Author Topic: RELEASE: Fortune Hunters - 2259 (TBP)  (Read 24203 times)

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Offline IPAndrews

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
Kobiyashi Maru?
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Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
No, you don't need to pull of Kirk's trick, actually, you can beat the mission. I tried with the version I posted here, it is possible and no bugs prevent you from winning. I also think it's not to difficult to succeed:

Rules:
- zero or only one transport must be allowed to dock
- you need to pull of an successfull escape
- don't die!

if you are to slow to get all transports, divert more power to the engines, make use of the afterburner or change your fighter to the Aurora Starfury. Also, just race past the first three and the Sentires and go directly for the others. Yes, it's possible to get all 6 freighters (bonus objective!)  :cool:
« Last Edit: November 03, 2007, 05:57:56 am by Vidmaster »
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Offline maje

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
The Kobiyashi Maru was a Starfleet Academy exam in which the student is commanding officer and is placed in a "no win" situation where there was no chance of success.  One Starfleet Academy student by the name of James T. Kirk passed because he hacked in to the simulation and reprogrammed it so it was possible.

Basically, that's what I was going to do since the Narn in mission 2 completely annihilate my wingmen and take down the Big Cash relatively quick.  (Either the Frazis will get her, or that Th'Nor cruiser will).  Of course I have yet to try the fixed version of the campaign, so it might play out differently this time.
Deuternomy 22:11 explained:

Well there are many different speculations going on about this law about not mixing fibers and at least one explanation claims that it was a symbolic gesture designed to keep a pure sense of culture, people, and religion.  Seperation of crop  in the vinyard, mentioned in Dt. 22:9 and 22:10 seem to reaffirm this idea, though there may be other reasons as well.

And now, an excerpt from the Prayer of Mordecai, the Book of Esther Chapter C (New American Bible Official Catholic version).

Est C:5  You know all things.  You know, O Lord, that it was not out of insolence or pride or desire for fame that I acted thus in not bowing down to the proud Haman.  6  Gladly would I have kissed the soles of his feet for the salvation of Israel.  7  But I acted as I did so as not to place the honor of man above that of God.  I will not bow down to anyone but you, my Lord.  It is not out of pride that I am acting thus.

 

Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
Hey, even in the unfixed version it's possible to win.
Spoiler:
Either you damage the cruiser or shoot down all Frasis.
Okay, the first one is very unlikely in that version, but the second possibility can be achieved.
Nevertheless, redownload and try the newer version.

I'll upload a final version, but that one will only fix typing errors and stuff  (Just because Hip wants to include FH2259 in the next campaign pack) , no need to redownload again for those who already done that once.

EDIT: Okay online. Last time I fixed the remaining major bugs, this time it's the remaining glitches, for example the infamous "Narn Power Generator Bug" and the "Cash blocking Adventure Bug". For all of you who have started to hate me because I asked you to redownload, I won't do that again. If you already have the first update, you can enjoy the campaign with that too.

...but this new version now is even better and I included the FortuneHunters 2260 teaser  :mad2: ;7 ;7 ;7...
« Last Edit: November 04, 2007, 08:43:45 am by Vidmaster »
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Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline IPAndrews

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
What a great campaign! Very well put together and I absolutely love the concept. When you've ironed out the few bugs you need to do some serious :pimp:ing. People need to play Fortune Hunters. I hope you will write more campaigns for us die hard B5 fans and I want to thank you for the time you put into this one.
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Re: RELEASE: Fortune Hunters - 2259 (TBP)
Just something i have noticed with the capture the Pandora in the asteroid field...  Does the Pandora always self destruc when you destroy the fighter escort first with other people or is that just me...

That's just you or more likely your wingman: The pandora explodes if you destroy one of the tanks ( FULL OF QUANTIUM 40!  :shaking: ) or destroy the tankers engines (they overheat->melting process reaches tanks->boom).

There is one rare bug left in the mission, if you take out the pandora first and THEN destroy the escort, the cash jumps in WHILE launching the Adventure and blockades its way.  I will do something about that when I get the chance, but like I said it's an unlikely bug.

I even loved the hyperspace mission where you run into the Shadow vessel, sends chills down my spine.

ever tried doing "a keffer" ?    ;)   if you know B5, you will know what I am talking about...

im having trouble in one of the missions where you have to disable the pandora but after you finish the mission the big cash tell you to get within 300 meters for it to jump well i do that and i dont go in the jumppoint and im stuck in dead space how do i fix this is it a glitch or is it someting that was not complete? Hints would be nice

That's a bug which is fixed by now. Please redownload. Again, I apologise for that silly mistake. Both testers had a working version, but it appears that I removed the possibility to complete the mission afterwars, so blame me. :nervous:

and YES this time my ship DID jump

see above. :wtf:

Yes I did try a Keffer. Scary stuff. The weird red washy effect of TBP hyperspace gets me all the time, you have NO sense of speed, direction or relative position... great adaptation.

And thanks again for the advice, I posted the question prior to your re-launch of the fixed pack and was one of the first to dowoad it. It works like a charm now. Thank you. And praised be You, mighty Vidmaster.

 

Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
When you've ironed out the few bugs...
Like I said, it's my first campaign. And it actually includes the first mission I ever fredded. Even better, I have not fredded anything else than the missions for FH2259  (and the FH2260 ones). Learned a lot, I think the next installment is going to have less bugs. And I hope the second update takes care of them now.

I hope you will write more campaigns for us die hard B5 fans
It was awefull to search for all the dates :sigh: . But now, it' not breaking canon. Even better, it includes canon and the amount of included canon will increase in the future. Just try the FH2260 teaser ;)

you need to do some serious :pimp:ing.
like voiceacting ? hm, maybe :blah:  could be worth a try. By the way, there is actually ONE SINGLE voice acted line in m2! I love hide and seek, so "Go search for it! (don't cheat and look in the vp :doubt:)"

What a great campaign!
thx. I am proud of it.

And praised be You, mighty Vidmaster.
thx, too.   Actually, I am in the campaign. Multiple times :D (... yes, also in the Credits...).  AGAIN:  Go search for me. A little hint: woreship me by shooting all of my incarnations down :lol:


If there are still more bugs that hurt the enjoyment, post them here. But please be sure that you've the most recent version.
« Last Edit: November 05, 2007, 08:51:34 am by Vidmaster »
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Offline IPAndrews

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
Re: voice acting. If you approached the users who signed up to help Madaboutgames in his Earth Brakiri War voice acting thread, how many do you think would be willing to help you? ;)

Really adding voice acting is not hard. Just make sure your voice actors to record under conditions where there is little or no background hiss. Run a very mild noise reduction pass over the sample and your done.

But beware. If your voice actors send you samples with lots of background hiss, you'll never eliminate it. They're worthless.
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Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
1.) I tweak 2259 if still necessary
2.) I take a brake.
3.) I finish 2260.

then:
we will see

But still, now that the idea has come to my mind...      ...voice acting...       ...that would be something...  ;)
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
since there were no posts here for a while, I guess there are no major bugs left.  ;) Nice.
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline NGTM-1R

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
Not...quite.

FSO is throwing a fit about the debrief for one mission, and failing to load most of the debriefing screen correctly; but I wasn't using a TBP build and will test this further with one. In any case I doubt it's really your fault since the mission runs fine and even the debriefing text loads perfectly. It's just the rest of the screen that's MIA, so you can't accept.
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Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
do you play at 1024 x 768 ? I tested all the briefing texts at this resolution.

And which one is it?
« Last Edit: November 19, 2007, 02:41:59 pm by Vidmaster »
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Offline NGTM-1R

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
I suspect it had more to do with running TBP as a mod from my main FSO folder, which it didn't like. It works fine now.

However I did find another problem; the 5th mission apparently has no provision for failure if you fail to jump with the Cash, which I did (somehow). I was already within 300 meters when it sent the "get within 300 meters and prepare to jump" message, so it jumped immediately. Whoops.

So I tried to activate my own jump with the classic alt-J, but that didn't work as the Cash jumped out in front of me (I didn't even get a failed to jump message, it just didn't do anything. At all.), leaving me and my wingmen stranded with a couple of disabled Drazi Firehawks. So I blew those up, turned on time compression to see if the mission would realize something was wrong, stopped it after compressed a couple of hours had passed, and decided this was a problem.

EDIT: Just did it again. Still not jumping. I even stayed within a hundred meters of the Cash as it jumped, but no good; I never got an option to jump myself and just get left there.
« Last Edit: November 20, 2007, 02:32:38 am by ngtm1r »
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
then I guess you have the outdated version.

In the first release, there was that blocker in mission 5, where the Cash jumps and you are left behind. The fix was released only about 5 days or so after the initial release, so just trash the FH2259 in your TBP folder and redownload.
You will have to restart the campaign, sorry for that.

If the bug still occurs, write it here.
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Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline FUBAR-BDHR

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
okay people, I got the problem. I couldn't reproduce the bug because I had the working version in the missions folder, which overrides the Mission in the vp.
In that version, there is a failing script based on "has departed" but the vp mission is based on a "waypoints are done" with a delay. The waypoint idea proofed to be buggy so I changed it, but like I said, by accident, there is the wrong version in the vp.

mission 5:
actually, it is intended that you cannot jump, but the mission should end 3 seconds after the capships open the jumppoint.
I am deeply ashamed to admit, that apparently, during the addition of an new dialog line after Macfie and Orph tested, I used copy and paste over the "finish" event, therefore that mission cannot be finished at the moment :mad: :mad: :mad:    :sigh:
I upload a working version right away.

Not sure if this is the same bug I just ran into or not.  Mission never ended because TBC took one lousy hit that disabled it so it never reached the waypoint to jump out.  Also I noticed the same phrase repeated twice in the briefing in either this mission or the one prior. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
yes, it is. Like I said, I continued to tweak the mission AFTER the test, which was a big mistake.
Cash cannot be disabled in the recent version.  :mad:

but: double line? I guess you cannot tell me which one in which mission?
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Offline FUBAR-BDHR

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Re: RELEASE: Fortune Hunters - 2259 (TBP)

but: double line? I guess you cannot tell me which one in which mission?

It's in briefing stage 6 of that mission.  "Since it will have to open to open a portal large enough for two ships"

On another note I did have a problem with one other mission but could not track down a good reason why.  Happened it 2259 M3.fs2.  Same type of scenario mission never ended. Looking at it in FRED it looked like event Victory just never fired.  Only thing that was out of the ordinary was that Devil 3 ended up disabled.  It doesn't make any sense.  Event Narn Flee fired since I received the message but that was it.  Not sure if it's a mission bug that I just couldn't locate or a quark in FS2 itself.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
there is no Devil 3 in Mission 3. And even if Devil 1, 2 or their capship is disabled, it shouldn't have any effect.

Only thing I could think of is that the Capships were destroyed before all fighter waves launched, and therefore the percent of ships destroyed event in "Victory" didn't trigger.
Keep in mind that the first missions are the first missions I ever wrote, so it's likely that they still got a lot of bugs, even after testing and correction. Would do a lot of things different by now.

About the line: Nothing double in my version here. Maybe I changed that already.
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Offline FUBAR-BDHR

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
My bad I meant Devil 2.  I was looking in the event editor and the message being sent is labeled Devil 3.  That would make sense though as I kind of ignored the enemy fighters and went straight for wiping out turrets.  Gave beta the same orders so that only left Alpha 2 and turrets to handle fighters.  I believe I had to clean up 2 fighters at the end of the mission. 

No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Vidmaster

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Re: RELEASE: Fortune Hunters - 2259 (TBP)
so is there a bug or not?

nevertheless, I made a protect subsystem for Devil 2 (Cobra) so her engine and weapons never fail, as well as invincible engines for the Wrath, so it can escape in every case.

By the time of FH2260 release, I will include this fix too.
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.