and I'll post some more thorough and detailed feedback later. I want to bring up a few points right now, though, while it's convenient:

1) Why is Alpha wing deployed by itself so often, even when there is no realistic reason for this? It gets especially glaring when you're tasking four pilots, only moderately equipped, to escort several big/slow ships with paper-thin hull while simultaneously taking on two dozen fighters and bombers--and then take out a cruiser's main beam cannon. Stuff like this happens all the time, even when there should be at least one more wing of fighters with you, as your mission is critical, substantial hostile forces are expected, and there are a considerable amount of wings available already. Gameplay-wise, it's just not as fun; you feel all the more like you have to do everything yourself, that you have to be everywhere at once, and that you can't really strategize.

2) Please stop with the Lovecraftian names. I know that it's an artistic style (maybe even theme), so this point is probably moot anyway (as, perhaps, it should be?), but I have extreme difficulty in remembering the spelling and pronunciation of their names (this is not helped by various characters pronouncing them differently, often times pronouncing them in ways that seem to contradict the spelling), which is also a matter of realism (no military would choose unpronounceable and very difficult to spell names for enemy targets/ships on regular occasion). That, and Lovecraft, for all of the artistic genius and innovation he was, had an extremely distorted view of humanity and life in general (just look at his personal life/personality/history/health--no offense to him meant). It's probably a terrible thing for morale, too; it makes the Shivans all the more alien (in a bad way), and the effects would likely be quite significant across the board.

3) This SD Lucifer, at one briefing, was mentioned rather jarringly: it said that, according to simulations run and a plethora of scan data, if the GTVA Colossus and this Lucifer faced off, the Colossus would only have a 22% chance of victory. This goes against everything in canon, in some ways to an impossibly contradictory degree. The Colossus was designed to take on multiple Lucifer-class superdestroyers simultaneously and win. Six Lucifers can fit inside the Colossus' hull. The Colossus has 1 million hitpoints to the Lucifer's 800,000, moves at 35 m/s to the Lucifer's 15, and houses 240 craft to the Lucifer's 40-64. Its beam cannons, even if it could only bring two of them to bear on the Lucifer at once, would out-damage the Shivan vessel. Combine that with the fact that the Colossus is highly effective from all sides, while the Lucifer is comparatively toothless anywhere except in front, and the Colossus' far superior speed...yeah. The Nyarlothep-something should have little chance of victory. FS2's stats on the Lucifer are even less favorable than FS1's. If the Colossus can compromise the Nyar's shield system, then the Colossus' vastly superior fighter force can swarm and cripple the Lucifer vessel in short order. I think it's safe to assume that if even two of the five reactors on the Nyar were disabled, its shield system would no longer operate effectively--and the Colossus' beam cannons are specifically designed to be more than capable of killing a Lucifer (or more than one, simultaneously). If the Colossus overdrives its beam cannons, then the Nyar stands no chance.

4) That mission where you're supposed to protect that medical ship that jumped too close to a planet (its gravitational pull threw off its jump, and Command expects the same to happen to other ships in the area)--I coincidentally saved that other ship that jumps in (I think it's a Triton) by engaging and killing the four Dragon fighters immediately. As a result, the mission was totally broken; even fastforwarding to max, nothing further would happen. I later realized that you're ordered not to come to that ship's aid (because you had to protect the much more important and populated medical ship, and the Triton was too far away--or supposed to be), and that it's supposed to be destroyed in short order by the Dragon wing. My first playthrough, I happened to be in the area already (I accidentally lost my bearings, and wasn't closely escorting the medical ship, though my wingmates were ordered to), engaged the Dragons immediately and without thought, and didn't even realize I had done anything "wrong".

Title: Re: RELEASE - Derelict SCP Edition
Post by: Droid803 on June 01, 2012, 12:17:07 am
Here are some (not-so-)serious responses!

1) Giving the player things to do is a good thing. I don't think you're given too much to do, but that you're kept busy. I donno, I personally never found I was task-overloaded when I played Derelict. If you want to see real task overload you should go play Dawn of Sol. Then you will never complain again. (Don't it is horrible)
2) I don't see what's so bad about Lovecraftian Shivans when they're named after demons anyway. Besides, now I associate Lovecraftian names with cute lesbian anime girls (http://metanorn.net/wp-content/uploads/2012/05/Nyaruko-San00108-650x365.jpg). I do not know what that would do to morale, however. it may do terrible things, like having SD KITTENPICTURES.
3) Ok, so the Colossus can fry the Nyarlathotep. Now what. OH WAIT THE COLOSSUS IS DEAD. Moving on. (It's a moot point, seriously, and IIRC if the Lucifer has BFReds for the front beams it really can do a number on the Colly. BFReds are leagues better than those dinky BGreens and TerSlashes it runs). As for the shield system : from what game mechanics dictate, beams pierce shields, they don't damage them at all, they just go right through, and thus, they cannot be used to facilitate a fighter strike, because they don't drop the shields. Here I'm assuming that the Lucifer's shields is just like setting regular shields to some ridiculously high number. Which is reasonable, as it still allows beam weapons to be effective against the Lucifer, and really creates the minimal amount of contradictions in canon. You may believe differently, but then that boils down to opinions, thus you are choosing to be bothered by something that is ambiguous in canon, but one interpretation has been selected by the campaign designer. It happens, get over it.
4) I don't even remember this mission.

I'm surprised you didn't complain about the wave upon waves of kamikaze PIRATES attacking a military cruiser for some...rather patriotic reasons (why would a pirate ever be like that).
Title: Re: RELEASE - Derelict SCP Edition
Post by: SaltyWaffles on June 01, 2012, 02:53:25 pm
Here are some (not-so-)serious responses!

1) Giving the player things to do is a good thing. I don't think you're given too much to do, but that you're kept busy. I donno, I personally never found I was task-overloaded when I played Derelict. If you want to see real task overload you should go play Dawn of Sol. Then you will never complain again. (Don't it is horrible)
2) I don't see what's so bad about Lovecraftian Shivans when they're named after demons anyway. Besides, now I associate Lovecraftian names with cute lesbian anime girls (http://metanorn.net/wp-content/uploads/2012/05/Nyaruko-San00108-650x365.jpg). I do not know what that would do to morale, however. it may do terrible things, like having SD KITTENPICTURES.
3) Ok, so the Colossus can fry the Nyarlathotep. Now what. OH WAIT THE COLOSSUS IS DEAD. Moving on. (It's a moot point, seriously, and IIRC if the Lucifer has BFReds for the front beams it really can do a number on the Colly. BFReds are leagues better than those dinky BGreens and TerSlashes it runs). As for the shield system : from what game mechanics dictate, beams pierce shields, they don't damage them at all, they just go right through, and thus, they cannot be used to facilitate a fighter strike, because they don't drop the shields. Here I'm assuming that the Lucifer's shields is just like setting regular shields to some ridiculously high number. Which is reasonable, as it still allows beam weapons to be effective against the Lucifer, and really creates the minimal amount of contradictions in canon. You may believe differently, but then that boils down to opinions, thus you are choosing to be bothered by something that is ambiguous in canon, but one interpretation has been selected by the campaign designer. It happens, get over it.
4) I don't even remember this mission.

I'm surprised you didn't complain about the wave upon waves of kamikaze PIRATES attacking a military cruiser for some...rather patriotic reasons (why would a pirate ever be like that).

1) It's a task overload for a mere four fighters that are, at best, moderately equipped and by no means elite. From a narrative point of view, it's jarring, and from a gameplay point of view, it's limiting and frustrating. I can't play the way I want to play on many missions, because I have to do a bunch of tasks simultaneously, often largely by myself, and that isn't fun to me. That kind of gameplay is so cliche and dime-a-dozen that it irks me on principle these days.

2) ??? Lovecraft hasn't ever been that much associated (relatively speaking) with cuteness. In a Freespace-like universe, it never will.

3) ...yeah, but you're missing my point entirely. The briefing outright stated that the Colossus would have been very outmatched against a Lucifer-class destroyer, which makes no sense whatsoever--the Colossus was explicitly designed to engage and defeat multiple Lucifers simultaneously. And gameplay backs that up. Further, the Lucifer never had BFReds, or anything even approaching it. In FS2, it has three SReds, and in FS1, it had two beams that do less burst damage than a normal BGreen (though better sustained DPS...but in the face of at least three LBGreens, that's not going to matter too much in the end).

However, you're still missing the other, implied point (if you were being serious at all, of course): the Colossus may be dead, but the GTVA has a lot of firepower aside from that, even in just the local areas. Two Orions would beat a Lucifer--one could do the job if smart tactics were used (like, say, attacking the Lucifer from anywhere other than its front?).

As for the shields thing...uh, I'm not worked up about it, and I'm not sure what gave you that impression. I never said that fighters should be able to penetrate its shields--only that the beam cannons on their ships could easily take out some of the five generators on the Lucifer's outer hull, which would probably take the shields offline in their respective sections. Then fighters and bombers could join in, wrecking what they could.

4) Yeah, I said I would have more detailed and thorough feedback later. This is part of it. I thought it was blatantly obvious that there was FAR more going on behind these "pirate" attacks, from almost the beginning. Pirates don't send waves of fighters in a suicidal charge to destroy civilian or science vessels. That's like a bank robber strapping on a suicide bomb vest, running straight into a bank, and blowing himself up instead of actually trying to rob anything. Oh, and look at that, these pirates only targeted GTVA science vessels, leaving the MT ones suspiciously alone. And wow, these pirates are better equipped than the entire GTVA force in the sector--wait, that doesn't add up at all! My gosh, pirates shouldn't have a dozen cruisers, a modern corvette, three hundred fighters and bombers, dozens of sentry turrets, dozens of attack drones, and...an AWACS. Wait, what? Yeah, that's more than the entire GTVA forces in the sector, which boasts stuff like an old Leviathan, one corvette, and a dozen fighters.
Title: Re: RELEASE - Derelict SCP Edition
Post by: General Battuta on June 01, 2012, 02:58:00 pm
This campaign is like ten years old and comes from a kitchen sink 'anything goes if it's fun' school of design. I think it's just best to enjoy it on its own terms.
Title: Re: RELEASE - Derelict SCP Edition
Post by: SaltyWaffles on June 01, 2012, 03:03:19 pm
This campaign is like ten years old and comes from a kitchen sink 'anything goes if it's fun' school of design. I think it's just best to enjoy it on its own terms.

Really? No idea it was that old (my fault, I suppose); don't get me wrong, I'm enjoying it quite a bit...I suppose on forums, I tend to write praise and constructive criticism separately, though that's probably a bad idea :P
Title: Re: RELEASE - Derelict SCP Edition
Post by: Legate Damar on June 01, 2012, 03:27:31 pm
2) I don't see what's so bad about Lovecraftian Shivans when they're named after demons anyway. Besides, now I associate Lovecraftian names with cute lesbian anime girls (http://metanorn.net/wp-content/uploads/2012/05/Nyaruko-San00108-650x365.jpg). I do not know what that would do to morale, however. it may do terrible things, like having SD KITTENPICTURES.

You humans are so confusing - you create monsters to inspire terror and then you emasculate and disgrace them. First it was sparkling vampires, and now this.
Title: Re: RELEASE - Derelict SCP Edition
Post by: AndrewofDoom on June 01, 2012, 03:41:46 pm
cute lesbian anime girls (http://metanorn.net/wp-content/uploads/2012/05/Nyaruko-San00108-650x365.jpg).

/me drools.

I think I know what I'll be watching next....  :nervous:
Title: Re: RELEASE - Derelict SCP Edition
Post by: bigchunk1 on June 01, 2012, 04:35:23 pm
I'm surprised you didn't complain about the wave upon waves of kamikaze PIRATES attacking a military cruiser for some...rather patriotic reasons (why would a pirate ever be like that).

Ha! You know I didn't think about that until now.
Title: Re: RELEASE - Derelict SCP Edition
Post by: NGTM-1R on June 01, 2012, 05:16:20 pm
1) It's a task overload for a mere four fighters

Hmmmmmmmmmm.

Don't suppose that could have been designed to mean something at all!
Title: Re: RELEASE - Derelict SCP Edition
Post by: Droid803 on June 01, 2012, 10:38:36 pm
3) ...yeah, but you're missing my point entirely. The briefing outright stated that the Colossus would have been very outmatched against a Lucifer-class destroyer, which makes no sense whatsoever--the Colossus was explicitly designed to engage and defeat multiple Lucifers simultaneously. And gameplay backs that up. Further, the Lucifer never had BFReds, or anything even approaching it. In FS2, it has three SReds, and in FS1, it had two beams that do less burst damage than a normal BGreen (though better sustained DPS...but in the face of at least three LBGreens, that's not going to matter too much in the end).

However, you're still missing the other, implied point (if you were being serious at all, of course): the Colossus may be dead, but the GTVA has a lot of firepower aside from that, even in just the local areas. Two Orions would beat a Lucifer--one could do the job if smart tactics were used (like, say, attacking the Lucifer from anywhere other than its front?).

As for the shields thing...uh, I'm not worked up about it, and I'm not sure what gave you that impression. I never said that fighters should be able to penetrate its shields--only that the beam cannons on their ships could easily take out some of the five generators on the Lucifer's outer hull, which would probably take the shields offline in their respective sections. Then fighters and bombers could join in, wrecking what they could.

No, you're missing my point entirely. Furthermore, you are undergoing the fallacy of using different standards for the Lucifer and Colossus to "support" your argument.
The Colossus was designed explicitly to engage and defeat the same type of Lucifer witnessed in FS1. Which it does.
The Lucifer has a stronger armament in Derelict than in either FS1 or the (never seen) FS2 versions, it may be a refit, or simply a different variant, but it has a different armament. IIRC it has two BFReds, but I'm not 100% sure on that one as I don't have it on hand, which is more than enough to overpower the Colossus, which by the way, does not have LRBGreens in the tables. It has it in a mission in FS2 main campaign, yes, but that was because it overdrove its beams (with rather disastrous consequences!). If the Colossus has the option of doing that, so does the Lucifer. Two BFReds outdamage three LRBGreens by more than the 200k HP difference makes up, just run the numbers, the end result would have the surviving ship crippled, likely, but the point remains that the Colossus is not the answer they were looking for in this case.

You say you can attack the Lucifer from anywhere but the front. What if it attacks from a suboptimal angle for the Orion (say, directly above), then it can kill an infinite number of them, because they can't even return fire. I operate under the assumption that all ships have their optimal firing arc, and with the Shivans' better jump drives and whatnot, that is not a poor assumption, as they have more subspace maneuverability and can generally come out on top in positioning (which their ships, admittedly do rely on).

There is no link between the generators and the shield system being operational, if anything, using beams to snipe the reactors would destroy the ship if it behaved anything like the FS1 one... (which admittedly is a good plan, but banks again on the fact that they behave the same as the FS1 one, and that is not entirely a good bet given what is seen).

Your argument has so many holes you could catch fish with it, honestly. I really don't feel like pursuing this discussion further if you can't even see this; I have better things to do with my time. In fact this whole venture has been a colossal waste of my time, I must congratulate you for managing to drag me in to it.  :)
Title: Re: RELEASE - Derelict SCP Edition
Post by: qwadtep on June 02, 2012, 12:23:42 am
Personally I think it's safe to assume that a Lucifer would trash the Colossus simply because the Colossus is the physical embodiment of the GTVA's "don't worry guys, we got this" attitude in FS2 that ended so badly. Heck, by Their Finest Hour the Colossus complains about the damage it takes from a Ravana.

Of course, a large portion of this can probably be ascribed to GTVA command being idiots and using the Collie as a beam platform instead of a giant baseball bat
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mongoose on June 02, 2012, 12:58:59 am
Honestly I think this particular debate is best treated by assuming that whoever wrote the text of that particular briefing was most likely uninformed of the relative damage outputs involved, and then leave it at that.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Robo on April 22, 2020, 02:54:33 am
If you're going to play Derelict with FSO, you will need this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/DerelictPatch.zip). Extract the .vp file from the zip to your \freespace2\derelict\ folder. This patch fixes an issue in the mission "Rites of Passage", where the governor's shuttle cannot dock with Luxor station and instead just rams it until the shuttle is destroyed.
Also note that DerelictPatch.vp is NOT the same file as DerelictSCPPatch.vp.


As seen here. (http://www.sectorgame.com/forums/viewtopic.php?t=2090)

It's done. Super shiny fully voice-acted goodness. It's been a long time coming (almost a year, I think) but it's finally done. I can now get on with my life.

So here it is. Thanks go to: Agatheron and Kellan and the rest of the original Derelict crew; Ransom Arceihn, Cobra, Spaceman Spiff, Mongoose, Redberg, Getter Robo G, Ionia23, Stunaep, Nix, Darkblade and Azrael15; and an extra special thanks to Nix for being kind enough to mirror the mammoth voicepack files.

Pictures: 1 (http://www.sectorgame.com/blaise/derelict/dlpic1.jpg) 2 (http://www.sectorgame.com/blaise/derelict/dlpic2.jpg) 3 (http://www.sectorgame.com/blaise/derelict/dlpic3.jpg) 4 (http://www.sectorgame.com/blaise/derelict/dlpic4.jpg) 5 (http://www.sectorgame.com/blaise/derelict/dlpic5.jpg) 6 (http://www.sectorgame.com/blaise/derelict/dlpic6.jpg)

All right, here you go: http://hosted.filefront.com/BlaiseRussel/1537576 (http://hosted.filefront.com/BlaiseRussel/1537576)

DerelictSCP is the core campaign, while packs 1, 2, 3 and 4 are the special, briefing, command briefing and debriefing voice packs respectively.

Mirrors

Nix has generously provided a mirror. (http://nix1999.shackspace.com/) You'll need a free account at Fileshack to download anything other than the core campaign file.

FreeSpaceMods.net mirror (http://freespacemods.net/download.php?view.582) (contains all the files in a single package)

Enjoy. :)

Sorry to be posting so many years later, but the link for the fix that allows docking to Luxor station appears to be broken, and i really wanna finish this mod.. it was going so nice until this mission!
could someone please post another link to the fix?
I am using the Knossos release.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on April 22, 2020, 08:59:31 am
:welcome:

Sorry to be posting so many years later, but the link for the fix that allows docking to Luxor station appears to be broken, and i really wanna finish this mod.. it was going so nice until this mission!
could someone please post another link to the fix?
I am using the Knossos release.

The version of Derelict on Knossos should include all patches, including the Luxor docking patch.  Are you actually experiencing this bug?  I loaded up the mission in FRED and it looks like it should work.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on August 19, 2023, 03:59:25 pm
:bump:

After seeing how good a job the sound editor (João Guimarães) did for Inferno: Classic, I asked him to take a shot at Derelict.  And he came through with flying colors. :)

All of the voice files for Derelict have been reprocessed.  Volume has been equalized, noise has been removed, and generally the files have all been cleaned up.  It should sound much nicer now.

The new version of Derelict is version 4.0 on Knossos and the FSO Installer.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Mobius on August 20, 2023, 04:24:36 am
Awesome work, and totally unexpected! May I recommend uploading a short YouTube video, perhaps one featuring the most iconic chatter from the campaign (no spoilers should be involved), in order to show off these improvements?  :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Colonol Dekker on August 20, 2023, 07:42:58 am
Duct-tape-loop.mp4
Title: Re: RELEASE - Derelict SCP Edition
Post by: Iain Baker on August 20, 2023, 04:12:27 pm
Sweet! So the kid sounds as loud (ish) as the others now? Noice  :yes:
Title: Re: RELEASE - Derelict SCP Edition
Post by: Solatar on August 20, 2023, 05:50:52 pm
This sounds really good! I started replaying Derelict and was able to leave my sound settings the same as other campaigns. It looks like there are a couple of _old versions in the commandbriefings folder if anyone wants a quick side by side comparison.

EDIT: I dragged and dropped the voice files into my current Derelict installation (I don't use Knossos) and noticed the voice folders (briefing, etc.) were in data/* not data/voice/* in the download from Knossos - not sure if that affects things or not.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Thisisaverylongusername on August 20, 2023, 05:51:21 pm
Voices don't seem to be working for me. Using 23.2 RC4. Here's the log:

https://fsnebula.org/log/64e29744a281b6f22bb2e1d2

EDIT: Solved by suggestion below.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Think0028 on August 20, 2023, 06:48:45 pm
Gonna second both of the above - voices don't work in the Knossos download, moving the voice files to data/voice/ fixed it.

EDIT: Oh this is extra bizarre - I've played Derelict tons of times over the years, but I've never seen the long text interludes between missions (aside from briefings.) I love them, but I wonder why they hadn't ever showed up before.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on August 21, 2023, 02:08:30 am
Awesome work, and totally unexpected! May I recommend uploading a short YouTube video, perhaps one featuring the most iconic chatter from the campaign (no spoilers should be involved), in order to show off these improvements?  :yes:

Thanks!  I don't have time at the moment to record a video, but perhaps someone else would be willing to?


Gonna second both of the above - voices don't work in the Knossos download, moving the voice files to data/voice/ fixed it.

Whoops, yeah, I accidentally put the files in the wrong spot.  I've uploaded 4.0.1 to Knossos; it should be fixed now.  (FSO Installer will be updated in a day or so.)


Quote
EDIT: Oh this is extra bizarre - I've played Derelict tons of times over the years, but I've never seen the long text interludes between missions (aside from briefings.) I love them, but I wonder why they hadn't ever showed up before.

Those are from the original Derelict website on FreeSpace Watch.  I thought I'd integrate them into the campaign as fiction viewer entries because hardly anyone else these days knows about them.
Title: Re: RELEASE - Derelict SCP Edition
Post by: CT27 on August 21, 2023, 06:35:03 pm
Thanks for your work Goober!

The characters are some of the best parts of Derelict so this is cool to see.

Alpha 2 (Mackie)-cynical/sarcastic/jaded veteran
Alpha 3-eager young rookie
Alpha 4-relatively by the book semi-veteran

I know Ransom and Cobra did Alpha 2 and 3 respectively but I forgot who did the main Alpha 4.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on August 22, 2023, 02:45:12 pm
You're welcome!

According to the credits mission, Alpha 4 was voiced by Spaceman Spiff.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Solatar on August 25, 2023, 08:50:23 am
Been replaying Derelict and the remaster of the voices is great. I noticed on the mission The Number of the Beast (dl2-05), the line where the Escher says "We told you, you didn't listen" (dl16_esh10.ogg) seems off. It just says "we told you" (in a really synth-sounding voice) and then cuts off the rest of the line. Didn't stop me from enjoying the mission, but thought I'd drop it by somewhere.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on August 26, 2023, 01:29:21 pm
Well, that's weird... that line doesn't actually exist.  I checked both the current version and the old Derelict SCP version... that voice file is not included.  The game filled in the missing file with synthesized speech.

I wonder if it would be possible to recreate that line using AI.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on August 26, 2023, 01:57:45 pm
Wait, I found the file; it was miscategorized.  I'll get it processed and then upload a new version.
Title: Re: RELEASE - Derelict SCP Edition
Post by: SF-Junky on September 05, 2023, 12:13:34 pm
Nice!  :) :yes:

Just played through Derelict again over the past days. Thanks for giving those sound files a polish. The Tom Faulkner ones sounded really bad.  :lol:

I just notized that in Sheridan's Gambit, two of the Elysiums carrying the beam guns are thrown around during the first salvo. This results in breaking the mission as the final salvo does not kill the Azathoth. I remedied this in my facelift of the campaign back in 2013 (?), though my edit seems not to have made it. My coloured nameplates did, however. :P

And weren't the Vasudan capships destroyed by the Nyarla's blast in the final mission? They did not when I just finished it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on September 05, 2023, 09:26:03 pm
I'll take a look at Sheridan's Gambit.  I'm not sure what you mean about the Vasudan capships though.
Title: Re: RELEASE - Derelict SCP Edition
Post by: SF-Junky on September 06, 2023, 04:22:38 am
I seemed to remember that the Khefrem and the Estennu always went boom together with the Nyarlathotep (via self-destruct). I could be wrong, though.

By the way, the new fiction viewer material: Is that new content added or was that ununused old stuff from back in the day?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on September 06, 2023, 11:48:20 am
The Khefrem and Estennu are not scripted to self-destruct, even in the old version of the mission.

The fiction viewer entries are things that were available on the original Derelict website on FreeSpace Watch back in the day.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on September 15, 2023, 09:04:38 pm
I just notized that in Sheridan's Gambit, two of the Elysiums carrying the beam guns are thrown around during the first salvo. This results in breaking the mission as the final salvo does not kill the Azathoth. I remedied this in my facelift of the campaign back in 2013 (?), though my edit seems not to have made it. My coloured nameplates did, however. :P

Ok, I checked this out and polished up the Gorgon firing sequences a bit.  They should play better now, and the collar transports are no longer kicked out of position.  The new version is 4.0.5.
Title: Re: RELEASE - Derelict SCP Edition
Post by: CT27 on September 23, 2023, 07:20:04 pm
Usual update question from me  :):  What was in 4.0.6?
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on September 23, 2023, 08:36:52 pm
Point releases are always very small updates.  In this case it was just fixing the Knossos configuration to require 21.2+ instead of requiring a recent nightly.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dan1 on October 09, 2023, 09:26:31 pm
Ran into 2 issues playing this since I saw it was just updated to 4.0.6.

Mission Rites of Passage.  Successfully completed after Cipher comes in.  Fail 5 times and advance to next mission.  Neither will seem to advance to the next mission.
Uninstalled, reinstalled verified file integrity.

Also, minor thing I noticed.   

Mission: The Deep Patrol
Intro Transmission Log:
Tau Sigma Station says Beta 2 twice and they are talking to Beta 1.

Not a big deal but wanted to note it.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Goober5000 on October 09, 2023, 09:44:55 pm
Ran into 2 issues playing this since I saw it was just updated to 4.0.6.

Mission Rites of Passage.  Successfully completed after Cipher comes in.  Fail 5 times and advance to next mission.  Neither will seem to advance to the next mission.
Uninstalled, reinstalled verified file integrity.

This looks like it could be the is-event-false-delay bug that affects 23.0.  Try using 23.2 RC9.

Quote
Tau Sigma Station says Beta 2 twice and they are talking to Beta 1.

Thanks.  I've made the edit and this will be included in the next update.
Title: Re: RELEASE - Derelict SCP Edition
Post by: Dan1 on October 10, 2023, 09:42:56 pm
Ran into 2 issues playing this since I saw it was just updated to 4.0.6.

Mission Rites of Passage.  Successfully completed after Cipher comes in.  Fail 5 times and advance to next mission.  Neither will seem to advance to the next mission.
Uninstalled, reinstalled verified file integrity.

This looks like it could be the is-event-false-delay bug that affects 23.0.  Try using 23.2 RC9.

Quote
Tau Sigma Station says Beta 2 twice and they are talking to Beta 1.

Thanks.  I've made the edit and this will be included in the next update.

RC 23.2 did it thanks.