Hard Light Productions Forums

Hosted Projects - Standalone => Solaris => Topic started by: Darius on June 09, 2019, 05:46:34 am

Title: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 09, 2019, 05:46:34 am
(https://i.imgur.com/ze24WN8.png)
(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/Solaris)

"It is the 23rd Century. Humankind has colonies throughout the Orion Arm of the galaxy.
The three great powers - Federation, Commonwealth and Combine - exist in a state of cold war.
The galaxy has become a dangerous place, and war is but a single spark away."



It is 2276 and Lieutenant Stuart Ross, a young Commonwealth pilot, volunteers for a pilot exchange aboard a Federation warship. As a war of bestial savagery looms over the horizon, Ross is eager to trade a quiet backwater station post for front-line duty. However, he soon finds himself at the centre of events which threaten the entire international order...and the survival of human civilisation.

Set in an original universe where the discovery of hyperspace has led to a Golden Age of human colonisation and technology, Solaris takes place during a time of great changes. However, this is also an age of extremes - the Great War left several planets ecologically devastated, including the cradle of humanity, Earth. Like the Cold War of the 20th Century, humanity is faced with terrifying new doomsday technologies that have the potential to bring about Armageddon.

(https://i.imgur.com/32tGExg.jpg)

Features:




(https://i.imgur.com/J4pS5uf.jpg)

Gameplay tips:


(https://i.imgur.com/4GIofBF.png)

This project would not be possible without the generous contributions of the Hard-Light community.
Solaris makes use of assets donated by a multitude of artists and contributors over the years, as well as utilising in-engine features from the Source Code Project.

Solaris is released under a Creative Commons Attribution-Non Commercial-ShareAlike 3.0 Unported License. (http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_GB)
This means that you can use anything you want from Solaris (models, missions, backgrounds) in any way you wish, as long as you don't try to sell it.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 09, 2019, 05:53:28 am
Known Issues:

MacOS platforms may run into several scripting errors which have something to do with the order in which the lua scripts are parsed.
This is usually not an issue if a mod is VP packed, however because I was running into Knossos upload issues, Solaris files are not packed into VPs for now.

Issues with uploading VPs should hopefully be resolved soon.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 09, 2019, 06:57:33 am
DLing. Which build is recommended? Do we need a mod.ini? If yes, how should it look like?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 09, 2019, 07:18:07 am
Congrats to the release!!!! :)

DLing. Which build is recommended? Do we need a mod.ini? If yes, how should it look like?

I'm using latest nightlies, w/o mod.ini, so no dependencies aside FS2.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: The E on June 09, 2019, 07:33:47 am
DLing. Which build is recommended? Do we need a mod.ini? If yes, how should it look like?

Just let Knossos handle this for you.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Grizzly on June 09, 2019, 08:15:55 am
oh my god. It's a darius release.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 09, 2019, 08:46:39 am
DLing. Which build is recommended? Do we need a mod.ini? If yes, how should it look like?

Just let Knossos handle this for you.

Using Ubuntu 16.04 64bit, Knossos is not working. I work with the Linux builds here and wxlauncher
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: deathspeed on June 09, 2019, 08:48:41 am
List of things to do today:
 Mow
 Water & weed garden
 Replace front brakes
 Change oil


EDIT:  Play Solaris!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 09, 2019, 09:08:12 am
Using Ubuntu 16.04 64bit, Knossos is not working. I work with the Linux builds here and wxlauncher

Any recent build within the past couple months should be fine. I've been using m!m's Enhanced SMAA build (https://www.hard-light.net/forums/index.php?topic=95680.0). It's a total conversion so you should be able to just run it in its own folder with your build of choice in the root directory without a mod.ini.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 09, 2019, 09:14:27 am
Is it standalone? Because that would make promoting this elsewhere easier. ;7
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 09, 2019, 09:29:37 am
Yes actually, for that exact reason  :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 09, 2019, 09:54:05 am
Code: [Select]
LUA ERROR: [string "axui-sct.tbm - On Game Init"]:18: attempt to index global 'axemParse' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "axui-sct.tbm - On Game Init"]:18: in function 'Init'
[string "axui-sct.tbm - On Game Init"]:1355: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Ok, tried it in a new folder with  the latest nightly. This is what I get
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 09, 2019, 10:13:38 am
There was someone on Discord who a similar issue, I'm using the Nightly from 14th May and it works on my end.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 09, 2019, 10:15:18 am
It is that one. I am trying the one from May 12 and report back
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nyctaeus on June 09, 2019, 10:54:53 am
Finished. This thing is super awesome. A cold, dark, war story built on stunning quality ships. I will write more detailed review later.

I encountered an issue with last mission in 1.0.0. Two patches were released so I dunno if this is already fixed. When I use checkpoint in the last mission, the mission just ends and campaign is finished. I had to replay it from techroom to get it to finale.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 09, 2019, 12:31:51 pm
Also not working with the build from May 12. Ideas?

Edit: Log attached

[attachment eaten by a Shivan]
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: ngld on June 09, 2019, 02:52:27 pm
Try packing the LUA scripts in a VP. The problem is that they're not loaded in the alphabetic order. Apparently FSO relies on the OS for sorting the file names (which macOS and Linux don't do). If you're using VP files, that obviously is no longer an issue since FSO then handles the file listing.

Seems like an FSO bug to me which we should probably fix.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Grizzly on June 09, 2019, 04:16:35 pm
Initial impressions are me really liking the concept, but I've had some frustrations in the gameplay department

I like mods that go down the Diaspora route. Cockpits, ballistics, high velocity, high manoeuvrability. Love it.

I'd recommend setting a glide cap to something below afterburner velocity, it's perhaps a bit too easy to give yourself indefinite afterburners by just burning a little bit and then pressing w.

The high lethality is not all that engaging to me. Either you're fragging all you have targetted really quickly, or, in the slim chance that a fighter gets the drop on you before you get the drop on it, are fragged really quickly. This makes a lot of the combat either feel trivial or painfully hard. As such I am gravitating entirely towards heavy fighters and heavy weaponry. Wasting them before they start orientating on you is essential.

I was able to breeze through the combat on the highest difficulty untill fall of angels, where a single fighter spawn wasted me several times simply because the AI fighter's superiour aim bested me in a second without giving me chance to evade. Said is made harder by the wingman being more eager to shoot debris then actual enemies on said mission 0_o. The guard command in debris fields in the Open engine doesn't always work rather neatly, if raptor is given an engage command the player's chances to survive improve considerably. If both fighters decide to engage the player instantly they have no chance of surviving. Spawning stealth fighters in firing range of players is cruel and causes massive difficulty spikes.

Like, seriously, I can handle all the games engagements on the highest difficulty, except those darned stealth fighters which all target me instantly and waste me in the second they appear on sensors. I dropped down the difficulty to easy which makes them survivable, but makes the rest of the engagements even more trivial.

The crosshair is hard to see and often obscured by targeting HUD elements, which makes precision sniping of turrets significantly harder then it needs to be on the non-autoaiming difficulties.

The visual novel news broadcast segments really need portraits or some other way to differentiate between the news broadcaster talking and other people talking. This transition is not very clear. Otherwise put: The visual novel segments are not very visual, and I don't really see the advantage of using them here over the regular command briefings, briefings and extra stuff that Blue Planet and Between the Ashes use. It's also nice to hear Freelancer's New York music again, but using it for every single briefing is perhaps a bit much.

Are those X3 UI sounds?

The cloak bound to alt+Z often doesn't seem to engage properly.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colt on June 09, 2019, 09:32:58 pm
Hit a bit of a problem. Currently on mission 8, and after several checkpoint restarts, I can no longer move my fighter with the mouse. I went back to the previous mission and found that it would not work there either. Checkpoint or starting from the beginning made no difference. I changed to a different mod and it works fine, but the problem persisted when I started Solaris again. Mouse buttons work fine, but it's just the maneuvering that's bugged.

Beyond that, I've enjoyed the campaign so far. Awesome work! :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: wookieejedi on June 09, 2019, 09:46:00 pm
I've had a bug like that happen when I use LUA controls to affect mouse controls, so my guess it is script related...Does this mod use a script mouse joystick?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 09, 2019, 11:30:24 pm
Might be the prompt box script for the checkpoint system but never had any issues with it in the past. No other lua scripts that play around with the mouse controls
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 10, 2019, 09:34:24 am
@Praseodym: the scripting stuff has been packed into a VP now what should fix the LUA errors on Discord, just try again with 1.0.3.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colt on June 10, 2019, 12:00:54 pm
I tried mission 9 in single missions and the same issue manifested there. In the end I uninstalled and reinstalled, but now I got some errors. These errors occur upon starting the mission (commit button).

Error 1, occurred 3 times in a row

Code: [Select]
LUA ERROR: [string "String: return proBoxValue()"]:1: attempt to call global 'proBoxValue' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: in function 'proBoxValue'
[string "String: return proBoxValue()"]:1: in main chunk
------------------------------------------------------------------

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

Error 2

Code: [Select]
Error: Lua SEXP called without a valid action function! A script probably failed to set the action for some reason.
File: LuaSEXP.cpp
Line: 253

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 147 bytes
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
fs2_open_3_8_1_20190514_69ebdd0_x64_SSE2.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error 3

Code: [Select]
LUA ERROR: [string "String: saveexist()"]:1: attempt to call global 'saveexist' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: in function 'saveexist'
[string "String: saveexist()"]:1: in main chunk
------------------------------------------------------------------

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


After that the first error repeats a few more times, and then it sounds like the mission begins. However the errors persist.

Also, I don't know if this is useless information, but before I uninstalled/reinstalled I was able to turn my craft with the numpad keys.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 10, 2019, 12:01:43 pm
Still the same error. Other ideas?

Edit: New log attached

[attachment eaten by a Shivan]
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 10, 2019, 02:15:05 pm
@Darius: Here's something I had on my HD, can be used to display the faction logos in the techroom instead of blank entries. Requires $Closeup_pos: 0.0, 1.0, -23. That being said, many of the ships there seem to have suboptimal offsets.

[attachment eaten by a Shivan]
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Col. Fishguts on June 10, 2019, 03:01:52 pm
This is very cool, the capships look amazing :yes:
If I understand the credits correctly, they were all made by CGpitbull and you converted them for FS2open usage?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 10, 2019, 06:06:43 pm
Yes. Kitbashed some of the base models with modular pieces for aesthetics and had to generate basic lods and debris but a lot of the work was conversion.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Haemi_exe on June 10, 2019, 07:43:19 pm
I encountered an error. After (I think) the first ingame cutscene (the one where a ship jumps in next to a station and boards it) i got this

Code: [Select]
LUA ERROR: [string "String: VS2:L('m1_vn')"]:1: attempt to index global 'VS2' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "String: VS2:L('m1_vn')"]:1: in main chunk
------------------------------------------------------------------

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

When I tried to force the game to continue, I was sitting in a spinning fighter in space without background, just a star, and all I could do was shoot.
I am using Knossos on a Windows 7 PC.
Is there a solution to this problem?

Was extremly hyped for this and now I am somewhat daunted that it does not work. :blah:

Thanks in advance.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 10, 2019, 08:45:51 pm
I put the scripts in a vp to help the mac people with parsing orders but there's an ongoing error with uploading vp packages to knossos from my end. I'll update the files in a few hours, everything should be working by then.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: QuakeIV on June 11, 2019, 01:23:56 am
Anybody know where exactly Music_Fed_Battle3 came from?  Credits are a little vague.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: majorvader111 on June 11, 2019, 03:05:25 am
Anybody know where exactly Music_Fed_Battle3 came from?  Credits are a little vague.

its Faceless Soldier from ace combat 7 at 125% speed
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: AdDur on June 11, 2019, 06:27:15 am
After end of first in-game cutscene i face something like that:

http://i66.tinypic.com/2r44s4o.png
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: General Battuta on June 11, 2019, 09:20:12 am
I'm excited to play this! It deserves a full day's attention so I haven't been as prompt as I should be, but after testing out an early version I'm REALLY excited.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Destiny on June 11, 2019, 12:01:59 pm
I have enjoyed playing Solaris.




The worldbuilding is great, I quite like this setting that was presented to the player, and you can relate to the world and characters you interact with, in a certain way. Shouldn't say too much, so I guess I'm immersed in it? Felt like being Germany and Britain before Churchill declared war.

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

The main course of the game - ships: Big, bulky, human designs, ARMORED LOOKING, BLACK COLORED! They look imposing, feel imposing and shoot imposing. Ship to ship combat is slow and methodical, and the player must play an active part in the bigger battle so their friendly fleet survives, no BoEs here. You need to learn the blind approaches to the enemy ships well or you're shredded, then your friendly ship will. Big ships are armed with big cannons with big impacts. They're gonna mess up your friendly fleet bad and the FX look amazing. The turrets on each ship too, they're so bloody beautiful. Almost makes you wanna adore it while you're frantically trying to destroy it. But what's more important are anti-ship missiles that they also launch...

They're the big thing about this TC, and particular attention has been placed on their importance. Huge ass missile flares and super long trails really hammers in how amazing anti-ship missile launches are and the threat they pose to your friends, words do not suffice. The ASMs launched here have a powerful visual impact and are done with a purpose...it actually MATTERS when ASMs are launched. Nothing like teeny tiny torpedoes or fusion mortars in FS where they're so underwhelming with small trails and stuff, being launched by the dozens or hundreds. I can't go back to boring small tiny missile launches in ship to ship combat anymore!

Big things, when killed...they don't explode into two pieces like FS. They leave a big hulk of themselves...no idea how they did this, I cannot state how much I love this. It really adds into the atmosphere of the mission/TC and feel that something big just got destroyed and the remnants are there - not big, empty space or weird pieces of large debris flying off to god knows where. I hope this gets used much more by the community. Love this design decision. It made the atmosphere of one mission with a lot of hulks very appreciable.

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

The flight model is...hmm. It's fast and I love it, but you have to get a good feel of how 'drifty' it is or you're gonna be a space rock bouncing off someone's armor plating. But everyone else is fast and slick, drifty and maneuverable too...so there is no room for error in this total conversion. The TTK for the player is measured in less than five seconds. If you get into fights without a plan, expect to see the restart screen often (I know I did!).

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

My playstyle...I played on maximum difficulty and barely killed enemy strikecraft. I'm a terrible pilot and this flight model is punishing, but as long as I didn't die...right? I took the boring but pragmatic approach to combat in this TC - sit back, let the fury AI rip themselves apart and hide behind rocks/capships. I'm certain that I have less than ten kills, doing what I did in BP Act 3...just don't fight the fight that AIs rule supreme in. Why do I even play on hard mode? :P

Couple of LACs, maybe one or two straight-up dogfight kills and the rest were probably just me snagging stragglers. I admit I like watching other people kill stuff, so I have that going for me.  The missions say you'd have autoaim, with less autoaiming as difficulty goes up. I suppose I had no autoaim...how did I even hit anything!? Watching long bursts of CIWS fire just tear the enemy apart and shoot down ASMs is so beautiful. I must sit back some more and enjoy the show instead of fighting...




Hey, this TC is great. Play it.

Potential bugs below...?
Spoiler:
The mission where you stumble on Osiris getting chased? I could never accomplish secondary objective Veritas because she couldn't get killed. My method was stealthing over to the engines and knocking them out, then CIWS and weapons. She is probably guardianed at 18% HP, so she would never die, Osiris getting close would never hit her with ASMs due to their turn rate and the mission will fail when Longview gets pummeled by Vindicator's kinetics after a while because Osiris doesn't get triggered to attacking Vindicator and player never gets orders to hit the kinetic batteries.

Do hulks have hitboxes? I tried hiding behind some in that wreckage mission but still got killed by those damn Hunters. Maybe I just suck at hiding.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: emark4 on June 11, 2019, 12:11:45 pm
Initial impressions are me really liking the concept, but I've had some frustrations in the gameplay department

I like mods that go down the Diaspora route. Cockpits, ballistics, high velocity, high manoeuvrability.

Cockpits you say?

Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Grizzly on June 11, 2019, 12:34:01 pm
On 1440P resolutions, the "cloaking" box doesn't play nice and overlaps with the primary weapons box.
Alt+Z doesn't seem to register properly when trying to press it, is there no single button available?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Grizzly on June 11, 2019, 01:26:06 pm
I finished it, incidentally. Should probably have mentioned that :P

It seems like a solid base to build on, but I also found it somewhat barebones. Some of that I've detailed above and some of that is down to this being early days for a TC as well as being a one man project. But a lot of it is also design choice: There is almost no weapon switching nor are there any missiles. With enemy fighters dying very quickly, you never really have a dilemma between engaging capships and preventing fighters from getting on your tail. Without missiles, you never have to worry about missile deflection. CIWS dies quickly but doesn't kill you quickly, and as such never manage to be a threat similar to those pesky AAA beams that keep you on your toes in FS2 vanilla.The mission quality and variety is, in my opinion, simply not as good as other TCs like Diaspora and Wings of Dawn or your previous work or even FS2 vanilla. A bomber mission would have helped.

On the other hand, I like the setting. I like guns heavy and shieldless, Battlestar Galactica style, as an aesthetic. I like how the plot revolves around terrible humans being terrible humans. I like how capships don't just sit around waiting to be blown up. I like how nuclear missiles are implied to be a very big deal. As a setting it works.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colt on June 11, 2019, 02:19:08 pm
Just started it up with the new update, and no more errors! Looking forward to finishing it  :nod:

(oh, about that mouse bug? yeah apparently I somehow turned off mouse movements in options, heh... :banghead:)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colt on June 11, 2019, 06:13:15 pm
Wow! I don't know how or where to start, so here goes.

That was a fun campaign. Story was great, and I look forward to the next part. Cockpit's I assume are hard to model, given the scarcity of them in other campaigns, so it was a real treat to have them here. Dogfights and battles were heart-pounding for me (ran out of CM's in one fight and barely got out of it alive). Intense fights aside, I couldn't help but chuckle at myself every time I bounced into an enemy ship while getting close, thinking that I'd totally not crash into them  :lol:. I played this on medium difficulty, and after some trial-and-error I eventually found ways to overcome the opposition (missions 8 and 9 were particularly tough). Taking out a large warship like a cruisers' engines and getting them torn apart before they can escape is so satisfying. There were some cases however where disarming warships was excruciatingly hard even with wingmates, but eventually I found some blind spots within the frames of warships from which I could do my business largely unharnessed.


That's about it. There are a few bugs I came across, so I'll list them down below. I look forward to the next part of Solaris!

Spoiler:
Similar to what Destiny encountered with the Veritas' engines being destroy-able thus making the mission impossible to move on, and the debris field in Angels Fall being unable to provide even a little bit of cover.

Mission 7 - Minor bug - some of the mountains had no collision.

Mission 9 - Unfortunately I had to skip this mission. Maybe I'm bad, but the most I could keep the Osiris was at 23% before the order to Rendezvous was given. The Osiris said they were jumping out after 30 seconds, but they didn't. I was unable to get to the rendezvous in time because I'm about half-way there, the Osiris would go down thus failing the mission.

Mission 10 - Defiant refused to follow Athena after restarting from checkpoint.




Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 11, 2019, 06:29:30 pm
Thanks for letting me know about the Veritas bug. I'll fix that up for the next update.

Spoiler:
The Merlin doesn't follow the Athena into battle. She's a prowler, and doesn't even carry any conventional weaponry.


I've heard feedback from a couple of FreeSpace veterans about the 'bare-bones' nature of the mod which is a fair assessment. Think of this first release as a proof of concept to make sure the mechanics and flight model make for engrossing gameplay (seeing as this feels so different to the FreeSpace 2 we know - one advantage Blue Planet had at its first release). There would definitely be more variety and material if I had sat on it for another year or so but it was useful to get this out first for people to try out.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: taoofcrime on June 11, 2019, 10:56:20 pm
I get a similar LUA error after the first campaign cutscene:

Quote
LUA ERROR: [string "vs2-sct.tbm - On Game Init"]:163: attempt to index field 'Fonts' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
   [C]: ?
   [string "vs2-sct.tbm - On Game Init"]:163: in function 'LoadScene'
   [string "vs2-sct.tbm - On Game Init"]:114: in function 'L'
   [string "String: VS2:L('m1_vn')"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 12, 2019, 03:20:59 am
Is solaris updated to the latest version? (It should be 1.0.5 on knossos). What build is being used?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: starbug on June 12, 2019, 05:01:58 am
Darius you utter god! Loving this!!

See the model files for the modules, which are the extra pieces for ships etc, are they intended for us to export to whatever modeling program, 3ds max in my case, to allow for the creation of other ship assets?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on June 12, 2019, 09:53:08 am
Is it all text to speak?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: woutersmits on June 12, 2019, 11:48:27 am
i did beated the first mission nice campaign
but somethimes i missing voice act on cbn news part if yiu beat it the mission
on beginning
intro if news starts
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 12, 2019, 12:35:08 pm
The "News" aren't voice acted, the debriefings are neither.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 12, 2019, 01:21:09 pm
Fully reinstalled 1.0.5, no error messages anymore. However, when the first FS2 cutscene appears and I press SPACEBAR it stops and returns to desktop. Log attached.

I am using wxlauncher 0.10.1+dfsg-1 from the repositories, due to dependency problems (cmake) I cannot update it

[attachment eaten by a Shivan]
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: starbug on June 12, 2019, 01:43:03 pm
The only issue i have come across is, one of the cruisers, Battlecruiser3.pof, is missing turret data on Turret08 and a firing point on the .pof, so i just added it myself.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: 0rph3u5 on June 12, 2019, 04:50:57 pm
I made it until Mission 5 Post Tenebrus until I arrived "This is where I get off" ... while I am interested to see where this goes presentation wise but as a whole it just not for me.

While there a lot of design choices in there I would strongly disagree with (e.g. I am a "strong shields > hull repair"-man), there are some points I would change that don't come down to preference:

1) Fighter Primary Effects
So due to the prevalence of strafing in combat, I wound up using the Chase View (aka 3rd Person) a lot - it gives you a lot more spacial awareness and much better for strafing maneuvers. Usually the Chase View also gives you a good indication of where you are being shot a from without having to consult your radar - when the weapon effects allow you do that. However in Solaris the individual bullets of fighter-fighter cannons are so fast and so small that I could bearly see them. Not to mention that the impact effects tend to be obscured by the smoke the effects from pervious damage.
A simple measure here would be shift the fighter weapons to another color scheme, on that makes them more visiually distinct and pronounced - white instead of orange, for example.

2) Margin of error in the mission balance
Rightly, one may point out that this is the pot calling the kettle black - but the last missions I played (4 & 5) hinged very much on single ship-to-ship missile hits. I can deal with a low TtK in fighter skrimishes but when a single missile escaping the auto-aim becomes a fail-state, I justifibly feel frustrated.

3) Civilian Live in World Building
This too might sound odd coming from me (at this point in time; with what you know) but I feel like that the world building up until the point I quit was devoid of a reason to care who is shooting who - other than the general soldiering. It just feels like a wasted opportunity with the new tools of presentation you have avalible... esspecially considering some of methods you use for the narrative. I am not pleading for an involved personal story here, but there is a reason many games that use of the news casts as story telling tool make use of the "lower third" (or equivalent) for stuff (e.g. the UNN broadcasts in StarCraft 2)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: emark4 on June 12, 2019, 07:54:08 pm
After the first cutscene after starting the campaign, the game crashed and I received this message. I made sure I updated Solaris so I am not sure what is going on. Is there a fix I could do for this?


Code: [Select]
LUA ERROR: [string "vs2-sct.tbm - On Game Init"]:163: attempt to index field 'Fonts' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "vs2-sct.tbm - On Game Init"]:163: in function 'LoadScene'
[string "vs2-sct.tbm - On Game Init"]:114: in function 'L'
[string "String: VS2:L('m1_vn')"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: General Battuta on June 12, 2019, 10:10:56 pm
3) Civilian Live in World Building
This too might sound odd coming from me (at this point in time; with what you know) but I feel like that the world building up until the point I quit was devoid of a reason to care who is shooting who - other than the general soldiering. It just feels like a wasted opportunity with the new tools of presentation you have avalible... esspecially considering some of methods you use for the narrative. I am not pleading for an involved personal story here, but there is a reason many games that use of the news casts as story telling tool make use of the "lower third" (or equivalent) for stuff (e.g. the UNN broadcasts in StarCraft 2)

IIRC FS2 doesn't have a single one. Hell, FS1 doesn't either, does it? The closest you get is an intro monologue in FS2.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on June 13, 2019, 12:05:47 am
Well the community is about pushing that envelope right?

Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: 0rph3u5 on June 13, 2019, 02:08:36 am
3) Civilian Live in World Building
This too might sound odd coming from me (at this point in time; with what you know) but I feel like that the world building up until the point I quit was devoid of a reason to care who is shooting who - other than the general soldiering. It just feels like a wasted opportunity with the new tools of presentation you have avalible... esspecially considering some of methods you use for the narrative. I am not pleading for an involved personal story here, but there is a reason many games that use of the news casts as story telling tool make use of the "lower third" (or equivalent) for stuff (e.g. the UNN broadcasts in StarCraft 2)

IIRC FS2 doesn't have a single one. Hell, FS1 doesn't either, does it? The closest you get is an intro monologue in FS2.

Both FS games do it differently ... and only FS2 is effective at that.

FS1 does it through missions from Avenging Angels to Pandora's Box, by creating this sense being exposed to the Shivans - no shields, barely any shield penetrating armaments and being unable to actually target them. That way :v-old: build up an enemy you don't want to win.
The other part is that  :v-old: obviously didn't want to invest you into the wrong things, otherwise the whole "we are now allied with the Vasudans"-part wouldn't have worked. Granted, FS1 is more a failure in that regard (as it really fails to make any point beside "those shivans shouldn't win"), as in many other respects too - an intersting failure, a failure that let's you move foward but a failure nontheless.

FS2 does made a different point that why it actually doesn't need to.
FS2 military focus is acutally consistent with it's critique of a military-technology focused, military-as-masters-of-the-universe perspective that makes a lot of military-centric games so unbearable exercises in military-hardware-pornography. It is "playing their tune back at them" in that regard - and additional elements would only serve as distraction from that critique.
Just because finding the Knossos-technology allows Petrarch to manufacture some kind of victory in the final cutscene doesn't erase just who much of a tradgedy of errors has come before. Nothing Command relied on ammounted to anything. Nothing was actually achieved over the course of the FS2 campaign, save the ambitions of madman that alternates between a messiah- and a martyr-complex (so the least "fertile" person to achieve anything). And that is exactly the point.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: QuakeIV on June 13, 2019, 02:12:03 am
I guess I'll weigh in?

For me the visuals are amazing, I especially like how some of the ships have a relatively stout design, rather than being super elongated as is more traditional.  It makes sense for the combat style, which is relatively close range (not good for the forward firepower focused, elongated designs of blue planet that tend to depend on all of the enemies being in the same general direction).  Not sure if that was intentional, since I understand this was something of an asset flip, but I liked it.  Its also really cool how the debris left behind is still shaped like the ships, just shattered into multiple pieces.

Combat wasn't so great for me.  The primaries have a very high projectile velocity, maybe average maximum range, and a very low time to kill.  Consequently, you can't really evade, get close enough to out turn them, or run away once the AI gets a bead on you.  Once they open fire, you are already dead (as best as I can tell anyhow).  This results in frustrating deaths when you need to take risks in order to win, and an otherwise fairly conservative and cautious playstyle.  Its workable, but it was frustrating to me because I am not very good at it and subsequently died quite a lot.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on June 13, 2019, 07:39:00 am
Good golly.....that fleet carrier.....hints of Tigers claw.  It makes me all tingly and....and.....I love it <3 <3 <3
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: General Battuta on June 13, 2019, 08:46:25 am
3) Civilian Live in World Building
This too might sound odd coming from me (at this point in time; with what you know) but I feel like that the world building up until the point I quit was devoid of a reason to care who is shooting who - other than the general soldiering. It just feels like a wasted opportunity with the new tools of presentation you have avalible... esspecially considering some of methods you use for the narrative. I am not pleading for an involved personal story here, but there is a reason many games that use of the news casts as story telling tool make use of the "lower third" (or equivalent) for stuff (e.g. the UNN broadcasts in StarCraft 2)

IIRC FS2 doesn't have a single one. Hell, FS1 doesn't either, does it? The closest you get is an intro monologue in FS2.

Both FS games do it differently ... and only FS2 is effective at that.

FS1 does it through missions from Avenging Angels to Pandora's Box, by creating this sense being exposed to the Shivans - no shields, barely any shield penetrating armaments and being unable to actually target them. That way :v-old: build up an enemy you don't want to win.
The other part is that  :v-old: obviously didn't want to invest you into the wrong things, otherwise the whole "we are now allied with the Vasudans"-part wouldn't have worked. Granted, FS1 is more a failure in that regard (as it really fails to make any point beside "those shivans shouldn't win"), as in many other respects too - an intersting failure, a failure that let's you move foward but a failure nontheless.

FS2 does made a different point that why it actually doesn't need to.
FS2 military focus is acutally consistent with it's critique of a military-technology focused, military-as-masters-of-the-universe perspective that makes a lot of military-centric games so unbearable exercises in military-hardware-pornography. It is "playing their tune back at them" in that regard - and additional elements would only serve as distraction from that critique.
Just because finding the Knossos-technology allows Petrarch to manufacture some kind of victory in the final cutscene doesn't erase just who much of a tradgedy of errors has come before. Nothing Command relied on ammounted to anything. Nothing was actually achieved over the course of the FS2 campaign, save the ambitions of madman that alternates between a messiah- and a martyr-complex (so the least "fertile" person to achieve anything). And that is exactly the point.

These are very good points.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 13, 2019, 02:41:15 pm
Now 1.0.6 is out, what files are different to 1.0.5? Or better updating anything?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: wookieejedi on June 13, 2019, 04:01:24 pm
I think it was a small scripting fix to fix an issue with smaller resolutions. Always good to update regardless, but if your resolution is more then 900 pixels wide you wouldn't hit that specific bug.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: --Steve-O-- on June 14, 2019, 10:10:20 pm
Been out of the loop for a long time...and I've got to say that it's good to see that this community is still very much alive and well. And to Darius... Holy crap this looks awesome. Congrats on the release and its good to see you still putting out some bad a$$ content.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: starbug on June 16, 2019, 10:46:29 am
Ok i have just finished the story and wow, i loved it. I see someone likes the expanse, i noticed a fair few references to the show, which is no bad thing as the Expanse is one of my favourite shows. So you get more marks for that alone.
i know its only 10 missions, would of been nice to see some of the Civ ships in use, as you have packed a lot of assets into the mod.

It was good challenge, died god knows how many times, forgetting i had no Shields.

I cannot wait for next chapter!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on June 16, 2019, 02:55:43 pm
I'd make an educated guess that as we have all the assets now,  any future campaign releases will have a significantly smaller release size without sacrificing quality.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Axem on June 18, 2019, 06:45:29 pm
Apologies for breaking things again, people with smaller resolutions!

Please put this png in something like solaris/data/interface if you get an error like

Code: [Select]
attempt to preform arithmetic on field 'w' (a nil value)
[attachment eaten by a Shivan]
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 18, 2019, 07:09:36 pm
The attachment is only visible for forum users.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 19, 2019, 04:30:42 am
Uploaded the fix into Knossos.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: taoofcrime on June 22, 2019, 06:21:37 pm
With the fix the game now no longer quits to desktop after the first campaign cinematic but it does quit when I try to launch the first mission
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 22, 2019, 06:55:23 pm
Debug log?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: taoofcrime on June 23, 2019, 04:37:11 pm
https://fsnebula.org/log/5d0ff0dccb0d332f83b982fd
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: procdrone on June 23, 2019, 07:30:34 pm
I have to say, this is very good. I had some issues with audio static, but hell. *there are dialogues*. (it might had been some config problem on my end though)

All the ships are just a marvel work. so many so good.

The only con really is the length.... cant wait for more acts ^^

PS. I wonder, how did they replace the standard ship dying sequence with leaving the whole debris instead of the cap ship breaking apart. Unless this is SEXP magic with simple model replacements.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on June 24, 2019, 12:26:58 am
There's a persistent debris flag/checkbox in Fred / one of the table files  :nervous:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 24, 2019, 03:02:12 am
https://fsnebula.org/log/5d0ff0dccb0d332f83b982fd

That is a bmpman assert, needs a full debug build to get more information about it.

Ships.tbl has amazing and wonderful options for debris including hitpoints, time before exploding, speed and rotation etc. I've been wanting to make big ship hulks for ages.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 24, 2019, 05:53:12 am
The idea with the ships basically becoming derelicts was really good, it feels so much more realistic than ships exploding like mad just because they took 1 hp too much. :nod:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 24, 2019, 02:11:46 pm
Downloaded 1.0.7, still the same, log attached, crucial parts of it here:

Code: [Select]
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadMatch (invalid parameter attributes)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
Could not create OpenGL Context: Could not create GL context: BadValue (integer parameter out of range for operation)
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 2
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
...
...
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
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 message = Failed to open file.
...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.

[attachment eaten by a Shivan]
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: ngld on June 24, 2019, 03:44:49 pm
Hm... your problem is unrelated to Solaris since FSO only loaded retail files in the log you provided.
This seems to be a more general problem with FSO on Linux. Can you run in FSO in gdb and get a backtrace? Please start a new thread with that information. If you don't know how to use gdb, I can explain it there. Don't want to clutter this thread with unrelated problems...
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: jr2 on June 24, 2019, 07:08:24 pm
*inserts reminder for self to update main page announce slideshow*  Nice work!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on June 24, 2019, 07:40:50 pm
*inserts reminder for self to update main page announce slideshow*  Nice work!

You need to update the number of "Standalone Games" too! :D
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: taoofcrime on June 24, 2019, 10:11:53 pm
https://fsnebula.org/log/5d0ff0dccb0d332f83b982fd

That is a bmpman assert, needs a full debug build to get more information about it.

How do I do that?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 25, 2019, 07:35:46 am
Use this build (https://cdn.discordapp.com/attachments/223511363807346691/592766186366959626/fs2_open_3_8_1_20190623_98606b3_x64_AVX-FASTDBG.zip) and generate the log.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 25, 2019, 10:44:01 am
https://www.hard-light.net/forums/index.php?topic=95750.new#new

New thread started @ngld
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: jr2 on June 28, 2019, 08:58:08 pm
*inserts reminder for self to update main page announce slideshow*  Nice work!

You need to update the number of "Standalone Games" too! :D

Alright, I've added the Highlight, but I don't seem to have access to the /Projects section.  I'll PM Goober.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Woolie Wool on June 30, 2019, 11:03:22 pm
Played this through yesterday, and then played through half of it again today.

(video still uploading at time of post, should be up later)

Since I recently upgraded to an nVidia RTX 2070, this also happens to be my first full playthrough of a campaign in 4K. With engagement ranges as long as the ones in this mod, it really makes a difference.

I enjoyed Solaris, but I do not love Solaris, not like I was blown away by both installments of Blue Planet. It's technically quite masterful--the models look fantastic and have a singular, unifying aesthetic, the missions are tight, exciting, and well-paced, the text-to-speech sounds natural enough not to be annoying--how did you make it? Some of the TTS voices sound like Blue Planet actors. Is it some sort of algorithm that generates a voiceprint from recordings of somebody's voice? The fancy TTS is really cool and I would like to see its use spread.

Solaris has an aesthetic, and mission design, and production values, but it has no heart. What is this story even about? The three principal faction are complete ciphers--a "Federation" here, a "Commonwealth" there, and neither narrative nor tech room entries say anything about why this war is going on. There's a mention of a "conflict of ideologies" on display, but none of the three superpowers has any apparent ideology (aside from the Combine being portrayed as some sort of commu-nazi collectivist bogeyman...I'd very much like to hear their side of this war, especially since they had to live with the glassing of Earth). The intelligence operation subplot seems to come out of left field when it arrives, the attempt at character drama doesn't work because the characters are ciphers too, and even if they weren't the lack of real conflict in the overall story would undermine them anyway. The thing I loved most about Blue Planet was how realized the motivations, goals, and strategies of the combatants were, the sense of war as "politics by other means" as Clausewitz put it. Solaris has none of this. The white and blue ships are noble Space England, the red and black ships are evil communazis, and the gray and yellow ships are rowdy Space Americans. But there's nothing, nothing at all, beyond that surface level.

The all-kinetic weapon technology is trendy in the shadow of nBSG, but also IMO very limiting. You seem to be going for a bit of a "realistic" aesthetic with your ships and weapons, but in that case, why not pulse lasers, or Casaba howitzers (http://www.projectrho.com/public_html/rocket/spacegunconvent.php#shapedcharge) (essentially a nuclear shaped charge whose explosion is fired out of a gun as a projectile) to spice things up? Even the gun types themselves seem to be shared among factions, making the fighters of the various factions seemingly interchangeable. What's special about a Combine fighter that a Federation fighter doesn't have? Are there any differences at all in the way these three empires wage war? Their lack of gameplay differentiation feeds back into their lack of story differentiation, making the three factions even more interchangeable.

I had fun shooting mans in space fighters, but I couldn't get invested in Solaris. It's got loads of promise, great models...but the ideas and characters that would turn this spectacle of spaceships blowing each other up into science fiction aren't there.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: SL1 on July 07, 2019, 01:52:39 pm
Just finished the first mission. I seem to be getting severe FPS loss from the asteroids, even with detail settings at their lowest. Is there anything else I can do?

Also, a gameplay question: Is it just me, or are up/down/left/right thrust too slow to be of any real use? This is a problem I've had in every mod that uses them. I haven't been able to figure out if that's just how they are or if I'm doing something wrong. They seem to be less responsive when I map them to my joystick's hat switch. Mapping them to keyboard keys makes them a little faster, but still not fast enough for me to use them in a dogfight. It's a far cry from Descent or Overload, that's for sure. I also tried increasing and decreasing throttle, but that doesn't seem to affect it. So what's the deal? Am I missing something?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: burstdragon323 on July 09, 2019, 10:07:38 am
I'm also noting the FPS loss from asteroids in the Durius system maps.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: burstdragon323 on July 09, 2019, 12:35:24 pm
I can't even fly the 9th mission due to the FPS-draining asteroids being so prevalent on the map. It feels like I'm trying to play DOOM on a 386.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on July 09, 2019, 08:00:48 pm
Have you got shadows enabled? If so, see if that improves framerate.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: SL1 on July 09, 2019, 10:37:46 pm
I've disabled everything - shadows, deferred lighting, normal maps, and so on. All the in-game settings are at their absolute lowest. Even dropping the resolution all the way down to 1024x768 didn't prevent my FPS from dropping below 30 during Post Tenebrus, plus it screwed up the HUD. I did forget to disable the cockpits the last time I tested it, but I doubt that would make much of a difference either.

I'm using an i5-3570k with 8GB RAM and a 1050 Ti. Not a high-end system, but not complete crap either, from what I understand. Maybe I'm wrong. It's handled other FS2 mods pretty well, though. The only other thing I can think of is that I'm running the game off an external drive right now, but that should only affect loading times, not FPS.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: burstdragon323 on July 09, 2019, 10:49:49 pm
Same settings changes as SL1, it's still chunking hard.

AMD FX-8320 8-Core CPU
16GB DDR3 Dual Channel
GTX 1050ti

It's only on maps with the massive asteroids, like in Mission 9 and the Durius maps.

Edited, 9th mission, not 10th. Miscounted.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: TrashMan on July 10, 2019, 05:26:52 am
Looks fabulous
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on July 10, 2019, 07:23:52 am
Looks fabulous

underestimation
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: TechnoD11 on July 10, 2019, 08:06:02 am
Just finished mission 3, really liking it so far. Also the ships are 10/10.

As far as framerate is concerned, I am running an I5-3570K at 4.5GHZ all core paired with 16GB 2133mhz memory and a gtx 1080 playing at 1080P. I have all of the details cranked up including shadows and play at native resolution. There have been some minor slowdowns (dropping to around 30, maybe 20 FPS if I had to guess - didn't have a FPS counter enabled) but otherwise the performance has been smooth. Playing with the latest July nightly build
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: theperfectdrugsk on July 13, 2019, 09:09:27 pm
Finally got around to playing this through.

Tons of fun...gorgeous models, great cutscenes and music, excellent mission design.  A+ campaign in terms of all that.  However, I do agree with most of Woolie's review:

The background could use more fleshing out...it's hard to care about any of the factions...honestly, just more background info could go a long way there.

Personally, I dig the kinetic weapon aesthetic...don't know if it's 'trendy', but it's certainly different from most of the FS2 mods/campaigns out there, so it's a welcome change.  BUT...agreeing with woolie again...the ships definitely look different between factions, but aside from the odd ASW launcher added/removed here and there on the cap ships, the faction ships seem entirely interchangeable performance wise.  Could do with some spicing up...make one faction love high caliber thud guns and another love rapid fire something...I dunno.

I'm not really a fan of the novel...story...whatever thing.  Where you have to click to make the text proceed.  I like the idea, but...same as in WoD, I read a lot faster than the TTS talks, so I end up waiting around a lot.  And just clicking a bunch to speed through seems to confuse the system where I get repeat text (maybe just a problem on my system?)

Still...awesome campaign, and I want more.

Almost forgot...did I imagine it, or is there a 'waddya hear starbuck...nothin but the rain' sound effect when you fly through the debris of a destroyed capship?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Yonzor on July 19, 2019, 01:50:13 pm
I'm a newbie returning to Freespace and FSO and pulled this mod off of Knossos but can't play it at all. It loads up but when I try to create a game, it hard crashes with an error that states:

Error: Can't open model file <fighter-rx6.pof>
File modelread.cpp
Line: 1057

Is there some dependency I've neglected to download?

Thanks for the assist if you can help me get up and running.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: jr2 on July 19, 2019, 07:51:48 pm
I'm a newbie returning to Freespace and FSO and pulled this mod off of Knossos but can't play it at all. It loads up but when I try to create a game, it hard crashes with an error that states:

Error: Can't open model file <fighter-rx6.pof>
File modelread.cpp
Line: 1057

Is there some dependency I've neglected to download?

Thanks for the assist if you can help me get up and running.


ou used Knossos to download and launch it?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on July 19, 2019, 08:25:34 pm
It's a TC, shouldn't make a difference.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on July 19, 2019, 09:54:57 pm
Are you launching Solaris directly from Knossos? That error message sounds like it can't find the slrs-assets package (which is a required package and should have downloaded without you doing anything). Can you generate a debug log?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: theperfectdrugsk on July 20, 2019, 11:00:05 am
FWIW I had repeated crashes starting one mission (can't remember which), and verifying file integrity on Knossos wouldn't fix the issue.  It would 'verify', find a problem, re-download, but still crash.  Repeated that multiple times...verify, problem found, re-download, still crash.  A full uninstall and reinstall fixed the issue.  I don't recall which file was causing the problem, but that might be worth trying.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Yonzor on July 20, 2019, 04:16:46 pm
Yup, downloaded and launched right from Knossos. Just uploaded the debug log to:

https://fsnebula.org/log/5d3383edcb0d332f86b98304

For what it's worth, I ran into some difficulties getting FS2 to run on my system after downloading through Steam and had to move the entire install to a different folder where lo and behold, everything works fine with FSO. Just finished re-enjoying the FS2 campaign after many years and loving the updated graphics.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Yonzor on July 20, 2019, 05:42:24 pm
A couple file checks, Knossos crashes, and a reboot later, I've got it up and running!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Iido on August 08, 2019, 06:56:47 pm
I have been completely unsuccessful trying to get this game running. The moment I launch it, it crashes... Rebooting my PC did not fix the issue. I have not tried uninstalling and reinstalling, though I doubt it'll fix it since it has been broken since it was first installed. What could be the problem? This is for the Knossos version, btw.

8GB RAM
GTX 1060 3GB
i-5 7400 @ 3.00GHz
Windows 10
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Mito [PL] on August 09, 2019, 04:33:23 am
In mod settings, select "Run fast debug". Then "Upload debug log" and share the link here.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Iido on August 09, 2019, 10:38:59 am
Uh...nevermind, actually, it's fine. I discovered that it's just the loading animation that won't play correctly at start up; it freezes on the first frame for about 20-30 seconds (and the window does the "not responding" thing) but after that the game loads up okay.

Here is the debug log anyway: https://fsnebula.org/log/5d4d9379cb0d332b466b5ed4
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on August 09, 2019, 12:37:23 pm
Do not trust the loading screen anim easily. :D
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on August 19, 2019, 12:53:20 pm
I'm getting a "Error while reading file"-message at the end of Slrs-Audio.7z on my extractor (NOT Knossos), a handful of files seem to be broken. The problem is on all 3 download servers; can anybody confirm this?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Iido on August 21, 2019, 07:33:54 pm
Just finished it. An enjoyable campaign, a lot of work was put into it, I can tell. I had my grievances with the second half of mission 9...but other than that the difficulty seemed fine.

Looking forward to part 2!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on August 22, 2019, 06:22:30 am
Just finished replaying this, Solaris is such a lovely campaign~ :)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on August 27, 2019, 03:11:02 pm
With Axem's help, I updated the cloaking script to more reliably activate on keypresses (really, it was a one line edit :P).  Before this it was rather temperamental in registering the cloak keypresses, but should be a lot more responsive now with this update.

This'll be added to knossos when I commit the next update but I'll leave this here for people to use. Place in \data\tables\ and it's ready to go!

[attachment eaten by a Shivan]
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: taoofcrime on August 31, 2019, 06:56:15 pm
https://fsnebula.org/log/5d0ff0dccb0d332f83b982fd

That is a bmpman assert, needs a full debug build to get more information about it.

Ships.tbl has amazing and wonderful options for debris including hitpoints, time before exploding, speed and rotation etc. I've been wanting to make big ship hulks for ages.

How do I do that in Knossos? Sorry, dumb and been using it less than a year.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on September 01, 2019, 01:42:20 pm
There is a wonderful guide at the modding portal, to all things freespace modification. Simply locate it at the top menu.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 01, 2019, 02:45:31 pm
Update 1.0.9 released!

(https://fsnebula.global.ssl.fastly.net/storage/e9/9e/088b9fe7fba3b46fd05f78f06a7f825c4b12e4e890e4b9bfd467119ca8a2.jpg)

This is a fairly large update which does, among many things:





How do I do that in Knossos? Sorry, dumb and been using it less than a year.

You'll need a SCP dev to hit you up with a full debug build, I think.
Otherwise, try updating and see if the error is still there  :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on September 01, 2019, 04:18:13 pm
Do you intend to add the ships starbug brought up to Solaris?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: taoofcrime on September 01, 2019, 06:43:02 pm
Otherwise, try updating and see if the error is still there  :yes:

Still happens. I'll try hitting up the SCP devs here.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: burstdragon323 on September 05, 2019, 04:56:20 pm
The update fixed whatever was up with the asteroids eating FPS, thanks!

Unfortunately, after joining the ANI, my fighter has no weapons available, so I can't proceed.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 05, 2019, 05:19:32 pm
Unfortunately the original campaign file didn't have the Commonwealth fighter weapons unlocked for the player which won't get updated unless you restart the campaign.

However if you select the mission in the Mission Simulator (press shift-ctrl-S if you can't see the mission in the list) you should be able to play it with the right weapons.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: burstdragon323 on September 05, 2019, 05:31:56 pm
Gotcha. I'll restart then
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 05, 2019, 06:07:00 pm
It's the last mission! You may be better off doing it in the simulator, you're unlikely to miss anything major and it saves you a ton of work   :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Durandal7 on September 14, 2019, 03:41:06 pm
In mission 5 Post Tenebrus, on easier difficulties it is possible to disable the Excelsior, thus making the mission impossible to complete since the ship becomes invulnerable at 14% health.

Great mod, can't wait for the next episodes! :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nyctaeus on September 25, 2019, 09:04:00 pm
:bump: Nyxified review o'clock. Warning! Large amount of polgrish text on collision course!

Introduction
It appeared suddenly and unexpected, but screenshots Darius posted several times here and there proved that he's working on something. And it was something big. When official annoucement appeared, my reaction was like "What? The guy who made BP announces a total-conversion project? It must be something nuts!". With plethora of shiny, PBR models and overally very high quality of materials, I through "Yeee... It will be crazy stuff". Looks like next release of Inferno won't be first PBR mod. Well... Than we will be second. And now let's download this stuff and see what Darius cooked.

There be dragons...
After shiny intro and nice introduction, subtle, minimalistic, clear and stylish menu welcomed me with open hands along with techroom full of ships... And man, this is crazy! Quality of the modpack is stunning. I've never seen so many new models for FS mod since INFR1 release. BP: War in Heaven, Ancient-Shivan War and finally my own Exile bring impresssive collection of new models, but I was amazed by sheer amount of content brought by Solaris. I know the story of this ships, but converting itself that amount of 3D material is sheer amount of job and as veteran 3D artist, I know what I'm saying. I spend first half of a hour reading tech entries and familiarizing with Solaris lore. It looks simple at first glance, but careful examination of provided intel hints sheer amount of story hidden behind classic "war of three factions" scenario. Just like BP:AoA hides tons of detailed storytelling behind the most overused scenario ever - "the choosen one". I'm not saying that using classic ideas is bad, because execution of such is much more important thing. And as staple for Darius' work, it's outstanding both in case of BP and Solaris. I already picked the side, and it's Commonwealth. Hail the king! For Crown and Country!
 
But why are the icons gone?
I'm unhappy to start this part from something I actually dislike. I don't understand this visual novel thing appearing surrounded by inactive buttons etc. I tried to click on arrows to get to next stage, but it's all inactive. Wtf? Awww... The dialogue pannel below is active. Allright, lets go. Mission introductions are stylised on TV News and TBH, it's not convincing. We're serving the Federation. We're soldiers. Why do we get all the macro-scale news from TV? Classic command briefing is much better for this. Later stages are direct introduction to missions and they simulate briefing, but why? I get the point of fresh features of FSO etc, but I can't see visual novel feature to be any better than classic briefing and CB for the purpose Solaris use it for. I want to click on ship icon to see the class it belong to. Furthermore I don't get that noisy TV part. I admit I'm attached to FS style of mission introductions, but I can also accept different ways. Solaris in this regard unfortunately failed.

Alright ladies, sit tight...
Than I launched first mission and great Universe... This thing is amazing! Flight model is clearly Diaspora inspired, but also it's much more liberal and forgiving for new players. Handling a spacecraft is a joy in Solaris, especially with addition of glide. Man, I love gliding! Autoaim is a controversial feature for FS, but Solaris executed it well. It's not making me OP, it's not turning gameplay into just lazy shooting stuff, it just helps me to stay alive and compensate difficult targetting of high-vel combat model. Lack of missiles was annoying at first glance, but I quickly got used to it. Than the fun begun! Tearing apart enemy fighters with intense maneuvering, gliding at max speed along impressive warships of the Combine and stripping their subsystems en-masse via hell of bullets... Yay, that's my kind of stuff. Solaris is well-balanced and incredibly satisfying experience in terms of actual gameplay. Through the whole campaign I encountered only one moment I struggled with:
Spoiler:
Osiris rescue. When Imperiatrix appear, there is no way for me to stop enemy bombers from nuking Osiris to kingdom come. I tried spearhead, I ordered every pilot available to kill enemy fighters, I tried sneaky, stealth actions... Everything failed. I either ended up dying or with Osiris turned into piece of radioactive junk every time. That's the only moment when I actually cheated to progress forward. It may be actually not badly balanced. It may just me failing to find a proper way to deal with this part.
.

Crossing the Styx
The deeper I ventured into Solaris, the more amazed by this thing I become. Capship battles looks amazing. Railguns and Torps > Beams! I always prefered more sustained ways of dealing damage in ship to ship combat, because let's be honest - those things are not made from paper. They were designed to withstand hell of heavy pummeling and live to tell the tale. Ship to ship combat model Solaris proposed appeal to me also because it provide me with time to analyze the situation and take action while I still can. Solaris is challenging, but is not hard at the same time. I find majority of missions forgiving for player. I won't complain about lack of flashy visuals, because I know this part is already improved and I will surely endorse this part during my next playthrough. Following main theme, Solaris is telling simple story at first glance, but there is waaaaay much of a depth below. First, released act works well as "First steps into hell" scenario. Modern 3A games are frequently dropping us straight into chaotic, intense action we know nothing about. Solaris represent old-school... Lel... Old-school school? Yay, old-school school of narrative. It carrefully introduces player to it's secrets step by step, raising the tension progressively and elevate the curtain of mystery in appropiate moments. This is also appealing for me. Solaris is not chaotic and unintuitive. It's like a mysterious stranger who wants to tell you a story, and he certainy knows how to do it. And it will do it without crazy freaks talking about destiny, like AoA did. New Age believers, enthusiasts of conspiracy theories, followers of spiritual teachers, turn around. It's not the thing you're looking for if you think that Darius' work is all about metaphysical stuff. Instead I assure you, it's hell of a good, dark, intense story about war with many secrets hidden underneath main narrative.

I have no idea where I am... But this place is amazing!
Solaris offers fresh, unique and consistent atmosphere to dive in. Style of starships, my fractal nebulae combined with other backgrounds, outstanding soundtrack composed from remixed OST from many mods, games, movies provide us with one-of-a-kind experience. Familiar at many points but also standing strong on it's own, fresh, exotic and internally consistent. It's different from any existing settings, despite noticable influences of BSG and The Expanse. Is it bad? It's not! Solaris is influenced only by the best. I encountered only one bug and it was a checkpoint in the last mission. If I remember correctly, I mentioned it before. In the difference to other players, I encountered almost no bugs, no FPS drops, no pop-up erros and any nasty stuff we all deal everyday as players or mod developers.

The Slavic Lord of Night approves!
Solaris has flaws. It does like every other mod, but awesomeness of this thing is outshining every bad side of it. It is outstanding piece of art I can safely add to my personal hall of fame of FS mods, next to Ancient-Shivan War, BP:War in Heaven or Bem Cavalgar with strong 9/10 note. Darius plz make moar.
Spoiler:
Let's see them aliens!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: General Battuta on September 25, 2019, 10:06:13 pm
FYI as a point of interest soldiers in the field do get all their high-level news from TV.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: OverDhill on September 26, 2019, 05:55:05 pm
I had not had time to get to this campaign but I did watch SpaceGameJunkie's video he did this month and have to say I was very impressed. Congrats on a great job.  I love the cockpit view you did as well.  Too bad this could not be done to more of the campaigns.

Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 26, 2019, 06:09:11 pm
Solaris was one of many mods featured in SpaceGameJunkie's Month of FreeSpace series!


Nyctaeus - thank you, I'm glad the combat felt good. Since you last played it I've updated the mod to increase the health of all fightercraft by an extra 50% to make the combat a bit more forgiving. I'd be interested if the extra time to kill changes anything from your perception. I plan more creative utilisation of the visual novel script to provide more interesting briefings and fiction entries different from FS2 (rather than just being the old style with coloured icons :P )

I love the cockpit view you did as well.  Too bad this could not be done to more of the campaigns.

I know there's a lot of people (myself included) who prefer not to have cockpits but it's nice to have an option for those who do. There's plans to render to texture when I finally get round to learning how to, and make the cockpit more than just something to block a player's view.


Screen space: *exists*

Cockpit mod:

(https://i.imgur.com/GdBBuS6.jpg)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nyctaeus on September 26, 2019, 06:32:08 pm
I guess things will get easier, especially when I'm ambushed by Combine's stealth fighters. I like balance from first iteration also because it forces me to carefully plan my next step. The fact that I just simply can't go straight into enemy formation as invincible Alpha 1 is appealing for me. Instead I have to utilize point-defences of friendly capships and my wingmates... Heh, but I play this game from about 18 years. Even in fresh environment of Solaris basic rules of FS dogfight remain the same, but less-experienced players may encounter problems. So this change is fully approved and appreciated from my side.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: 0rph3u5 on September 26, 2019, 06:36:35 pm
FYI as a point of interest soldiers in the field do get all their high-level news from TV.

That is mostly true but there is a great variety when it comes to which branch of service you are looking at.
It really depends on how the logistics can function under the terms of the deployment and if you are able to provide seperate communication networks for military and private use. E.g. naval units generally can't provide seperate networks because there is usually a delicate balance between detection and communications equipment to ensure they don't interfere with each other.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on September 26, 2019, 07:17:54 pm
That's now the 3rd opinion or so I heard regarding this, we should Mr. Dekker to introduce us to the secrets of "news in the military"~
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: General Battuta on September 27, 2019, 12:23:14 am
Stop the anime tildes, it’s incredibly annoying.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on September 27, 2019, 12:26:33 am
That's now the 3rd opinion or so I heard regarding this, we should Mr. Dekker to introduce us to the secrets of "news in the military"~

We used to watch the news on TV at breakfast, in reality we'd watch cartoons at breakfast.  Pink power ranger had a small fan club who would sing love songs to her.

Generally TV, papers, word of mouth, or for serious sh1t official briefs during parade / regimental briefs. No mystique to it at all.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on September 27, 2019, 03:48:25 am
@Colonol Dekker: Thank you for the explanation. :)

@Battuta: Nope~ :p
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Airborne2 on September 29, 2019, 12:28:35 am
I'm having sound issues where most of the voices are very staticy and loud to a point where I have to turn them down or else it actually hurts to hear. I put my playthrough of the campaign on hold because of this. Is this an issue with the mod or something wrong on my end and is there any idea of how to diagnose/fix this?

The only other issue I've had is during briefing segments where dialogue will repeat and sometimes it skips leading me to miss out on potential information.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: MaTTerCuBe on October 05, 2019, 04:09:26 pm
Hey, relatively new here.  Loved the campaign, could see all the attention to detail and hard work that went into it.

Questions:
It seems the database for weapons is missing or non-existent.  I was having a hard time deciding what the difference between the machine guns and auto cannons were.  Through experience ended up settling on machine guns = for fighters, auto cannons = war-ship systems/turrets.  Would be awesome to have some sort of official, easily accessible (couldn't find anything googling around) info.

Are there any plans or interest in adding voice acting?  Would love to participate.

Thank you for providing such an awesome mod!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Bad_Horse on October 06, 2019, 06:14:56 pm
Hi all, I've run into a problem, and I haven't seen anyone else post here: There's no text in-game. Even when creating a new pilot, the text seems to be invisible. Has anyone run into this problem?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Mr_Blastman on October 07, 2019, 12:00:22 am
So I'm flying mission 1 and my ship does not have a 3D cockpit.  On all the videos I have watched on youtube, the ships have 3D cockpits.  How do I get my cockpit working?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on October 07, 2019, 04:41:01 am
The cockpit is an optional package that you need to check when installing on Knossos for the first time. See if you can modify your install to include this package, or else try reinstalling.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Mr_Blastman on October 07, 2019, 09:57:17 am
The cockpit is an optional package that you need to check when installing on Knossos for the first time. See if you can modify your install to include this package, or else try reinstalling.

That did it, thanks!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on October 07, 2019, 10:17:15 am
Questions:
It seems the database for weapons is missing or non-existent.  I was having a hard time deciding what the difference between the machine guns and auto cannons were.  Through experience ended up settling on machine guns = for fighters, auto cannons = war-ship systems/turrets.  Would be awesome to have some sort of official, easily accessible (couldn't find anything googling around) info.

(https://i.imgur.com/37S81R7.png)

This will be coming in the next Knossos update. Icons are placeholders assuming I can come up with something better  :yes:

Are there any plans or interest in adding voice acting?  Would love to participate.

No plans for humans currently, there's still a few nice-sounding online speech synthesisers to do the job. But I'll let people know if that changes, it would be nice to have some actual emotion in the lines (characters in Solaris are just very stoic  :blah:)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Goober5000 on October 12, 2019, 09:00:22 pm
After the first cutscene after starting the campaign, the game crashed and I received this message. I made sure I updated Solaris so I am not sure what is going on. Is there a fix I could do for this?


Code: [Select]
LUA ERROR: [string "vs2-sct.tbm - On Game Init"]:163: attempt to index field 'Fonts' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "vs2-sct.tbm - On Game Init"]:163: in function 'LoadScene'
[string "vs2-sct.tbm - On Game Init"]:114: in function 'L'
[string "String: VS2:L('m1_vn')"]:1: in main chunk
------------------------------------------------------------------

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


I too got this error, while running Solaris 1.0.10 under nightly build 20190829.  Here's the log...
https://fsnebula.org/log/5da28483cb0d3320a9dd8189

Adding Axem's file from this post (https://www.hard-light.net/forums/index.php?topic=95719.msg1885020#msg1885020) did not fix the issue.


Incidentally, I also got these two errors when launching the game under FastDebug:
Code: [Select]
Warning: weapons.tbl(line 689):
Warning: Token too long: [SCWS-100 'Firestorm' 102mm Cannon].  Length = 33.  Max is 31.
File: parselo.cpp
Line: 301

Warning: Invalid armor name Heany Armour 100 specified for hull in Ship Class 'Goliath-class Cruiser'
File: ship.cpp
Line: 3363
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on October 12, 2019, 10:53:48 pm
New version uploaded fixing the debug errors and typos, but not sure what's happening with the VS script. Version 1.0.10 worked for me using the 20190829 build.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on October 17, 2019, 07:36:57 pm
1.0.14 updated with fixes to the font index errors from the visual novel script at certain resolutions.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: 0rph3u5 on November 24, 2019, 10:28:41 am
So, I've decided to give Solaris a second go (mostly to get some observations, which would otherwise would have taken me to make an array of tests for myself)

Firstly, I have to say that during my first look at Solaris, I dropped off right before what would be the inciting incident of the narrative - almost half of current missions are given over to an integrated tutorial (which is good as that) that in regards to the story doesn't work (yet) as either prologue or exposition - none of the events are really connected in a meaningful way (okay, can make the connection to events that in hindsight were concurrent but its just not good enough IMO), which then in turn leads to some developments not working (e.g. Ross' "foxhole devotion" to Federation crew).
Once the inciting incident happed, things got at least interesting enough to follow on basis of curiosity - yet to still not exactly worth connecting to. Woolie Wool said it best, I think.

Now, I've had my issues with the aethetics and I think, I can now resolve them into detail.
Some of it is technical in nature, I think: Ships made to make uses of FSO's capabilities with PBR maps always look terribily busy if they are not in direct focus to me and it really makes me unable to fully appricate any such ship as a whole.
The other issue is that, when the Federation and the Combine ships, the way you break up surfaces don't work for me - its too frequent (proably to create a layer of detail that isn't there) and too much difference between (even if it in the realm of shades of grey). Most of the ship actually look much better with surfaces intact IMO (yeah, its a bad thing to say that the ships look better without their maps in PCS but that's where this is leading me)

I am glad that since I first played it, there appear to have been some improvements in the area of weapon effects - stuff seems to be a good deal more visible now.

That comes together nicely with the improvements to survivability - you still need to be on your toes but you no longer get instantly disintegrated if you are caught out of position once.

Summary:
This is decent, bordering on good, start - even if it is not my cup of tea in many regards.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: manwiththemachinegun on January 31, 2020, 01:23:50 am
Hmm so THIS is what you've been up to eh Darius? ;)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on January 31, 2020, 08:21:36 am
Sounds like somebody's late to the party :p
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: emark4 on March 24, 2020, 08:33:37 pm
Need some help here, I am trying to start running solaris but for some reason, it says no executable was found for the mod?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: manwiththemachinegun on April 01, 2020, 11:27:15 pm
While for the most part this is another top notch mod, I have to throw my hat in that some levels are unbalanced. Due to the hit-scan nature of enemy weapons, lack of shields, and long time to kill on heavy fighters, you're just better off letting your invincible wingmen do the heavy lifting. Either drop the overall health of enemy fighters and bombers and up the number of enemies, or give the player more ways to snipe at range.

As an example of what I consider to be poor balance, the stealth fighter/carrier defense mission. You don't have enough firepower to gun down the bombers quickly, they launch too close to your friendly ships, and they have a fighter escort so your cloaking is all but useless. You can park your fighter underneath the carrier and play point defense, but the bombers are so tanky I've been shot down by the bombers' laser accurate turrets within the CIWS/flak umbrella of allied ships. All while they launch massive missile barrages which you can't let hardly any through.

There's tactical depth, and then there's stacking the deck.
 
I did enjoy it, but it's not my favorite work that you've done. I also don't think it's a hopeless case. I love that this universe is a human vs. human setting, something which sci-fi in general DESPERATELY needs more of.

On the other hand, you put in Ace Combat 7 music into a Freespace game. So NEARLY all is forgiven.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Su-tehp on April 23, 2020, 12:44:33 am
I'm having two issues: 1) missing text because, I suspect, I have an old computer that doesn't have whatever modern font the newer Freespace mods use; and 2) the Intro cutscene voiceover and music audio stutters every second or so where the sound(s) freeze for an instant every second.

How to fix these?

Bug log here: https://fsnebula.org/log/5ea12df3cb0d3321b1c98633
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on May 14, 2020, 03:51:16 pm
Code: [Select]
LUA ERROR: [string "partCol-sct.tbm - On Mission Start"]:12: attempt to index field 'particleCollider' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "partCol-sct.tbm - On Mission Start"]:12: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Running Solaris on Ubuntu 20.04 with Knossos 0.13.3 showing this error right at the start. Ideas?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 24, 2020, 12:31:53 pm
https://fsnebula.org/log/5ef38de0cb0d3321aec98648

Now on Knossos 0.14.1 stable. Ideas?

THX
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 24, 2020, 07:58:08 pm
Is this also on linux? It sounds like the same thing you were getting on 0.13.3. I'm not sure how to troubleshoot on other platforms since I test exclusively on windows, so you may need to wait until someone else experienced in linux comes along to help.

Can you try in windows and see if you get the same error?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on June 25, 2020, 01:46:00 pm
Nope, no Windows here, its on Ubuntu 20.04 64bit
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on July 13, 2020, 06:46:10 am
Its me again. Running it on Knossos 0.14.1 with the Nightly dated May 14th 2020:

https://fsnebula.org/log/5f0c48ff1fa438536f5a55f8

Ideas?

THX
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: flipdark95 on July 29, 2020, 08:49:18 pm
Hey man, I really love the expansiveness of the setting and the work put into the world! I love the realistic-esque space physics and the design of the ships, though I really wish fighters had access to missiles and things like that in their secondaries. It makes huge fights like Mission 9 really difficult when it comes to taking out mass drivers and subsystems. I've had to retry several times because the Osiris and the Longfield keep getting wrecked by the Vindicator's mass drivers too quickly, and the AI is unable to effectively take anything out on capital ships because most of the fighters only have autocannons.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Wombat on July 31, 2020, 06:13:10 am
I run Gentoo and have found there are 2 ways to get past the "partCol-sct.tbm - On Mission Start" error.

The problem occurs because particleCollider is stored in the Globals table and zLoadFirst-sct.tbm is loaded last and it reinitialises the Globals table and so when On Mission Start is executed particleCollider no longer exists in the Globals table and you get the referencing a nil value error. The 2nd option below should overcome this.

1. Rename partCol-sct.tbm to something like partCol-sct.tbm.old. This definitely works for me.
OR
2. Edit partCol-sct.tbm. Replace the $On Mission Start section with the following
Code: [Select]
$On Mission Start:
[
    if not Globals.particleCollider then
      Globals.particleCollider = ParticleCollider()
    end
    Globals.particleCollider:onMissionStart()
]
I have played halfway through the campaign and I have not had any problems yet.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on August 05, 2020, 12:08:30 pm
Cannot find Solaris anymore on Knossos? What happened?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on August 06, 2020, 06:08:08 am
Still there: https://fsnebula.org/mod/Solaris
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on August 06, 2020, 01:47:08 pm
It doesnt show up in Knossos...
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Nightmare on August 06, 2020, 01:53:41 pm
You don't need Knossos to run it though, just grab the files from the link and the recent most build from the Nightly board.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: starbug on August 07, 2020, 05:09:47 am
Was going to say it still shows up in knossos for me.

Also Darius is there like a system map for fredders to use for their own campaigns. As I want to try and make a small one with the commonwealth but not sure on its size, home system, neighbouring systems etc.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on August 08, 2020, 12:05:04 pm
Weird. It doesnt show up in Knossos 0.14.1, now I compiled 0.14.2-dev (latest pull from yesterday), now it shows up, plus some other mods as well.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: krunaldo on August 12, 2020, 02:55:41 am
I'm finding it impossible to complete mission 8 (Escalation), where you fly a stealth fighter and need to take out the capital ships point defense turrets to enable a nuclear strike. I have done this a few times and it always ends with the nuclear strike failing, the nukes vanish in thin air without any contact. I even tried to take out all the unmarked CIWS and it did not make any change at all. Any clue what's going on or how I can debug it?

I'm running with Wombat's fix for the lua script on Linux. Tried a few nightlys and 19.0.

Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on August 12, 2020, 05:15:43 am
What a bizzare error. Do the nukes end up launching? Does the carrier also launch a wing of nuke bombers as backup, and do their nukes work?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: krunaldo on August 12, 2020, 05:42:01 am
What a bizzare error. Do the nukes end up launching? Does the carrier also launch a wing of nuke bombers as backup, and do their nukes work?

Nukes are launched (once) but disappear without doing any damage, a couple times they were just headed into empty space and they went away.  The bombers (Pi Wing?) are launched but end up just sticking around behind the carrier doing nothing, I can't command them from the coms menu either.

Ended up skipping it for now, got to the last mission, mission 10, and died due to the unknown ship warping out on me (bit slow on the scan) decided to start from the checkpoint and it just throws me into the end briefing with no text and the campaign is over. Guess I'll have to play it from the simulator :')

Edit: Checkpoint in mission 10 works once I got to the rendezvous point.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Wombat on August 13, 2020, 03:42:22 am
I just replayed mission 8 on easy to see if the same thing was happening for me.

I used FSO 20.1.0-20200610.

I destroyed 4 ciws on the topside of the Vindicator and the nuclear silo. The missiles were definitely impacting the dreadnaught.

I had completed the campaign and did not notice anything unusual. Though I have noticed that heat seekers eg rockeyes and stillettos seem to behave differently with either the latest nightly builds 20200804 and onwards or mvps 4.3.1.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 03, 2020, 11:58:42 pm
Solaris 1.1.0 is now available on Knossos.

This is a fairly large update incorporating changes to mechanics that will eventually be used in Solaris 2.0


Designed for use with FSO 19.0.0 or later.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on September 04, 2020, 06:36:22 pm
DLed. Same eros occur. Ideas?

https://fsnebula.org/log/5f52cf251fa438536f5a5617
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 04, 2020, 08:01:53 pm
Let me repack the core files for you and I'll get back to you later today
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on September 20, 2020, 11:11:48 am
Hi,

good to see HL up again. Any progress on this one? Doesnt work with 1.1.1 as well

THX
praseodym
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Chaotic Entropy on September 20, 2020, 01:09:28 pm
Is the audio for the campaign start cinematic and the voiceovers during the first mission supposed to be so obnoxiously crackly and radio screechy? Am I experiencing an issue or is this a deliberate choice for some reason?

The voices themselves are rather stilted but the voice audio changing pitch, warbling and screeching is really irritating. How bad is short distance communication equipment expected to be in the distant future?

Edit: Listening to the specific audio files, it seems to be deliberate? Voices like Raptor and FedPilot with headache inducing audio fuzz and others without.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on October 20, 2020, 10:45:17 am
Code: [Select]
LUA ERROR: [string "partCol-sct.tbm - On Frame"]:18: attempt to index field 'particleCollider' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


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

stack traceback:
[C]: ?
[string "partCol-sct.tbm - On Frame"]:18: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Any chance to get this resolved on Linux? Its Solaris 1.1.1

THX
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Phantom Hoover on October 20, 2020, 10:51:00 am
As luck would have it I had this bug myself and found a resolution the other day: in Solaris/Solaris-1.1.1/data/tables, remove partCol-sct.tbm. It's a standalone table/script that only adds a visual effect, and Darius says it's slated for removal in future versions anyway.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: praseodym on October 21, 2020, 01:28:35 pm
That worked, played 1st mission, thanks a ton.

Great mod, great atmosphere.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Su-tehp on October 21, 2020, 11:05:12 pm
So yeah, I wanted to play this, but the intro audio kept skipping and the text is invisible (just like with Wings of Dawn and a couple of other Freespace mods I tried), so I uninstalled it. I expect I'm gonna need a new computer (my laptop is at least 5 years old and my Radeon 7660g video card can't even run Star Wars Squadons :( ) before I can play some of the newer video games I got from Steam and GOG.

I still got plenty of old video games that I can spend time on until then, though. :cool:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on October 22, 2020, 03:26:37 am
Runs great for me.  Just again wanted to thank Darius for forking out for the sheer volume of models and taking the time to process them.  It's astounding.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Dilmah G on December 09, 2020, 05:17:53 am
Just finished this bad boy!

After blood, sweat, and many digital tears, I finally finished Solaris. And boy, was that a ****ing good time! Darius certainly wasn't kidding about needing to unlearn everything you learnt about Freespace 2 combat thus far, and to be honest, it still ****s with my head a bit - but the gameplay and aesthetic are smooth, modern, and most importantly, incredibly fun to play. The UI has been almost totally overhauled and is absolutely gorgeous, the briefing method is new and something I've not seen before, and the inter-mission news reports were great value. And as with all of Darius's work, the soundtrack is pure gold and definitely adds to the feeling of devilish enjoyment the mod gives you with some Star Citizen level 6DOF - but without the 6 degrees of control mapping required to be playable.  For a first playthrough, I felt the game really made you work for every kill you got, and offers enough different ways to do things on the more challenging missions that the replay value is pretty high compared to the standard FS campaign. And of course, hats off to Darius for iron-manning a TC and totally nailing it. I was taken aback for the first few hours of playtime that one man was able to pull that whole thing together.

I still don't really feel like I understood what was going on at any level above a surface, mission-by-mission level, but I did also take about three separate periods spread out over twice as many months to actually finish it, which doesn't help. And also from reading the thread, I fully get that this was intended as a proof-of-concept more than anything, and in my experience of playing it, I sincerely believe it to have been proven here. Besides, the combat in the more hectic missions is basically the 21st Century equivalent of mainlining space crack, and I was way too busy just trying to survive to attempt to pick apart the universe.

So the point of all that? If you haven't played it yet, treat yourself and play it! Potentially with a beer between missions, potentially also turning the difficulty down about 2-3 notches below whatever you usually play to minimise tears and finger sweat. Great work Darius, can't wait for episode II.  :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 10, 2020, 01:59:52 pm
Cheers for the review! Second the advice about a beer between levels 🍻

Don't worry too much about following the story, it should all be developed further and revisited in the second release. The next campaign won't have the same frantic energy as the first, instead focusing more on worldbuilding and hopefully letting the story develop more naturally.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: PopiAdam on June 11, 2021, 02:07:14 pm
Excellent work on this!
Love voiced campaigns, love the new ships and mechanics.
Might be a bit difficult at times but still enjoyable.
Looking forward to see new missions! :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: coupster103 on September 04, 2021, 09:46:37 pm
any word on when the next chapter will be released?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 04, 2021, 11:00:30 pm
Had to go back and redo a couple of the final missions but FREDing is pretty much all done. Just needs testing and polishing and maybe some cutscenes if I get time. Also need to finalise radar icons.

I won't give a release date estimate because I botched the last one so badly but should be pretty soon.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: SypheDMar on September 07, 2021, 03:34:37 pm
That's great to hear!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: manwiththemachinegun on September 07, 2021, 06:32:18 pm
Is this a full act release or a director's cut?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Iamzorg on September 08, 2021, 08:24:22 am
Thank you Darius for this fantastic mod! I just registered on hard light to post this. Chris Roberts should talk to you about your flight model.

I really don't know how hard it would to port this to the Unreal engine, but I would love to see this made into a full game on Steam or Epic.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 08, 2021, 09:51:41 am
Cheers, I haven't got plans to switch engines at all seeing how easy FreeSpace 2 modding is, but I wouldn't mind doing up a mod for Falling Frontier.


Is this a full act release or a director's cut?

Second act release with some more remastering of the first act.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on September 08, 2021, 10:06:30 am
2nd act release, surely is worthy of a forum highlight?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 08, 2021, 10:35:35 am
It's not released yet!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Colonol Dekker on September 09, 2021, 04:17:33 am
Ohhhhh,   only saying because I noticed an update last time I opened knossos 😂👍🏻
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: SpardaSon21 on October 18, 2021, 08:25:30 pm
Getting crashes in Solaris Act 1.  Seems to be a headani issue, judging by the log.  Had a crash happen in Mission 3 and now in mission 5 when dialogue pops up.
Log: https://fsnebula.org/log/616e1dbffdbe4f6b232001ce (https://fsnebula.org/log/616e1dbffdbe4f6b232001ce)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on October 18, 2021, 08:33:14 pm
What happens if you use stable 21.4.0?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: SpardaSon21 on October 18, 2021, 09:50:07 pm
https://fsnebula.org/log/616e311c667b4d76932001cd (https://fsnebula.org/log/616e311c667b4d76932001cd)
Several missing sound errors popped up.  Was able to complete the mission, however.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: manwiththemachinegun on November 21, 2021, 09:48:05 pm
Playing through the remixed Act 1, I can definitely tell there's been some rebalancing. Enemy fighters are still hard to get a lock on, but if you get a solid gun burst on them, they actually will die in short order. There seem to be more ship types and variants as well.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Jezzarick on December 10, 2021, 09:02:16 am
Just saw a fairly large update for this mod (or at least my Knososs says theres an update!), is this Act 2 related or addiitonal work to Act 1  :)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 10, 2021, 09:42:22 am
It's mostly bug fixing (adding on some UI fixes for the commmand briefing that were accidentally reverted, trying to fix strange AI behaviour in act 1 missions) but I've included a default control scheme for new pilots based on a traditional wasd fps key layout. Unfortunately this has the unintended effect of messing up the control tutorials in the first mission so I'll have to fix that with another update tomorrow.

Also mission 5 Post Tenebrus got some tweaks to the difficulty and timings. Difficulty may increase as a result, the challenge of keeping the Artemis alive had disappeared with the changes to striker weapons.

Act 2 has already been out for a while! Go through and play it if you haven't already.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Jezzarick on December 11, 2021, 03:52:55 am
Oh fantastic! I didn't realise it was already out, been waiting for an announcement of some kind  :D
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 11, 2021, 04:20:24 am
(https://i.pinimg.com/originals/d6/86/48/d686489b116386914814d45593bd2c30.jpg)



Make your way to the Solaris 2: Banjos in Space release post, which can be found HERE (https://www.hard-light.net/forums/index.php?topic=97833.0)  :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Jackho on December 13, 2021, 06:49:52 am
Hi there!
Wanted to try a new freespace mod during my one day holiday today. Launched my dice, got 13 and picked Solaris. Wow this thing seems really great work! Everything has been entirely redesigned almost from ground up. I liked the new presentation and detailed ships on briefing screens. Then I put my suit on and went to fly.
First impression was so much shocking, I said "What? why would people want a chasing camera feel like a space flying simulation view? I don't buy it, I'm out of this". I pressed escape and got back in my good ol' cockpit. This was better so I went on playing, much more immersive to me like this.
I play on "trained" difficulty level. Even after tweaking commands to my liking I was hardly able to finish couple first missions, not because it was hard (well it is in some ways) but I found something very painful : AIMING
Jeez! these fighters are moving like mosquitos flying around full of acid! and you always end up chasing a red dot at kilometers far from it's targeted ship, and you must get them down in no time. That's what i call difficult. You guys should have mercy on our joysticks.
Nevertheless Freespace is a so much enjoying game that I think this mod deserves to be tried harder, I'll look for a moving-less spot and see if I can do it. Not telling about graphics because everyone will agree they are still awesome, you guys are doing a really great job, outstanding "Bravo"!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 13, 2021, 07:10:15 am
Hello! I'm very glad you're enjoying it.

Mosquitoes on acid is a good description for how these fighters move. Don't be afraid to lower the difficulty down to "Rookie" difficulty if aiming is painful to your joystick hand - the only difference is the aiming assistance is a bit more generous, you the player have a bit more health and slightly less enemies and turrets will be targeting you. The enemies still fly and behave the same in a fight, so don't feel that you lose some of the experience on lower difficulties  :yes:

Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: manwiththemachinegun on December 14, 2021, 12:11:07 am
I've noticed that with Solaris especially, it pays to not get locked into a rate fight with super agile fighters. If I'm spending more than 20s on a fighter, I'll afterburn away from it, and reengage to either go head on, or try to catch it while it's going after another target.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on December 27, 2021, 02:43:42 pm
Tried playing Solaris for the first time, but I keep getting lua error popups. They say things like:

Code: [Select]
LUA ERROR: [string "deathPart-sct.tbm - On Game Init"]:7: attempt to call global 'include' (a nil value)

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

stack traceback:
[C]: in function 'include'
[string "deathPart-sct.tbm - On Game Init"]:7: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 28, 2021, 07:03:13 am
Are you able to generate a debug log with Knossos?

What build are you using? Is this using Windows or Linux?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on December 28, 2021, 07:10:38 am
This is Linux. I tried updating my system and now Knossos is broken, so I need to fix that first , then I'll get back to you on the other questions :banghead:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 28, 2021, 07:16:04 am
It sounds like you've got a known script load order issue with Linux. It apparently got patched in the nightlies, once you get Knossos working see how it runs with a recent build.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on December 28, 2021, 09:56:47 pm
@Darius: Here's my debug log: https://fsnebula.org/log/61cbdc19b0382161d32001f6

I'm on 2.0.8. Is there a way to make Knossos fetch a more recent build than that?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 29, 2021, 01:04:25 am
Make sure your build preferences are set to Nightlies.

Go to the settings icon in the top right of Knossos.
(https://i.imgur.com/RaMS4fR.png)

Once there go to the Knossos section and in Preferred Engine Stability choose Nightlies. Then click Save.
(https://i.imgur.com/Q79hVd9.png)


Then go to Explore and go to FSO. Hover over the banner and click Details.
(https://i.imgur.com/6oKHSNm.png)


Click the dropdown and choose a recent nightly build. Then click the Install button.
(https://i.imgur.com/Al7UgwO.png)



Then with luck you should be good to launch Solaris with that build  :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on December 29, 2021, 09:42:02 am
Thank you so much for your detailed instructions (with screenshots!) I did exactly as you suggested, and everything is working great!

I'm glad I didn't give up on Solaris, because it is amazing. Very grateful to you for helping me get it working!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on December 29, 2021, 02:29:54 pm
Sorry to keep popping up here, but I've encountered another problem:

Code: [Select]
Model cockpit.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Submodel 'Spaceship_HUDs-B' is detail level 1 of 'Spaceship_HUDs-A'
WARNING: "Error in mission event: "heavy turrets online": Ambiguous event name (more than one event with the same name).

In sexpression: ( when
   ( is-event-true-delay
      "heavy turrets online"
      1
   )
   ( send-message
      "Uriel"
      "Normal"
      "heavy turrets online"
   )
)

(Bad node appears to be: heavy turrets online)
" at missionparse.cpp:6150
Frame  0 too long!!: frametime = 16.206 (16.206)
Received post for event GS_EVENT_MAIN_MENU during state transtition. Find Allender if you are unsure if this is bad.

Full log: https://fsnebula.org/log/61ccc476b0382161d32001f9

I'm running on nightly builds, so perhaps something changed recently to destablize this mission?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 29, 2021, 07:31:39 pm
No, it looks liks Solaris breaks on recent nightlies whenever there's a duplicate event name. I'll have to go through each mission to check for this, and then put an update out before you'll be able to continue. Sorry about that   :sigh:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on December 29, 2021, 09:06:10 pm
As a Linux gamer, usually when a game breaks on Linux it's "too bad, hope you can find a workaround". Having a dev not just listen but then help fix the problem is a fantastic experience!

Thanks!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 30, 2021, 08:37:23 am
Until I put through an update with the fixes, today's nightly 20211230 should let you load the mission and continue.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on December 30, 2021, 09:24:48 am
Yup, works great! Thank you for the quick turnaround!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on December 31, 2021, 08:29:32 pm
Build from the 29th December also picked up a sexp error in mission 9 so I've fixed that up as well. I'll put through an update today.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on January 04, 2022, 09:13:31 am
Thanks for fixing that! Was able to finish the first 9 missions. Loving it so far!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on January 05, 2022, 03:14:22 am
Awesome! Glad to hear it  :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Starfall on January 10, 2022, 09:10:31 am
Hi,

I just completed the initial Solaris campaign for the first time and wanted to register my appreciation.

It's very ambitious, looks beautiful, and once my brain got over its automatic 'this isn't my Freespace!' reaction, an awful lot of fun.

What it reminds me of in an odd way is actually the 2000 PC game Starlancer, with its Cold-War-In-Space setting, kinetic weaponry, partial auto-aim, and its regular gameplay mechanic of using supercharged afterburners to intercept barrages of big, capital-ship-killing missiles. I wonder if that game was any sort of inspiration?

Anyway, thanks for the great work. Looking forward to trying the second campaign!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on January 10, 2022, 10:05:18 am
I am finding the second campaign to be absolutely brutal in terms of difficulty! I know I'm not the best Freespace pilot around, but I was able to beat the retail FS2 missions on Medium difficulty, and also completed the first Solaris campaign on whatever the Solaris equivalent of Medium difficulty is. I'm still trying to get through the second campaign without bumping the difficulty down.

Not really a criticism, more of a warning: you need your big-boy flight suit for this one  ;)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on January 11, 2022, 01:40:21 pm
Hi,

I just completed the initial Solaris campaign for the first time and wanted to register my appreciation.

It's very ambitious, looks beautiful, and once my brain got over its automatic 'this isn't my Freespace!' reaction, an awful lot of fun.

What it reminds me of in an odd way is actually the 2000 PC game Starlancer, with its Cold-War-In-Space setting, kinetic weaponry, partial auto-aim, and its regular gameplay mechanic of using supercharged afterburners to intercept barrages of big, capital-ship-killing missiles. I wonder if that game was any sort of inspiration?

Anyway, thanks for the great work. Looking forward to trying the second campaign!

Awesome! Glad it was a fun experience. And it definitely isn't Freespace :P

I did play a bit of Starlancer back in the day but it didn't particularly inspire the gameplay. There were some moments which stand out which may have influenced some of the Solaris set pieces (such as two huge ships broadsiding each other with missile salvos, or Basilisks cloaking into invisibility while I'm desperately trying to keep them in my sights).
The Expanse point defense effects definitely inspired some of the weapons, as well as the copious smoke trails from Project Wingman. Gameplay and flight mechanics were inspired by Diaspora viper combat.

I hadn't thought the second campaign was particularly more difficult than the first. but you do need to change your approach since you're no longer using top of the line military hardware and the millstones you're flying will lose out to swarm fighters in a dogfight. If you burn in a straight line you should be able to get some speed up so making heavy use of glide once your speed is up, and firing missiles from range should give you more success.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on January 15, 2022, 10:22:17 pm
The problem isn't really me dying, it's that the dang Hoshikuzu appears to be made out of glass...

There also seems to be a bug when restarting Mission 18 from the checkpoint causing some both friendly and enemy ships to spawn about a billion klicks away, so I have to start the mission from the beginning each time only to have the Hoshi take it to the chin while I'm trying to disarm the battlecruiser. It is a bit frustrating, to be honest, and I don't think the problem is just that I'm not firing enough missiles.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on January 16, 2022, 12:15:43 am
That mission 18 bug is concerning  :blah: I suspect the checkpoint script isn't loading the ship positions properly, let me see if I can fix that.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on January 16, 2022, 01:55:12 pm
I have to say, I love the checkpoint system in general, and I think it's quite impressive that you've managed to add it on to a game that doesn't natively have such a system (and believe me, a couple of the retail FS2 missions could seriously benefit from checkpoints!).
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: matta on January 16, 2022, 06:06:25 pm
Is there anyone who can provide a VP file for scripts & tables? I am running fs2open on FreeBSD and am running into the same problem mentioned earlier that appears to have something to do with the order that certain files are loaded from data/scripts and data/tables (e.g., order in which Lua scripts are parsed). Thanks!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on January 18, 2022, 12:46:03 am
Have you tried using a recent nightly FSO build? The script loading order issue seems to have been patched not long ago
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on February 06, 2022, 07:39:39 am
2.0.10 is now up!
The biggest change is the implementation of Admiral MS's Checkpoint Save/Load script which replaces the previous Axem Checkpoint Save/Load script. This should prevent LUA errors popping up when loading checkpoints.
Tweaks were also made to mission 18 (King's Oath) to make ship positions more consistent (a lot of mission event timings were contingent on ship positions making for wildly inconsistent results on playthroughs).
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: noobspace on February 07, 2022, 03:35:10 pm
Woot! Thanks for addressing that problem with mission 18!
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on June 26, 2022, 02:26:04 am
Update 2.0.18 overhauls the specular maps of Solaris assets, a facelift that was well needed which should make the assets pop in high-contrast lighting.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Mobius on November 07, 2022, 06:53:24 am
I've just completed my playthrough of the first Solaris campaign and I must say this is a great TC under all points of view. The fact that it's set in an entirely new universe, totally unrelated to any other continuity we are all familiar with, speaks for itself. The atmosphere, plot and battles all contribute to consolidating Solaris' role as one of the most memorable mods even created using the FSO engine.

Now that the Wiki portal on Solaris lore is expanding, I'll use it to learn more about the various factions involved and the stories behind them. Oh, and I now have to play Black Sun, too.  :)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: coupster103 on February 22, 2023, 07:59:02 pm
Part 3 release date?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on February 22, 2023, 09:25:18 pm
No firm part 3 date yet, but planning some sort of release in a couple months. Progress has been good 👍
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Marguel on May 10, 2023, 07:00:42 pm
Bump 'cause the next release is coming shortly!!! :D :D :D
Title: Solaris (A FreeSpace Open Total Conversion) Remastered
Post by: Darius on May 16, 2023, 07:11:26 am
The next major update of Solaris is now on Knossos!

This is the first part of a two-part release, with upgrades to the already released Acts 1 and 2. Act 3 is nearly complete and will be coming soon!

In Solaris 2.2.0 you will find the following:


I'd like to thank all the various testers and editors for their hard work in making sure this release shines as brightly as it can.

Happy shooting!


KNOWN BUGS:
In mission 4, enemy fighters set to depart via their carrier's fighterbay will warp out into hyperspace if their carrier jumps before they reach the hangar. This is likely due to them missing the "No Subspace Drive" flag and should be fixed by the next version.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Grizzly on May 16, 2023, 07:52:48 am
I've had the privilidge of testing this (and the upcoming act 3!) and this particular update is a big leap forward in storytelling and presentation.

It's quite amazing to see how much this little game has changed from that brave 1.0 release that I played and was rather harsh on. It's now one of my favourite FSO releases, in no small parts thanks to the many improvements that have been made over the years.

Back in the day I said that Solaris seemed a solid base to build on. I'm very happy to say now that it has proven to be just that.

Edit: yes i noticed 3 months later that i wrote "hash" instead of "harsh"
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: coupster103 on May 17, 2023, 03:35:36 am
Can someone direct me to a build that will work with Solaris? I never had any bugs with the original releases, but seem to be having trouble lately. The most recent update gives me a ''no executable was found for this mod'' warning.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: qweqwe321 on June 17, 2023, 08:12:26 am
Darius, this is just fabulous. Haven't had this much fun in a campaign since my first time playing Blue Planet. A+.

Happy to offer my services as a voice actor, as well.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: manwiththemachinegun on July 09, 2023, 08:19:02 pm
I'm also getting a hard crash on launch without a detailed error message, fresh install, using mod default 2.2.0, when using mod configuration for build it says "failed to save the configuration!"
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Phantom Hoover on July 10, 2023, 07:22:36 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: manwiththemachinegun on July 11, 2023, 04:03:47 pm
Can't, when I click "Run fast debug" the whole Knossos application crashes.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: SF-Junky on August 14, 2023, 12:32:53 pm
:bump:

I finally played this over the weekend. Why I haven't done so sooner? 'Cus I'm a lousy piece of excrement, that's why! ;7

Srsly, this is awesome work. Style and gameplay wise you totally see the influence of The Expanse, Freelancer and Starlancer (even if the latter one seems to be rather unintentional) and probably a few other works which me ignorant jerk has never played (Homeworld?!). None of that is a bad thing. Beyond providing my general thumbs up and much appreciation for the ton of work that went into this, I cannot add much to what has already been said. In all shortness:

- I liked the way spacefights take place between large capital ships which are really menacing. You feel like a bug. However, that's also the key source of frustration because very seldom you fell that you, as a player, can really influence the mission. Often it comes down to disarming turrets and intercepting missiles.

- Worldbuilding, story, character development... are all far from being bad, but I think there could have been more. Being a modder myself I fully appreciate the difficulty of providing an engaging entry into your world. Yet... the deficiency is there. I would have liked to learn more about why everybody fights, both on the personal level and on the state level. What is this all about except 'us against them'? What was the Great War about exactly? What is this Elam thing about? The same goes for the characters, only in the last third or so do these people get real personalities. I see unused potential here.

- That being said, I totally got hooked on and am desperate to learn more about this universe. That goes particularly for the player character's distanced personality. I am myself rather unsociable, so I could connect with this guy very much and I'm looking forward to get to know him better.  I've already played a few missions of part 2 and can totally see the improvements on the points above. :)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on August 17, 2023, 03:54:11 am
Thanks! I'd be interested to see how much story gaps will be filled by act 2 (or whether it creates even more questions  :confused: )

I agree the mission structure and low number of missions doesn't really allow for much worldbuilding details to be given and I'd prefer to avoid front-loading the player with a ton of exposition.  It's also different for the dev taking all these details for granted and the player going by what's given.

When act 3 releases I'd like to know people's questions about unanswered parts of the story that I can make sure go into the next release.... it's only going to be 6 missions so I won't be able to fit much exposition in but I can make sure it gets enough opportunity in the next release  :yes:
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: coupster103 on September 18, 2023, 09:42:06 pm
After the latest update my HUD no longer appears so I have no escort list, directives, radar, etc.. Is there a fix for this? I used Knossos and changed from stable to nightly build, but still no luck. I really want to see how much better an already great mod is after the updates, but without a HUD it's basically impossible to play.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 18, 2023, 11:15:21 pm
Did you disable the HUD by mistake? Shift-O by default.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: coupster103 on September 19, 2023, 08:13:46 am
LUA ERROR: [string "vs2-sct.tbm - On Game Init"]:162: attempt to index field 'Fonts' (a nil value)

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

stack traceback:
   [C]: ?
   [string "vs2-sct.tbm - On Game Init"]:162: in function 'LoadScene'
   [string "vs2-sct.tbm - On Game Init"]:107: in function <[string "vs2-sct.tbm - On Game Init"]:99>
------------------------------------------------------------------

------------------------------------------------------------------
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Goober5000 on September 19, 2023, 12:23:43 pm
The 'Fonts' error can happen when the script can't handle your screen resolution.  Try a different resolution.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Darius on September 19, 2023, 10:34:31 pm
What resolution are you running at?
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: coupster103 on September 19, 2023, 10:38:53 pm
 Still getting multiple errors when trying to boot the first mission.  Tried several resolutions from 1920x1089 to 3840x2160 to 1024s768 and a few in between. debug log is attached.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: coupster103 on September 19, 2023, 10:40:04 pm
1920x1080 (recommended)
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: Goober5000 on October 02, 2023, 11:17:44 am
Try changing the resolution used by Knossos, not the resolution of your monitor.
Title: Re: Solaris (A FreeSpace Open Total Conversion)
Post by: knight26 on January 28, 2024, 08:46:05 pm
This mod is in my top 5, if not top 3 mods.  And the soundtrack is banging, I'd love to just add it to my playlist.