Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: JSRNerdo on March 21, 2015, 09:15:52 am

Title: Release: I guess I made a thing.
Post by: JSRNerdo on March 21, 2015, 09:15:52 am
I GUESS I made some sort of capship command mission using a whole bunch of stuff.

Get the thing here: https://www.dropbox.com/s/7ddkn8z6k9adrfo/CapshipCommandThing.7z (I'm fairly sure dropbox doesn't like being hammered with too many requests and isn't really a proper file share thing so please mirror somewhere ASAP!)

Requires mediaVPs 2014, made and run on 3.7.2 RC5 builds but will probably work on anything above. Also probably requires 7zip or something like that to get the files out of the 7z archive.

Installation instructions are "Extract the folder, then dump the folder in your freespace 2 folder and run it with some sort of launcher".

It's a single mission, so go to the tech room to run it.

The thing should be stable and run and the mission should work and account for all outcomes, as I have tested it a bunch. It really shouldn't be too rough, maybe a bit short and uninteractive but for a first actual proper released mission mod it shouldn't be bad.

Checksums:

Code: [Select]
Found root pack 'C:\games\Freespace2\CapshipCommandThing\capshipcommandthing.vp' with a checksum of 0x5b061360
Searching root pack 'C:\games\Freespace2\CapshipCommandThing\capshipcommandthing.vp' ... 269 files

Feedback is welcome, I would like to know how the gameplay, visuals, balance, and the general sense of player fun can be improved. Story and plot and characters and such are mostly placeholder, don't pay them too much attention.

Known issues: That Echo wing... doesn't start from your hangarbay when called in is because I don't think it works if they depart from a player ship? I'm not sure exactly why it won't work if Echo wing departs from your hangarbay but for now this is the workaround.

e: updated link with the one that contains the patch by default.
Title: Re: Release: I guess I made a thing.
Post by: General Battuta on March 21, 2015, 03:28:15 pm
I <3 capship command and will attend your seminar
Title: Re: Release: I guess I made a thing.
Post by: procdrone on March 21, 2015, 05:14:49 pm
Ill give it a spin tomorrow!
Title: Re: Release: I guess I made a thing.
Post by: JSRNerdo on March 21, 2015, 11:25:18 pm
Update 1: this should work I think https://www.dropbox.com/s/78k9oqw1ygh4mkt/capshipcommandpatch.vp?dl=0

Update 1 changelog:

It is now less possible for the player to break the mission by kicking too much ass.
Added in secondary systems, explained in the briefing.
The jump gate will now spin around. Spin. Spinning. Spinny. Rotate.
I now realize the value of "let's get feedback and stuff before releasing, instead of release then make a bunch of fixes."

Installation instructions: Take the .vp file and put it in the folder of the mod. Should be fairly easy.
Title: Re: Release: I guess I made a thing.
Post by: AdmiralRalwood on March 22, 2015, 12:54:16 am
I like it! :yes:

The improvements from the patch really flesh out the mission; overcharging your beams can best be described as "total sex". It's very challenging, but still fun!
Title: Re: Release: I guess I made a thing.
Post by: procdrone on March 22, 2015, 05:11:57 pm
Nice idea on the capital ship system. Nice.

From where you got this Moscow model? Its upgraded as I see.
Title: Re: Release: I guess I made a thing.
Post by: JSRNerdo on March 22, 2015, 08:23:02 pm
Nice idea on the capital ship system. Nice.

From where you got this Moscow model? Its upgraded as I see.

The Moscow model is the textures and .pof from this thread: http://www.hard-light.net/forums/index.php?topic=79471
Title: Re: Release: I guess I made a thing.
Post by: Lepanto on March 23, 2015, 06:07:18 pm
Very good start. Some nice attention to detail, like the new warp sound effect. I could see this turning into a fun capship-command original universe. Got killed by the Rakshasa in the Rakshasa-Ravana attack before I could turn around and kill it with my overcharged beams.

The ability timing seems a little wonky, though; I noticed abilities triggering late, not triggering when I pressed the key even though I had 95% guns power, etc. You may want to look over your SEXPing. And maaaybe have mercy on the player and make your ship's turn time a tad faster, especially when enemies are attacking from all different angles?

Have you read my capship command tutorial? (link in sig)
Title: Re: Release: I guess I made a thing.
Post by: JSRNerdo on March 24, 2015, 07:15:33 am
The ability timing seems a little wonky, though; I noticed abilities triggering late, not triggering when I pressed the key even though I had 95% guns power, etc. You may want to look over your SEXPing. And maaaybe have mercy on the player and make your ship's turn time a tad faster, especially when enemies are attacking from all different angles?

Have you read my capship command tutorial? (link in sig)

Not sure what's up with the ability timing either, I've noticed it too. The whole key press to do thing system is a bit messy and cumbersome, honestly, and I've had to do a bunch of different things to get it to work and also still work and not trigger all the time and think the key is being held down or still pressed from one keypress.
Or maybe I'm just bad at FRED and should've double checked things, I 'unno! Could be either.

Also, I haven't, actually, well, not before you made that post, actually. Have read it now, only thing to me that stands out is the script, which I will look at in future.

Also, I updated the original link in the first post. The download should now contain the first patch by default.