Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: SF-Junky on September 01, 2008, 06:35:35 am

Title: RELEASE: What If - Another Great War
Post by: SF-Junky on September 01, 2008, 06:35:35 am
Download link (http://sebastian.ramrod-network.de/Freespace/JunkProductions/WhatIf.html)


Installation:



Important hints:





Gameplay hints:



Features:



Title: Re: RELEASE: What If - Another Great War
Post by: Macfie on September 01, 2008, 07:23:08 am
The link to the What If - root files is not working.
Title: Re: RELEASE: What If - Another Great War
Post by: Stormkeeper on September 01, 2008, 07:36:52 am
Confirmed, link is broken.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 01, 2008, 07:50:13 am
Oops. Fixed.
Title: Re: RELEASE: What If - Another Great War
Post by: Macfie on September 01, 2008, 07:54:28 am
It is working now.  I just downloaded the file.
Title: Re: RELEASE: What If - Another Great War
Post by: ShadowGorrath on September 01, 2008, 10:47:53 am
Aaaaah damn! Damn! I don't have FSPort! Aw hell. . . Gotta redownload that thing. . . Did anyone ever think of putting FSPort into a single file. . .

Well, crap. Ok, I hope to get everything downloaded today. . .
Title: Re: RELEASE: What If - Another Great War
Post by: Retsof on September 01, 2008, 12:06:43 pm
3.6.10!  Agh atleast wait utill the official release!  *grubmlegrumblenowIhavetowaitgrumble*
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 01, 2008, 12:11:06 pm
Well, it should work without the latest media_vps - it just advise it to be sure. And your build should be up-to-date anyway. :p
Title: Re: RELEASE: What If - Another Great War
Post by: Stormkeeper on September 01, 2008, 12:19:23 pm
doesn't FSPort come with Turey's installer?
Title: Re: RELEASE: What If - Another Great War
Post by: Retsof on September 01, 2008, 12:41:33 pm
Well, it should work without the latest media_vps - it just advise it to be sure. And your build should be up-to-date anyway. :p
I'm staying with 3.6.9 untill 3.6.10 is official.
Title: Re: RELEASE: What If - Another Great War
Post by: Goober5000 on September 01, 2008, 04:46:17 pm
SF-Junky, I highly recommend you try running your build under a debug version of the SCP.  I'm getting dozens of warnings and assertions when I start it up.  There are also several missing textures on some of the ships.
Title: Re: RELEASE: What If - Another Great War
Post by: freespacegundam on September 01, 2008, 05:03:34 pm
Same, I can't even get the campaign to start up, crashes FS everytime.  Says it can't load explo.anim

Shouldn't What If be in the Port folder as well?  Otherwise it won't know where to get the main hall and such.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 01, 2008, 05:25:53 pm
SF-Junky, I highly recommend you try running your build under a debug version of the SCP.  I'm getting dozens of warnings and assertions when I start it up. 
Warnings and assertions like that beamgun thing I postet a while ago? http://www.hard-light.net/forums/index.php/topic,55809.msg1127932.html#msg1127932

I realized some time ago that I can't run that mod in debug mode, but since nobody couldn't answer the question back then and it always worked just perfectly in normal mode, I decided to no longer care about this. And since my beta tester got it running without probs as well I considered that a workable solution. ;)
Title: Re: RELEASE: What If - Another Great War
Post by: Goober5000 on September 01, 2008, 06:23:54 pm
No, I get different warnings.  Stuff like "cannot find Hornet#Weak in the weapon loadout" which means that you deleted it from weapons.tbl but forgot to delete it from the ship loadout.  Stuff like missing LODs on the weapons.  Stuff like... missing textures. :sigh:

If you have questions, I suggest you post in the Support forum.  It's much better to get rid of all the warnings and assertions before you release the campaign. ;)
Title: Re: RELEASE: What If - Another Great War
Post by: blowfish on September 01, 2008, 07:30:55 pm
What specific features of 3.6.10 are required, anyway?
Title: Re: RELEASE: What If - Another Great War
Post by: CKid on September 01, 2008, 08:48:39 pm
Great campaign so far, I'm enjoying ever second of it, but now I have a problem after the mission "The Ambush" when you
Spoiler:
are asked to join the GTI.
When I click continue, I get this:
Error: Couldn't open mission 'AGWloop1-01.fs2'

File: missionparse.cpp
Line: 6256


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

And then the game crashes. This is the first bug that I have run into in this campaign.
Title: Re: RELEASE: What If - Another Great War
Post by: est1895 on September 01, 2008, 09:19:56 pm
Hello. I get an error message saying:

Error: AGW1-00.FS2(line 207:
Error: Required Token=[#wings] or [$Name:] found [[+Use Table Score:]
File PARSELO.CPP
Line: 670
Call Stack:

Please help.  Thank you for your time
Title: Re: RELEASE: What If - Another Great War
Post by: eliex on September 02, 2008, 12:34:28 am
Seconded.  :(
Title: Re: RELEASE: What If - Another Great War
Post by: diceman111 on September 02, 2008, 08:58:13 am
just a question SF-Junky  what build are you using, maybe some problems can be solved by using the same build.

/Dice
Title: Re: RELEASE: What If - Another Great War
Post by: Macfie on September 02, 2008, 09:17:34 am
All of the AGWloop1 and AGWLoop2 missions are missing from your VP files.  I'm using the latest build of FSOpen 3.6.10 and the 3.6.10 Beta MediaVPs and have not had any of the other parsing errors.  I did have to change the Mod ini file to correspond to my fsport file some of the errors people are getting sound like they might have the wrong file name for the secondary mods.  The others are because of the missing mission files
Title: Re: RELEASE: What If - Another Great War
Post by: CKid on September 02, 2008, 12:42:28 pm
All of the AGWloop1 and AGWLoop2 missions are missing from your VP files.  I'm using the latest build of FSOpen 3.6.10 and the 3.6.10 Beta MediaVPs and have not had any of the other parsing errors.  I did have to change the Mod ini file to correspond to my fsport file some of the errors people are getting sound like they might have the wrong file name for the secondary mods.  The others are because of the missing mission files


So that's why I got errors at AGWloop1. I also had to change the mod ini file before I started playing because my FS Port folder was named differently then what was used in the secondary mod line.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 02, 2008, 12:47:14 pm
If you have questions, I suggest you post in the Support forum.  It's much better to get rid of all the warnings and assertions before you release the campaign. ;)
I did get rid of all warnings I got, but since neither me or my beta tester got problems with any missing textures or so, I considered the mod to be stable. But I can't fix probs I don't know about. I hope you can agree on that. ;) Checking the mod.ini might indeed be a good idea. :-)

Oh, and I am using this build: http://www.hard-light.net/forums/index.php/topic,55095.0.html

@Macfie
Oh, sh***. :nervous: Fixed, re-download the missions.vp plz.
Title: Re: RELEASE: What If - Another Great War
Post by: CKid on September 02, 2008, 02:10:55 pm
OK new problem:

Spoiler:
In the first GTI mission, you are to capture a dragon but the disruptor is not in the weapons list. I have tried several times to disable it with the standard weapons but I always end up destroying it.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 02, 2008, 03:20:28 pm
OK new problem:

Spoiler:
In the first GTI mission, you are to capture a dragon but the disruptor is not in the weapons list. I have tried several times to disable it with the standard weapons but I always end up destroying it.
In that mission you don't use the D-Advanced but a table-modded version of the standard disruptor. Me idiot forgot to add it to the -shp.tbm.

This patch (http://sebastian.ramrod-network.de/Freespace/WhatIf/1stpatch.7z) should solve the problem. Just unpack it to the WhatIf/data/tables folder, then you should be able to use the Disruptor#Shield.
Title: Re: RELEASE: What If - Another Great War
Post by: CKid on September 02, 2008, 09:41:10 pm
The patch is a no go. The disruptor still did not get added to the weapon load out screen.
Title: Re: RELEASE: What If - Another Great War
Post by: Goober5000 on September 02, 2008, 10:54:19 pm
Looks like that's because it was never added to the campaign file.  It needs to be on the allowed weapons list, either via the campaign or via the allow-weapon sexp.
Title: Re: RELEASE: What If - Another Great War
Post by: nvsblmnc on September 03, 2008, 03:27:26 am
I've just tried running this campaign, but there's no model for the GTF Angel ship entry.

I've pulled the INFA model for now, but is this a known glitch or do I have a bad assets vp?
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 03, 2008, 05:20:07 am
The patch is a no go. The disruptor still did not get added to the weapon load out screen.
Okay, another attempt (http://sebastian.ramrod-network.de/Freespace/WhatIf/2ndpatch.7z). Download and unpack into data/missions. Then you can use the d-adv (If you can't, re-dl the missions.vp).

Looks like that's because it was never added to the campaign file.  It needs to be on the allowed weapons list, either via the campaign or via the allow-weapon sexp.
Curiously, it doesn't show up in the weapons list in the campaign editor (yes it uses the "player allowed" flag). I added a sexp to AGW02-7 which is included in the patch.

Both patches are now also included in the .vps. How downloaded them after this post, won't need the patches.


I've just tried running this campaign, but there's no model for the GTF Angel ship entry.

I've pulled the INFA model for now, but is this a known glitch or do I have a bad assets vp?
WhatIf uses the FSPort's Angel.pof. If it doesn't work, it is not my fault. Check your mod.ini. ;-)
Title: Re: RELEASE: What If - Another Great War
Post by: ShadowGorrath on September 03, 2008, 01:52:41 pm
In the first mission, when I changed my ship to an Apollo, it was SHIELDED! And am I supposed to have the Avenger when I got the Athena for the cargo depot raid mission?

Last thing- is it meant to be able to kill the reds kinda... easily?
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 03, 2008, 04:01:58 pm
In the first mission, when I changed my ship to an Apollo, it was SHIELDED!
Don't ask me why. I switched shields off in the shield system editor and it still says "no shield" for team friendly and the Apollo fighter. I just checked it.


Quote
And am I supposed to have the Avenger when I got the Athena for the cargo depot raid mission?
Yes, as it's said in mission briefing. Technical development in the StormFront universe is not exactly identical to the original story.


Quote
Last thing- is it meant to be able to kill the reds kinda... easily?
Switch to higher skill level.
Title: Re: RELEASE: What If - Another Great War
Post by: ShadowGorrath on September 03, 2008, 04:33:23 pm
Well, that answers my questions. Except for the 'Apollo from the Future', that has shields. . .
Title: Re: RELEASE: What If - Another Great War
Post by: CKid on September 03, 2008, 05:51:26 pm
So I got the latest patch and it worked like a charm. I just finished the campaign and must say, that was great. :yes: What I liked the most was how you are in mission and you sort of know whats about to happen but then all of a sudden, the mission goes off the FS1 storyline. It kept me guessing as to what was going to happen next.
Title: Re: RELEASE: What If - Another Great War
Post by: Stormkeeper on September 03, 2008, 08:34:45 pm
I has an error. Seems the model is missing. I do have FSPort 3.0.4, by the way. And I already am using a 3.6.10 build.

Code: [Select]
Error: Can't open model file <Angel.pof>
File: modelread.cpp
Line: 1995


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10-20080716.exe 0045f64a()
    fs2_open_3_6_10-20080716.exe 005501e3()
------------------------------------------------------------------
Title: Re: RELEASE: What If - Another Great War
Post by: blowfish on September 03, 2008, 08:36:22 pm
Err ... I think some of the errors might be caused by the fact that the mod.ini calls for fsport_3_0_4, though many people just have it as fsport.  Modifying the mod.ini should fix a lot of the problems.
Title: Re: RELEASE: What If - Another Great War
Post by: Macfie on September 03, 2008, 09:27:30 pm
I has an error. Seems the model is missing. I do have FSPort 3.0.4, by the way. And I already am using a 3.6.10 build.

Code: [Select]
Error: Can't open model file <Angel.pof>
File: modelread.cpp
Line: 1995


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10-20080716.exe 0045f64a()
    fs2_open_3_6_10-20080716.exe 005501e3()
------------------------------------------------------------------

Change the Mod.ini file to read the same as your fsport file.  The file can be opened with NotePad or WordPad but make sure you save it as mod.ini
The current line in the mod.ini file reads    secondrylist = FSport_3.0.4,mediavps;
I had to change mine to read                    secondrylist = fsport,mediavps;
This is because my FSPort 3.0.4 folder is labeled fsport
Change yours to read whatever your file folder is named.
Title: Re: RELEASE: What If - Another Great War
Post by: Harbinger of DOOM on September 03, 2008, 09:36:40 pm
Crashes on the first mission.

Code: [Select]
Error: AGW1-00.fs2(line 207:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 670

WTF?
Title: Re: RELEASE: What If - Another Great War
Post by: blowfish on September 03, 2008, 10:22:54 pm
Crashes on the first mission.

...

WTF?

What build?
Title: Re: RELEASE: What If - Another Great War
Post by: ShadowGorrath on September 03, 2008, 10:56:24 pm
The last crash is because you need a latest build.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 04, 2008, 03:58:35 am
Since there are several people who obviously do not have any problems running this mod, I think it isn't down to me. Anyway, I opened a thread in the support forum: Link (http://www.hard-light.net/forums/index.php/topic,56204.new.html#new).


So I got the latest patch and it worked like a charm. I just finished the campaign and must say, that was great. :yes: What I liked the most was how you are in mission and you sort of know whats about to happen but then all of a sudden, the mission goes off the FS1 storyline. It kept me guessing as to what was going to happen next.
Nice to see you liked the campaign. :)
Title: Re: RELEASE: What If - Another Great War
Post by: McMad on September 04, 2008, 04:32:11 am
Crashes on the first mission.

Code: [Select]
Error: AGW1-00.fs2(line 207:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 670

WTF?

I get the same error with my 3.9.10 3.6.10 build but not with my 3.6.9 one :confused:
What's up with that?
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on September 04, 2008, 07:07:43 am
Crashes on the first mission.

Code: [Select]
Error: AGW1-00.fs2(line 207:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 670

WTF?

I get the same error with my 3.9.10 build but not with my 3.6.9 one :confused:
What's up with that?
Well, surely a build from the not-so-nearby future is so high-tech that it doesn't work with stone age period campaigns like What If. Surely...
Title: Re: RELEASE: What If - Another Great War
Post by: McMad on September 04, 2008, 10:21:39 am
Crashes on the first mission.

Code: [Select]
Error: AGW1-00.fs2(line 207:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 670

WTF?

I get the same error with my 3.9.10 build but not with my 3.6.9 one :confused:
What's up with that?
Well, surely a build from the not-so-nearby future is so high-tech that it doesn't work with stone age period campaigns like What If. Surely...
Well, surely I wouldn't be using a build from the not-so-nearby future if it wasn't backwards compatible. Surely... :nervous:

Title: Re: RELEASE: What If - Another Great War
Post by: Macfie on September 04, 2008, 03:09:31 pm
Thanks for the nice campaign.  Keep up the good work.
I appreciate the effort that went into it. 
I had no problems with it (other than the initial missing missions and the disruptor). 
I used the 3.6.10 C08302008 and C09032008 builds along with the 3.6.10 MediaVPs and changed the mod.ini to fsport for my folder.
Title: Re: RELEASE: What If - Another Great War
Post by: Rodo on September 04, 2008, 04:41:27 pm
Thanks for the nice campaign.  Keep up the good work.
I appreciate the effort that went into it. 
I had no problems with it (other than the initial missing missions and the disruptor). 
I used the 3.6.10 C08302008 and C09032008 builds along with the 3.6.10 MediaVPs and changed the mod.ini to fsport for my folder.

wich fsport version do you have installed??
Title: Re: RELEASE: What If - Another Great War
Post by: Harbinger of DOOM on September 04, 2008, 05:13:05 pm
I have the Xt 3/14 build installed.
Title: Re: RELEASE: What If - Another Great War
Post by: blowfish on September 04, 2008, 06:36:32 pm
I have the Xt 3/14 build installed.

Get a recent trunk build.  With shaders in the trunk now, there is no reason for normal people to be using XT.
Title: Re: RELEASE: What If - Another Great War
Post by: Macfie on September 04, 2008, 07:23:39 pm
Thanks for the nice campaign.  Keep up the good work.
I appreciate the effort that went into it. 
I had no problems with it (other than the initial missing missions and the disruptor). 
I used the 3.6.10 C08302008 and C09032008 builds along with the 3.6.10 MediaVPs and changed the mod.ini to fsport for my folder.

wich fsport version do you have installed??

FSPort 3.0.4 as recommended by SF-Junky in the original post
Title: Re: RELEASE: What If - Another Great War
Post by: Rodo on September 04, 2008, 09:54:53 pm
Ill try installing the new fsport and we'll see how does it goes
Title: Re: RELEASE: What If - Another Great War
Post by: Rodo on September 06, 2008, 09:11:45 am
well Im on the third mission and it's working just fine for me so far.

Only donwloading FSport 304 and fixing the mod should prove just fine for everyone else, ah! and getting 3.6.10 also :D

I gotta congrat you Junky, surely not easy to release a campaign without errors, but for some people it's easier to just flame others work I guess, people come on!, dont get too ancious, you know finally you'll be playing this some other time and like it or not, freespace fans (and modders specially) do not seem to be the majority this days in the gaming world so we should just keep helping each others :D
Title: Re: RELEASE: What If - Another Great War
Post by: Ole on September 06, 2008, 09:12:09 am
Quote
Error: AGW1-00.fs2(line 207:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 675


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

Ok, line 675 instead of 670, but otherwise the same. Using fs2_open_3_6_10-20071028T.exe
Title: Re: RELEASE: What If - Another Great War
Post by: Snail on September 06, 2008, 09:47:43 am
Ole: You are using an old build. Get a recent one from Recent Builds.
Title: Re: RELEASE: What If - Another Great War
Post by: Harbinger of DOOM on September 06, 2008, 10:57:47 am
Which build do you recommend, Snail?

My head is spinning from all the choices, and the comp00t4r-sp34k.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on September 06, 2008, 11:01:19 am
Which build do you recommend, Snail Lobo, the Almighty Tech Support Dude?
The one linked in my signature.
Title: Re: RELEASE: What If - Another Great War
Post by: Snail on September 06, 2008, 11:04:26 am
I doubt that one would solve the problem since the +User Table Score thing is a very recent feature.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on September 06, 2008, 11:48:42 am
K. This one (http://www.hard-light.net/forums/index.php/topic,56192.0.html)?
Title: Re: RELEASE: What If - Another Great War
Post by: Narwhal on September 06, 2008, 12:50:45 pm
Works fine. Looks great.
I just decided I would try to play mostly on Insane, now. So it's like a whole new game.
Title: Re: RELEASE: What If - Another Great War
Post by: Narwhal on September 06, 2008, 04:35:40 pm
Small bug in the level in which you must captured the traitor's cruiser and an Argos.

The Cruiser could jump out, I disabled the Argos, and the debriefing gave me the lines for both "congratulation to have captured both objectives" and "you're an idiot to only have captured a stupid Argos.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 06, 2008, 04:42:12 pm
What's an Argos? Guess you mean an Elysium. ;)

*added to ToDo-List*
Title: Re: RELEASE: What If - Another Great War
Post by: ShadowGorrath on September 06, 2008, 04:47:06 pm
Argo is a transport from FS2 though

Um... If you were using the advanced mediavps effects for the MRed, then obviously I can't see them because I don't have the Adv Effects.
Title: Re: RELEASE: What If - Another Great War
Post by: Harbinger of DOOM on September 06, 2008, 10:27:38 pm
K. This one (http://www.hard-light.net/forums/index.php/topic,56192.0.html)?
It's still crashing.

/me threatens laptop with sledgehammer*
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 07, 2008, 03:20:44 am
Um... If you were using the advanced mediavps effects for the MRed, then obviously I can't see them because I don't have the Adv Effects.
Then it should use the standard effect from the weapons.tbl
Title: Re: RELEASE: What If - Another Great War
Post by: ShadowGorrath on September 07, 2008, 04:17:08 am
Did you specify the MRed effects in a tbm or something? Cause if you specified only them, then obviously they won't work. I've had the same problem with another mod when I tested, and the only fixes were either to make them use normal beam effects ( non-adv ), or include the adv beam effects so that people can play normally without the need of the adv effects.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 07, 2008, 05:22:34 am
I altered the weapons.tbl, beams-, adveffects- and effects-wep.tbm by copying the particular SRed entries. So, If the advanced effects items can't be found, it should use the standard FS2 effects specified in the weapons.tbl.
Title: Re: RELEASE: What If - Another Great War
Post by: Rodo on September 07, 2008, 11:37:09 am
I got an error about a missing mission after the attack on two shivan cruicers near the gas giant.

Error: Couldn't open mission 'AGWloop1-01.fs2'

File: missionparse.cpp
Line: 6271


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: RELEASE: What If - Another Great War
Post by: Narwhal on September 07, 2008, 02:17:35 pm
Another bug : I got Invisible SSG Trident in the Taranis capture mission. Might be the same kind of bug as for missing asteroids, except that I have the asteroids there.
I am happy not to have them, since I can't succeed in this mission so far (on Insane, though).

You might want to do a spell check starting from mission 3, there are quite a lot of mistakes (for instance at the very beginning of the escort the shields mission).

Extremely pleasant to play so far. I am happy to see that the "scan the shivan cargo without shield or good weapons to defend yourself" is nice to play, and not frustrating as in the Vanilla FS.
Title: Re: RELEASE: What If - Another Great War
Post by: Narwhal on September 07, 2008, 02:18:30 pm
Oh, also, too bad you keep the "waves" system for ennemies. I think it is the worst design choice of all the design choice I disliked in FS 1. It s not as common, though.
Title: Re: RELEASE: What If - Another Great War
Post by: terran_emperor on September 09, 2008, 10:04:59 am
I too am suffering from missing textures.

I am missing the textures for the SSG Trident.

Also, am currently missing Textures for the Orion and that new Vasudan Destroyer.

The models are coming up only partially textured. While i like this campaign, i refuse to play further until this is sorted out
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 10, 2008, 05:04:48 am
I have updated the CapMaps.vp. It now uncludes all textures of all models not included in Retail or FSPort_3_0_4. If there are still textures not working, it is not my fault!! Maybe you have to change some of your settings in the launcher, then.
Title: Re: RELEASE: What If - Another Great War
Post by: Romanmolf on September 10, 2008, 10:29:17 am
I have a completely new problem.

Right after the first FRED cutscene, EVERYTHING goes black. I hear the briefing, the keyboard responds, but I can't see anything.


please ignore the previous message. I fixed it.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on September 10, 2008, 04:56:55 pm
please ignore the previous message. I fixed it.
There are options for editing/removing your post on the right side of each post.
Title: Re: RELEASE: What If - Another Great War
Post by: Rodo on September 12, 2008, 01:52:06 pm
What's up with this mod? there are carls trapped in cargo containers everywere... I destroyed them all but he just kept coming back.

BTW I enjoyed the campaign, tnks!! ^^
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 12, 2008, 02:37:35 pm
What's up with this mod? there are carls trapped in cargo containers everywere... I destroyed them all but he just kept coming back.
Oh, that's no bug for a change, but just a little joke. Though I never really found out who or what the heck carl acutally is... :nervous:

Quote
BTW I enjoyed the campaign, tnks!! ^^
Anytime again. :)
Title: Re: RELEASE: What If - Another Great War
Post by: Harbinger of DOOM on September 12, 2008, 05:51:08 pm
What's up with this mod? there are Carls trapped in cargo containers everywhere... I destroyed them all but he just kept coming back.
Oh, that's no bug for a change, but just a little joke. Though I never really found out who or what the heck Carl actually is... :nervous:

I'm thinking Carl originates from the VWBB days.
Title: Re: RELEASE: What If - Another Great War
Post by: Snail on September 14, 2008, 07:29:38 am
Carl was a member of HLP who said he had a Shivan email account or something, which is how all this "Carl, the resident Shivan" stuff came about.
Title: Re: RELEASE: What If - Another Great War
Post by: Rodo on September 14, 2008, 10:19:39 am
Carl was a member of HLP who said he had a Shivan email account or something, which is how all this "Carl, the resident Shivan" stuff came about.

well look at that... I thougt that carl was the sexual pet of bosh XD or was it the other way arround.. mm

Anyway drop this conversation, some people may get pissed off about this.
Title: Re: RELEASE: What If - Another Great War
Post by: Mobius on September 14, 2008, 10:27:08 am
I have Carl's MSN contact...
Title: Re: RELEASE: What If - Another Great War
Post by: Snail on September 14, 2008, 10:41:35 am
Is he ever on?
Title: Re: RELEASE: What If - Another Great War
Post by: Mobius on September 14, 2008, 10:47:22 am
carltheshivan_at_yahoo.com

Check...
Title: Re: RELEASE: What If - Another Great War
Post by: Alpha1 on September 16, 2008, 07:29:36 am
This Mod is great! I'm enjoying every mission. Well done, every thing works fine and the missions are more interesting then the original ones. Now, warships are a real danger thx to the beam cannons.
Thank u for making this mod.
Title: Re: RELEASE: What If - Another Great War
Post by: Rodo on September 16, 2008, 10:13:22 am

Anyway drop this conversation, some people may get pissed off about this.


According to what I read, you brought it up. So you aren't one to talk.

argg! truth huts...
Title: Re: RELEASE: What If - Another Great War
Post by: Hellstryker on September 17, 2008, 08:29:17 am
Having some trouble here, It's not reading the pof files from FSP (yes I have the correct directory typed into the .ini)
Title: Re: RELEASE: What If - Another Great War
Post by: Hellstryker on September 18, 2008, 01:52:33 am
That makes no sense whatsoever, but i'll try it once I get a chance
Title: Re: RELEASE: What If - Another Great War
Post by: Hellstryker on September 19, 2008, 12:28:04 am
Arr, that did it, thank ye
Title: Re: RELEASE: What If - Another Great War
Post by: McMad on September 21, 2008, 02:24:42 pm
I just finished it. A very enjoyable campaign. :)

That cap maps thing does fix the holes in the bastion I was getting.
Title: Re: RELEASE: What If - Another Great War
Post by: mr.WHO on September 21, 2008, 07:15:25 pm
When I tried to check for a new ships in FRED, I have an error at Anubis mk.2 - it looks like it have a missing model file :(
Title: Re: RELEASE: What If - Another Great War
Post by: Colonol Dekker on September 21, 2008, 08:50:37 pm
When I tried to check for a new ships in FRED, I have an error at Anubis mk.2 - it looks like it have a missing model file :(

Hmm, you've been here for ages, but not posted in a while.. Where you been?
Title: Re: RELEASE: What If - Another Great War
Post by: mr.WHO on September 22, 2008, 08:29:08 am

Hmm, you've been here for ages, but not posted in a while.. Where you been?

I was tired waiting for Inferno release (well it was first reason why I registered in HLP....years ago :)  ), so I went into silent watch mode. I went active when I found that there are few new campaigns (like BP).

Anyway does anyone have a fix for error with Anubis mk.2 ? Or is it only FRED error? I just started the campaign so I don't know if Anubis mk.2 cause CTD in actual game.
Title: Re: RELEASE: What If - Another Great War
Post by: Colonol Dekker on September 22, 2008, 10:12:03 am
You have an error log you can post? (The file)
Title: Re: RELEASE: What If - Another Great War
Post by: McMad on September 22, 2008, 11:12:06 am
Has it been fixed enough for me to bother downloading it or are there still serious bugs in it?

Well, there are still a few bugs, but it's now working well enough for you to play it and not have any real problems. 
Title: Re: RELEASE: What If - Another Great War
Post by: mr.WHO on September 22, 2008, 11:54:47 am
FRED say that it can't open "fighter02.pof" when I try to place Anubis mk.2.

However if Anubis mk.2 isn't used in campaign (then why would it be added) the it isn't a big issue. I dunno I'm barely after "playing judas" misson.
Title: Re: RELEASE: What If - Another Great War
Post by: Renegade on September 23, 2008, 12:05:53 pm
Here works alle fine... Me now in ACT II and no problems.
I using the 20080911 build and latest Mediavps.

Its a fine Campain with moderate difficulty - very enjoyable.
and the Missions better als orginal FS1.

Very impressive work !!!!!

Greetings Peter
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on September 23, 2008, 02:15:38 pm
When you put files in the data folder, it takes priority over any other locations that have certain files. So if it is in the data folder, it will be read in that location first, I think. Must be a problem with the way SF-Junky packages the files in vps, making it so the pofs in the vp aren't being read at all. It seems that this problem only occurs with his campaigns, so it must be the way he is packaging them.
I can't immagine what to do wrong about that. Put the files into a folder, enter the folder's name into VPMake.exe, hit execute, enter name of the vp, hit execute a second time, and finish.


FRED say that it can't open "fighter02.pof" when I try to place Anubis mk.2.

However if Anubis mk.2 isn't used in campaign (then why would it be added) the it isn't a big issue. I dunno I'm barely after "playing judas" misson.
That's odd, indeed, since the Anuibs Mk II does use the same .pof as the Anubis. It is just a table mod.

I am really sorry for all those bugs. :( Next time I'll be smarter and ask a for a few playtesters before releasing the thing.

To all those who didn't have problems and enjoyed What If: Thank's for you positive feedback. Glad that at least a few people could enjoy the campaign.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on September 23, 2008, 02:26:06 pm
When you put files in the data folder, it takes priority over any other locations that have certain files. So if it is in the data folder, it will be read in that location first, I think. Must be a problem with the way SF-Junky packages the files in vps, making it so the pofs in the vp aren't being read at all. It seems that this problem only occurs with his campaigns, so it must be the way he is packaging them.
Actually, if I'm not totally mistaken here:
- active mod folders override \freespace2\
- \modname\data overrides vps in \modname\
- \freespace2\data overrides vps in \freespace2\.

So, if a mod is released in a vp, the vp is placed to a mod folder and the mod folder is selected with the Launcher (or with command lines), it will be read properly.
Title: Re: RELEASE: What If - Another Great War
Post by: Narwhal on September 24, 2008, 03:37:57 pm
(Very) small glitch at the level just after the capture of the Taranis (which is Insane in Insane difficulty :p) When the first wingShivans jump in to destroy the human vessel (I didn't have the time to check whether it was a Cruiser or a Transport), you've got some (impossible) instruction to destroy them, but instead of "Destroy Wing" you just have the name of the wing.

Apart from this - perfect. Completed this escort level in Insane in two tries, but finished with 1%. (Took me 20 + tries for the Taranis, though).
Title: Re: RELEASE: What If - Another Great War
Post by: Renegade on September 29, 2008, 01:05:41 pm
Hello SF-Junky,
Now i found a little Bug in your very fine Campain: After the destruction of the Galatea comes a Render Video - after them a screen shows a planet (eg. Vasuda prime ?) then screen chance in 16:9 Mode and back to 4:3 - no Text appears. I think this will be say: Act III - but nothing to read.

I use the 20080911 Build + 3.6.10 Mediavps
Windows XP
Athlon 64 3200+
ATI Radeon x800Pro
1 Gig Ram

I hope this Information was helpfully.

Greetings Peter
Title: Re: RELEASE: What If - Another Great War
Post by: MC_Kejml on September 29, 2008, 03:05:25 pm
Hey there SF,

thank you for the mod! It was pretty good :)

I found one flaw though:
Spoiler:
At the last mission, you need to destroy reactor 5 all by yourself - as the Ursas just randomly wander in space after finishing their orders.
Title: Re: RELEASE: What If - Another Great War
Post by: Vasudan Commander on October 02, 2008, 10:36:46 am
Understandable you need 3.6.10, i tried 3.6.9 and it broke into errors as soon as i went to the tech room to view the Angel, but is there any way to get around that? I checked out the thread on 3.6.10 and it looks like its still full of bugs and in the working stages so im hesitant to get it  :shaking:

Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on October 02, 2008, 10:49:07 am
I checked out the thread on 3.6.10 and it looks like its still full of bugs and in the working stages so im hesitant to get it  :shaking:
wat

If all else fails, the Recommended build for Windows users in my signature works just fine.
Title: Re: RELEASE: What If - Another Great War
Post by: Narwhal on November 06, 2008, 04:35:36 pm
I spotted a new glitch.

There is no debriefing in the "capture a dragon" mission if you exit after having capture the transport and destroyed the Cain, but before engaging the enemy convoy.
Basically, I was in a very sorry state when I finished the Cain, and thought the mission was over. As soon as I so there was more people coming, I evac'ed. Mission success, but no briefing.

In Insane, your wingmen get shot down in the first minut, whatever you do. Additional renforcement, two crafts, to deal with the Shivan renforcement would be nice
Title: Re: RELEASE: What If - Another Great War
Post by: DarkBasilisk on November 06, 2008, 09:11:31 pm
I got recent mediavps and 3.6.10 build: Keep getting this error when fs2 tries to load :\

Error: Can't open model file <Unknown.pof>
File: ModelRead.cpp
Line: 1995


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 07, 2008, 02:28:09 am
I got recent mediavps and 3.6.10 build: Keep getting this error when fs2 tries to load :\
Open the mod.ini file in \freespace2\whatif\ and change the word "FSPort_3_0_4" to "fsport" or whichever your FSPort folder's name is.

Psst. Author. Most people have their FSPort stuff in a folder named fsport. Mostly because the Installer has all the FSPort stuff in a folder called fsport. FSPort_3_0_4 is a really unusual and problem-causing folder name.
Title: Re: RELEASE: What If - Another Great War
Post by: DarkBasilisk on November 07, 2008, 08:11:39 am
Did that too :\
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 07, 2008, 08:27:19 am
Run a debug build and then post your fs2_open.log from \freespace2\data\.
Title: Re: RELEASE: What If - Another Great War
Post by: DarkBasilisk on November 07, 2008, 09:33:47 am
Generated different errors doing that, but I'll post what I got (kept it going until it hit a critical error).

[attachment deleted by necromancer]
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 07, 2008, 09:44:04 am
Code: [Select]
Found root pack 'C:\program files\games\freespace2\fs1\fsport-EODRedux.vp' with a checksum of 0xb3fef3c3Unless you can tell me what this one is, I suggest you move it away.

Code: [Select]
Found root pack 'C:\program files\games\freespace2\fs1\HellGateIkeya-music.vp' with a checksum of 0x22fc3a8e
Found root pack 'C:\program files\games\freespace2\fs1\HellGetaIkeya-v1_0.vp' with a checksum of 0x73e1273b
Move these to \freespace2\hellgateikeya\ or something. Every single mod must have its own subfolder. Don't cram anything extra in either \freespace2\, \freespace2\mediavps\ or \freespace2\fs1\.

In addition, you have a file called Tango.vp in your fsport folder. This is somewhat suspicious, since at least I have a file called tango_fs1.vp. Furthermore, you are missing a few FSPort files: fsport_glow.vp, fsport_shine.vp, sparky_hi_fs1.vp, stu_fs1.vp and warble_fs1.vp. If the two instructions above do not solve your problem, try acquiring these files (and place them to \freespace2\fs1\).
Title: Re: RELEASE: What If - Another Great War
Post by: DarkBasilisk on November 07, 2008, 09:50:59 am
Code: [Select]
Found root pack 'C:\program files\games\freespace2\fs1\fsport-EODRedux.vp' with a checksum of 0xb3fef3c3Unless you can tell me what this one is, I suggest you move it away.

Code: [Select]
Found root pack 'C:\program files\games\freespace2\fs1\HellGateIkeya-music.vp' with a checksum of 0x22fc3a8e
Found root pack 'C:\program files\games\freespace2\fs1\HellGetaIkeya-v1_0.vp' with a checksum of 0x73e1273b
Move these to \freespace2\hellgateikeya\ or something. Every single mod must have its own subfolder. Don't cram anything extra in either \freespace2\, \freespace2\mediavps\ or \freespace2\fs1\.

In addition, you have a file called Tango.vp in your fsport folder. This is somewhat suspicious, since at least I have a file called tango_fs1.vp. Furthermore, you are missing a few FSPort files: fsport_glow.vp, fsport_shine.vp, sparky_hi_fs1.vp, stu_fs1.vp and warble_fs1.vp. If the two instructions above do not solve your problem, try acquiring these files (and place them to \freespace2\fs1\).

I'm not even sure what it is, I have a notepad thing saying I should probably move it lying in that folder, time to listen I guess. I take long breaks from FS2 so sometimes I leave odd things lying around in my folders. I'll go try moving things around then edit my post.

I think all of those are there because they're just mission addons, but just incase we'll see what happens if i move them.

EDIT: I can't seem to find a place to download the first two fsport files, but I don't recall ever having a problem without them in other things :\ Doing everything else still generates the same errors.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 07, 2008, 10:08:04 am
Ah, oops. Just figured out something: you probably need the WhatIf assets and missions as well, in addition to the root file.
Title: Re: RELEASE: What If - Another Great War
Post by: DarkBasilisk on November 07, 2008, 10:44:47 am
Ah i see, i thought they were VP's but looking now those are 7zip files :\ We'll see how that works.

I'll check more later, but it at least loads now ^_^
Title: Re: RELEASE: What If - Another Great War
Post by: Colonol Dekker on November 10, 2008, 11:58:16 am
I may have to get the post shine and glow .vps as i'd no idea they existed :lol:
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 17, 2008, 02:28:47 pm
Run a debug build and then post your fs2_open.log from \freespace2\data\.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 17, 2008, 03:08:35 pm
Code: [Select]
-mod WhatIf,FSPort_3_0_4,mediavpsHere we see that the game engine is attempting to check the following folders for game data: WhatIf, FSPort_3_0_4 and mediavps. As it is instructed to do by the mod.ini in your \WhatIf\ folder. Open the mod.ini and change "FSPort_3_0_4" to correspond with the name of your FSPort folder (most likely change it to "fsport", without the quotations).
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 18, 2008, 01:29:33 am
Code: [Select]
[launcher]
image255x112 = AGW_Logo.bmp;
infotext     = What If - Another Great War;
website      = http://sebastian.ramrod-network.de/Freespace/Junk-Produktions.html;
forum        = ;

[multimod]
primrylist = ;
secondrylist = WhatIf,fsport,mediavps;

Probably like this. As I tried to explain, it depends a lot on what your FSPort folder's name is. SF-Junky has assumed that most people have their FSPort stuff in a folder called "FSport_3_0_4" and that's why the second mod folder on the secondrylist (which could also be secondarylist) is "FSPort_3_0_4". I have my FSPort stuff in a folder called "fsport" so I'd change the secondarylist so that the second mod folder would be "fsport". Now, you will need to open your \freespace2\ folder and check what the name of your FSPort folder is. Then, it would be advisable to change the secondarylist on the mod.ini so that the folder name after "WhatIf," corresponds with your FSPort folder's name.

This mod is not any more difficult to install than any other. Of course it might seem that way to people who have far too limited knowledge on which order the FSO engine reads data and what mod.inis actually do.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 18, 2008, 03:26:41 am
Indeed. The mod.ini code I posted should solve everything. Except for one blooper I did: naturally the mod.ini in the \whatif\ folder does not need to refer to the \whatif\ folder, since that folder is already read by the game engine, if it has been selected from the MOD tab. So, the correct form shoud be
Code: [Select]
[launcher]
image255x112 = AGW_Logo.bmp;
infotext     = What If - Another Great War;
website      = http://sebastian.ramrod-network.de/Freespace/Junk-Produktions.html;
forum        = ;

[multimod]
primrylist = ;
secondrylist = fsport,mediavps;
, assuming your FSPort folder is called FSPort. Please give me a minute, while I also check your other log.

Edit: Hmm.
Code: [Select]
  -mod WhatIf,fsport_3_0_4,mediavpsThis time the game engine is reading a subfolder called "fsport_3_0_4" but is convinced that there are no files in a folder with that name. Could you provide a screenshot of your \freespace2\ folder, just for kicks?

Also,
Code: [Select]
Searching root pack 'C:\games\freespace2\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'C:\games\freespace2\MV_Assets.vp' ... 1768 files
Searching root pack 'C:\games\freespace2\MV_Core.vp' ... 92 files
Searching root pack 'C:\games\freespace2\MV_Effects.vp' ... 1108 files
Searching root pack 'C:\games\freespace2\mv_music.vp' ... 32 files
Searching root pack 'C:\games\freespace2\mv_textures.vp' ... 1526 files
since you seem to have installed the 3.6.10 Beta MediaVPs, you should remove mv_textures.vp, since it is from the 3.6.8's and it is a well-known fact that mixing two different MediaVP releases never does anything good.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 18, 2008, 03:53:09 am
Screen of your FSPort folder?
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 18, 2008, 03:59:32 am
That's what I was getting at. WhatIf or not, you should definitely have sparky_hi_fs1.vp.
Title: Re: RELEASE: What If - Another Great War
Post by: AlphaOne on November 21, 2008, 05:51:43 am
So just a question did anyone fix this campaign. I've been waiting for it to have as little or no bug's whatsoever to download it . Otherwise i wont even bother .

So is it any less buggy ???
Title: Re: RELEASE: What If - Another Great War
Post by: Narwhal on November 21, 2008, 07:00:15 am
It is VERY little buggy right now, provided you downloaded all the needed textures/ships (including SSG Trident)
Title: Re: RELEASE: What If - Another Great War
Post by: AlphaOne on November 21, 2008, 07:16:33 am
so basicly i have to do a manual download of everithing this campaign needs.

Well  i was waiting for this campaign but i must say im disapointed on how its (re)put togheter.

Well you cant get it right the first time . So il just ask for a list of what i need to download in order to be able to play this campaign ! :D Anyone care to help ?
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on November 21, 2008, 07:31:23 am
What If - root files (http://sebastian.ramrod-network.de/Freespace/WhatIf/WhatIf_root.7z)

What If - assets (http://sebastian.ramrod-network.de/Freespace/WhatIf/WhatIf_assets.7z)

What If - missions (http://sebastian.ramrod-network.de/Freespace/WhatIf/WhatIf_missions.7z)
.
.
.
- 7-zip to unpack the files (www.7-zip.org)
- FreeSpace Open 3.6.10 (At least this build (http://www.hard-light.net/forums/index.php/topic,55095.0.html); mediavps recommended)
- FSPort 3.0.4 (Website (http://fsport.hard-light.net/website/))
Title: Re: RELEASE: What If - Another Great War
Post by: AlphaOne on November 27, 2008, 03:53:31 pm
got the campaign to play and so far so good ! i actualy read through some posts since i had the whole missing textures issue ! FS still crashes on me once in a while dont know why since im pretty sure its not campaign related since this has happened in other ampaigns as well. Also the crashed are pretty random and far between !


Anyway where does the campaign exactly go into a different direction !

Hell i haven't played FS1 so to speak in such a long time i cant even remember which is cannon mission and which are not !

Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on November 28, 2008, 02:13:20 pm
Oh, there are cbanims. Maybe you didn't download the necessary vp from the fsport site: http://fsport.hard-light.net/website/ -> Main downloads -> Command Briefing Animations. The original cutscenes are also included in the campaign file. You need to put the .mve into your fsport folder. :)
Title: Re: RELEASE: What If - Another Great War
Post by: NucNuc on December 28, 2008, 08:37:16 am
First post ever

Thanks for such a great Campaign. It`s a lot better game play and atmosphere than the original Great War. Only thing I missed : NO SHINY BADGES  :(
        ( But got a way around. "Just" added some more Events to the missions.)

About "atmosphere": ever thought of a voice acted Version ? ( Perhaps even german version ? )
Title: Re: RELEASE: What If - Another Great War
Post by: Titan on December 28, 2008, 10:50:57 am
WAY better than the original FS campaign, though considerably more difficult.
Title: Re: RELEASE: What If - Another Great War
Post by: NucNuc on December 28, 2008, 12:26:35 pm
Quote
WAY better than the original FS campaign, though considerably more difficult.


That's why I feel to deserve these medals. :D

Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on December 28, 2008, 02:42:48 pm
About "atmosphere": ever thought of a voice acted Version ? ( Perhaps even german version ? )
Nope. The voice acting team as enough work to do without my campaign, I think. ;-)

As for medals... I once thought about them, but then thought that nobody would care about this. Let's see, maybe in the next version.
Title: Re: RELEASE: What If - Another Great War
Post by: Aurora Paradox on January 02, 2009, 05:34:55 pm
Have the major bugs been worked out of this campaign?
Title: Re: RELEASE: What If - Another Great War
Post by: Deepstar on January 02, 2009, 06:25:47 pm
At the moment i'm in ACT II and i don't find major bugs so far. It seems that it is more playable than a few months ago *gg*
Title: Re: RELEASE: What If - Another Great War
Post by: Aurora Paradox on January 02, 2009, 08:58:31 pm
At the moment i'm in ACT II and i don't find major bugs so far. It seems that it is more playable than a few months ago *gg*

I shall give it a go then.  Is it only partially voice acted or not voice acted at all?

Aurora paradox
Title: Re: RELEASE: What If - Another Great War
Post by: Aurora Paradox on January 03, 2009, 12:33:40 pm
But the good thing is in the previous mission if you choose an Apollo and give your wingmen Apollos too, you and they have shields in the subspace mission with the Lucifer. Not sure if it is a bug or just to help you out though. It helps to ensure that Delta wing can deliver their payload, but even then it is still difficult.

I believe that is an SCP bug but I could be wrong.  Also is this the mod voice acted or just part of it?
Title: Re: RELEASE: What If - Another Great War
Post by: Deepstar on January 10, 2009, 10:09:29 pm
So, i finished it.

I think it's a good campaign, yes. I wasn't bored  :D

First the things i liked:

+ Different characters as wingmates
+ References to FreeSpace2 like Suicide Kings, Hammerheads etc.
+ FRED as player name :D
+ The "Carl" Easteregg in different shivan depots
+ The Subplot about the SD Tantalus
+ The Altair Subplot
+ "Clash of the Titans" with beamzzzzzz :)
+ The Integration of the SCv Moloch and SB Seraphim
+ Challenging "Great Hunt" and "Endgame" Missions. It was the first time in my FS career, that the Lucifer was able to reach Sol... i was too slow in my first try.


Now the things i don't like:

- i don't like the beginning of the campaign, it was a bit strange with this fight against vasudan pirates and not a war against the PVN.
- FRED was too quiet for me.. like in the most other campaigns i miss a bigger role for the Player character in dialogues.
- There where no recommendations for the most missions  :rolleyes:
- Where are the medals?  :D
- Important wingmates were invincible. I think ship-guardian would be better for this use, because they still can be disabled etc.
- There are a few german text lines in this campaign (ok... there are only 3-4 in the whole campaign and i can read german, but.. it's a english speaking campaign isn't it? And there are no german wingmates *g*)
- It's not possible to disable the SD Tantalus in "Clash of the Titans".. the engine is always at 30%... but why?
- I miss some HOL interference in escort missions with vasudan forces. Sometimes in FS1 vasudan reinforcement fighters were Hammer of Light.

But in General... It was fun! Will be there a "FreeSpace2 Reimagined", too?  :D
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on January 11, 2009, 04:35:21 am
Cool. Thanks for the detailed review. :pimp: :yes:


- i don't like the beginning of the campaign, it was a bit strange with this fight against vasudan pirates and not a war against the PVN.
That's because I tried to be as close to the Reference Bible as possible. There it is said that the Vasudans already made a proposal for a cease fire and Terran Command is already interested.
Quote from: RefBible
[Missions in between these scenes mostly involve fighting groups of Vasudans that are opposed to the treaty.  Later, they become an organized and formidable enemy, but they’re mostly rag-tag for now.  There are an increasing number of Shivan encounters as well.]


Quote
- FRED was too quiet for me.. like in the most other campaigns i miss a bigger role for the Player character in dialogues.
That's also because I wanted the player character as close to the original game. ;-)


Quote
- There where no recommendations for the most missions  :rolleyes:
- Where are the medals?  :D
Noted. Will be fixed in the next upgrade.


Quote
- Important wingmates were invincible. I think ship-guardian would be better for this use, because they still can be disabled etc.
Yeah, that's a story. The ship-guardian is used in Derelict and there wingmen sometimes die before the sexp can jump in, e.g. when the fly into a anti-cap beam. I wanted to aboid this.


Quote
- There are a few german text lines in this campaign (ok... there are only 3-4 in the whole campaign and i can read german, but.. it's a english speaking campaign isn't it? And there are no german wingmates *g*)
Keitmayr is german. ;)


Quote
- It's not possible to disable the SD Tantalus in "Clash of the Titans".. the engine is always at 30%... but why?
Uhm... good question. :D Maybe a wanted to avoid that she gets disabled before she has turned to port and faces the Bastion.


Quote
- I miss some HOL interference in escort missions with vasudan forces. Sometimes in FS1 vasudan reinforcement fighters were Hammer of Light.
That was only once in the mission where you escort the shield prototypes. There I gave it a miss because the mission was already hard enough without it I think.


Quote
But in General... It was fun! Will be there a "FreeSpace2 Reimagined", too?  :D
Not directly. I made a few minor changes here and there for the main campaign to be playable with StormFront12. But I don't know yet if I actually release it.
Title: Re: RELEASE: What If - Another Great War
Post by: Mobius on January 12, 2009, 01:42:25 pm
- FRED was too quiet for me.. like in the most other campaigns i miss a bigger role for the Player character in dialogues.

To be honest messages coming from Alpha 1(or, more in general, the player) are awful unless you're playing JAD.
Title: Re: RELEASE: What If - Another Great War
Post by: ShadowGorrath on January 12, 2009, 01:47:29 pm
There are messages from the player in Blue Planet, Ghost Revenants, Tides of Darkness, etc. And I don't think they're awful.

Oh, by the way, is it just me having a messed up mod.ini, or is this campaign/mod using the non-HTL GTF Angel?
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on January 12, 2009, 02:06:37 pm
Nope, What If should use the Angel model used in fsport.

Recommended mod.ini line:
Code: [Select]
secondrylist = fsportmediavps,fsport,mediavps;
Title: Re: RELEASE: What If - Another Great War
Post by: NucNuc on January 14, 2009, 07:36:28 pm



Quote
Recommended mod.ini line:
Code:

secondrylist = fsportmediavps,fsport,mediavps;


Don't know if this has troubled anybody so far, but their is a spelling error: secondAry list

It always worked for me, only if I changed the entry to the correct spelling:
                primAry list: blahblah
                secondAry list: blahblah
Title: Re: RELEASE: What If - Another Great War
Post by: Droid803 on January 14, 2009, 09:56:38 pm
Its supposed to have a spelling error.
It doesn't work for me unless its 'secondry' for some strange reason.
I've heard its fixed so it accepts both, but donno. Didn't seem to work when I used 'secondary' for the mod line for ST:R, but it did when I put 'secondry'.
Title: Re: RELEASE: What If - Another Great War
Post by: Goober5000 on January 15, 2009, 04:09:06 pm
their is a spelling error
Yes, yes it is.

Also, both 'secondary' and 'secondry' work.
Title: Re: RELEASE: What If - Another Great War
Post by: falcon2105 on January 22, 2009, 10:46:58 am
That was a very fun campaign, nice and long too, good job. My only comments would be the grammar and spelling. On the last debriefing it says "Thak you for playing"  :D. And I had the same issue with shields being there on some ships when you change your ship from what you start off with, which made things unfair in the beginning. Oh, and the last mission was pretty hard I thought, a little excessively hard...although I coulda tried using some other ship or something possibly. And what did you mean you tried to stick closer to the bible? Thanks for a great campaign again. 
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on January 22, 2009, 12:38:01 pm
That was a very fun campaign, nice and long too, good job. My only comments would be the grammar and spelling. On the last debriefing it says "Thak you for playing"  :D.
Yeaahhh, I'll hire some playtesters for my next campaign. ;)


Quote
And I had the same issue with shields being there on some ships when you change your ship from what you start off with, which made things unfair in the beginning.
I remotely remember reading something that this was a SCP error, but I'll look into it.


Quote
Oh, and the last mission was pretty hard I thought, a little excessively hard...although I coulda tried using some other ship or something possibly. And what did you mean you tried to stick closer to the bible? Thanks for a great campaign again. 
What exactly did you consider hard in the last mission? Did you lose your bombers? Too many hostiles?

As for the bible: You can download it here http://www.volition-inc.com/fs/downloads/fsrefbible.zip You should see what I mean. :)
Title: Re: RELEASE: What If - Another Great War
Post by: Lucika on January 22, 2009, 03:37:19 pm
Where do I have to insert the missions, assets, and capmaps?
I inserted the capmaps in the maps folder, the assets simply in the data folder of the mod, and the missions into the missions folder.

EDIT: It's OK now, but I can't give myself any weaponry in the very first mission... help me, please!
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on January 22, 2009, 03:47:57 pm
Where do I have to insert the missions, assets, and capmaps?
Are they all .vp files? If yes, they go directly to your \freespace2\whatif\ folder.
Title: Re: RELEASE: What If - Another Great War
Post by: Lucika on January 22, 2009, 03:58:05 pm
Where do I have to insert the missions, assets, and capmaps?
Are they all .vp files? If yes, they go directly to your \freespace2\whatif\ folder.

Yup. I put all of them there, and the only difference was that it ALLOWED me to launch without weaponry. No possible weapon choose tho.
And there is a file called WhatIf_root.vp - if I insert it there, then an error message comes and doesn't launch anything.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on January 22, 2009, 04:03:36 pm
IMPORTANT: Before you start the game, check the mod.ini in your WhatIf folder and look if the name of your FSPort folder is spelled out correctly!
Title: Re: RELEASE: What If - Another Great War
Post by: Lucika on January 22, 2009, 04:21:17 pm
IMPORTANT: Before you start the game, check the mod.ini in your WhatIf folder and look if the name of your FSPort folder is spelled out correctly!

FSPort is OK, but what should I do with this (mod.ini's text):

[launcher]
image255x112 = AGW_Logo.bmp;
infotext     = What If - Another Great War;
website      = http://sebastian.ramrod-network.de/Freespace/Junk-Produktions.html;
forum        = ;

[multimod]
primrylist = WhatIf;
secondrylist = FSPort_3_0_4,mediavps;


This is plain Chinese to me :)
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on January 22, 2009, 04:26:27 pm
[launcher]
image255x112 = AGW_Logo.bmp;
infotext     = What If - Another Great War;
website      = http://sebastian.ramrod-network.de/Freespace/Junk-Produktions.html;
forum        = ;

[multimod]
primrylist = WhatIf;
secondrylist = FSPort_3_0_4,mediavps;
It's really quite simple. First, replace "secondrylist" with "secondarylist" since it is the "better" one of the two. Next, look at the part that says "FSPort_3_0_4". Then look at the name of your FSPort folder. Do they match? If yes -> success. If not, edit one of them so that they are both the same.

Actually, the easiest option is to rename your FSPort folder to "fsport" and replace the "FSPort_3_0_4" part in the mod.ini with "fsport". Without the quotation marks, of course.

Edit: Hmm. I don't have the foggiest idea of what's up with that "primrylist" line. Because a) that one is actually misspelled so that it won't work no matter what and b) this mod most certainly doesn't have any use for the "primarylist" function. You can safely remove the entire "primrylist = WhatIf;" part.
Title: Re: RELEASE: What If - Another Great War
Post by: Lucika on January 22, 2009, 04:34:32 pm
I changed the text, no difference:

[launcher]
image255x112 = AGW_Logo.bmp;
infotext     = What If - Another Great War;
website      = http://sebastian.ramrod-network.de/Freespace/Junk-Produktions.html;
forum        = ;

[multimod]
secondarylist = fsport_mediavps;
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on January 22, 2009, 04:36:21 pm
secondarylist = fsport_mediavps;
Wrong.

secondarylist = fsport,mediavps;
Title: Re: RELEASE: What If - Another Great War
Post by: Lucika on January 22, 2009, 04:41:18 pm
secondarylist = fsport_mediavps;
Wrong.

secondarylist = fsport,mediavps;

there is a folder named fsport, and one named fsport_mediavps; still even with a comma, it has the same problem: can't find some vasudan_navbuoy.pof or sg.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on January 22, 2009, 04:45:51 pm
If you are hearing a weird sound right now, do not be alarmed. I'm just crying here...

Now. First I will assume that
- you have your FSPort MediaVP in \fsport_mediavps\
- you have the rest of the stuff in \fsport\
- you have the regular 3.6.10 MediaVPs in \mediavps\ .

Edit the mod.ini so that the secondarylist line says "secondarylist = fsport_mediavps,fsport,mediavps;" .

If this fails, forget about the FSPort MediaVP and just edit the secondarylist to "secondarylist = fsport,mediavps;" .
Title: Re: RELEASE: What If - Another Great War
Post by: Lucika on January 22, 2009, 04:55:01 pm
If you are hearing a weird sound right now, do not be alarmed. I'm just crying here...

Now. First I will assume that
- you have your FSPort MediaVP in \fsport_mediavps\
- you have the rest of the stuff in \fsport\
- you have the regular 3.6.10 MediaVPs in \mediavps\ .

Edit the mod.ini so that the secondarylist line says "secondarylist = fsport_mediavps,fsport,mediavps;" .

If this fails, forget about the FSPort MediaVP and just edit the secondarylist to "secondarylist = fsport,mediavps;" .


I'm not going to make you mad, I've just done what you've said, without asking "why do I have to write it down twice?"

It works, except one little problem (not so serious to make playing impossible tho): The Apollos are only having lights at the back (yup, they are calld engines, I forgot), and a pilot. I dunno that whether this is a tribute to Lt. Ash or what, but anyway... :)


Title: Re: RELEASE: What If - Another Great War
Post by: Rick James on January 22, 2009, 06:54:44 pm
Did you enable specular and glowmaps and make sure that "What If"'s mod.ini is pointed at the proper folders for the FSport and 3.6.10 MediaVPs?
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on January 23, 2009, 12:03:55 am
make sure that "What If"'s mod.ini is pointed at the proper folders for the FSport and 3.6.10 MediaVPs?
That would be what we just solved.
Title: Re: RELEASE: What If - Another Great War
Post by: Rick James on January 23, 2009, 12:33:14 am
Eh. This thread is tl;dr. My bad.
Title: Re: RELEASE: What If - Another Great War
Post by: nsmith007 on January 23, 2009, 04:34:36 pm
Hey im getting an error message that says

Error: Can't open model file <freighter03.pof>
File: ModelRead.cpp
Line: 1995


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

what should i do?
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on January 23, 2009, 04:36:32 pm
You should switch to a debug build and play with it until you get to the Main Hall. After that you must quit the game, find a file called fs2_open.log from your \freespace2\data\ folder and post it here.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on January 03, 2010, 05:55:44 am
The updated version of What If - Another Great War has just been uploaded. Please check the first post. What If now also uses the StormFrontStock. Important: Make sure you have the latest Stock files (http://sebastian.ramrod-network.de/Freespace/JunkProductions/StormFrontStock.html). There has been an update!

With some 200 bugs fixed, I really hope that it works rather clean now. :)
Title: Re: RELEASE: What If - Another Great War
Post by: Renegade on January 03, 2010, 07:03:49 am
Hello SF-Junky,

I have a problem with your new Version of Whatif.
The Campaign not appears in the Campaign Room.

I have the updated Stormfrontstock Core.vp!

Here the Mod.ini:

Code: [Select]
[launcher]
image255x112 = AGW_Logo.bmp;
infotext     = What If - Another Great War;
website      = http://www.junk-productions.de.vu/;
forum        = http://www.hard-light.net/forums/index.php/topic,56156.0.html;

[multimod]
primrylist = WhatIf;
secondrylist = StormFrontStock,fsport,fsport-mediavps,mediavps;

The mod is properly installed in the Whatif folder.
Need help.

Greetings Peter
Title: Re: RELEASE: What If - Another Great War
Post by: Commander Zane on January 03, 2010, 07:12:03 am
As do I, have the SFS2.1 in the StormFrontStock folder, WhatIf files and campaign pack, mod.ini changed so listed folders match the folder names on my FS2 folder, and it doesn't show up.
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on January 03, 2010, 07:28:55 am
Oops, there's an error in the .vp file. Please re-download the mission file and overwrite the old AGW_missions.vp.
Title: Re: RELEASE: What If - Another Great War
Post by: Renegade on January 03, 2010, 07:37:32 am
Wow thanks a lot for the quick Fix  :) :) :) :) :)

Greetings Peter
PS: Good new Year  :yes:
Title: Re: RELEASE: What If - Another Great War
Post by: Commander Zane on January 03, 2010, 07:41:36 am
Danke, now I shall try it out.
Title: Re: RELEASE: What If - Another Great War
Post by: Jeff Vader on January 03, 2010, 07:52:41 am
Code: [Select]
secondrylist = StormFrontStock,fsport,fsport-mediavps,mediavps;
1. It could be "secondarylist", since "secondrylist" is a half-arsed fix that is needed in Launcher 5.4 and older versions.
2. Shouldn't the order be "StormFrontStock,fsport-mediavps,fsport,mediavps"?
Title: Re: RELEASE: What If - Another Great War
Post by: Rodo on January 03, 2010, 09:32:06 am
1. It could be "secondarylist", since "secondrylist" is a half-arsed fix that is needed in Launcher 5.4 and older versions.

Is that so? well you look at that, I always thought i was necesary to have secondrylist instead of secondarylist, never knew why...good to know.
Title: Re: RELEASE: What If - Another Great War
Post by: Macfie on January 08, 2010, 07:43:29 pm
order should be "StormFrontStock,fsport-mediavps,fsport,mediavps".  fsport-mediavps should precede fsport.
Title: Re: RELEASE: What If - Another Great War
Post by: sfwarlock on November 23, 2010, 10:51:43 pm
So to dig this one up, I'm getting the following error when I try to play this:

weapons.tbl(line 4782:
Error: Required token = [#End] or [$Name:], found [2.2]
in weapon: MX-64#Shivan
.

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
Title: Re: RELEASE: What If - Another Great War
Post by: General Battuta on November 23, 2010, 10:52:29 pm
Post up a debug log, plz.
Title: Re: RELEASE: What If - Another Great War
Post by: sfwarlock on November 24, 2010, 12:00:34 am
Removed, see updated one below.
Title: Re: RELEASE: What If - Another Great War
Post by: General Battuta on November 24, 2010, 12:13:44 am
Are you supposed to have this

Quote
Found root pack 'C:\games\Freespace2\WhatIf\data\AGW_missions.vp' with a checksum of 0xe46d4591

loading twice like that? Try removing the one in /WhatIf/data/.
Title: Re: RELEASE: What If - Another Great War
Post by: sfwarlock on November 24, 2010, 12:27:55 am
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod WhatIf,StormFrontStock,fsport-mediavps,fsport,mediavps
  -fps
Building file index...
Found root pack 'C:\games\Freespace2\WhatIf\AGW_missions.vp' with a checksum of 0xe46d4591
Found root pack 'C:\games\Freespace2\WhatIf\WhatIf_root.vp' with a checksum of 0x050096d5
Found root pack 'C:\games\Freespace2\StormFrontStock\SFS_assets.vp' with a checksum of 0xf1006046
Found root pack 'C:\games\Freespace2\StormFrontStock\SFS_core.vp' with a checksum of 0xc12952e9
Found root pack 'C:\games\Freespace2\StormFrontStock\SFS_interface.vp' with a checksum of 0x5b618951
Found root pack 'C:\games\Freespace2\StormFrontStock\SFS_maps.vp' with a checksum of 0x08e86cf6
Found root pack 'C:\games\Freespace2\StormFrontStock\SFS_models.vp' with a checksum of 0x4c1218ab
Found root pack 'C:\games\Freespace2\StormFrontStock\SFS_modelsW.vp' with a checksum of 0xa436ec9b
Found root pack 'C:\games\Freespace2\StormFrontStock\SFS_music.vp' with a checksum of 0x6f217739
Found root pack 'C:\games\Freespace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xb5009f03
Found root pack 'C:\games\Freespace2\fsport\fsport-missions.vp' with a checksum of 0xfa6606cf
Found root pack 'C:\games\Freespace2\fsport\fsport.vp' with a checksum of 0xfd80cf91
Found root pack 'C:\games\Freespace2\fsport\fsport3_2.vp' with a checksum of 0xfd80cf91
Found root pack 'C:\games\Freespace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'C:\games\Freespace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x39438fdb
Found root pack 'C:\games\Freespace2\fsport\stu_fs1.vp' with a checksum of 0x060994cb
Found root pack 'C:\games\Freespace2\fsport\tango_fs1.vp' with a checksum of 0xac31d566
Found root pack 'C:\games\Freespace2\fsport\tango_hi_fs1.vp' with a checksum of 0x44e81e9f
Found root pack 'C:\games\Freespace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'C:\games\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\games\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\games\Freespace2\WhatIf\' ... 1 files
Searching root pack 'C:\games\Freespace2\WhatIf\AGW_missions.vp' ... 43 files
Searching root pack 'C:\games\Freespace2\WhatIf\WhatIf_root.vp' ... 61 files
Searching root 'C:\games\Freespace2\StormFrontStock\' ... 0 files
Searching root pack 'C:\games\Freespace2\StormFrontStock\SFS_assets.vp' ... 139 files
Searching root pack 'C:\games\Freespace2\StormFrontStock\SFS_core.vp' ... 73 files
Searching root pack 'C:\games\Freespace2\StormFrontStock\SFS_interface.vp' ... 56 files
Searching root pack 'C:\games\Freespace2\StormFrontStock\SFS_maps.vp' ... 130 files
Searching root pack 'C:\games\Freespace2\StormFrontStock\SFS_models.vp' ... 46 files
Searching root pack 'C:\games\Freespace2\StormFrontStock\SFS_modelsW.vp' ... 20 files
Searching root pack 'C:\games\Freespace2\StormFrontStock\SFS_music.vp' ... 94 files
Searching root 'C:\games\Freespace2\fsport-mediavps\' ... 13 files
Searching root pack 'C:\games\Freespace2\fsport-mediavps\mv_fsport.vp' ... 291 files
Searching root 'C:\games\Freespace2\fsport\' ... 0 files
Searching root pack 'C:\games\Freespace2\fsport\fsport-missions.vp' ... 160 files
Searching root pack 'C:\games\Freespace2\fsport\fsport.vp' ... 794 files
Searching root pack 'C:\games\Freespace2\fsport\fsport3_2.vp' ... 794 files
Searching root pack 'C:\games\Freespace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'C:\games\Freespace2\fsport\sparky_hi_fs1.vp' ... 1229 files
Searching root pack 'C:\games\Freespace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'C:\games\Freespace2\fsport\tango_fs1.vp' ... 85 files
Searching root pack 'C:\games\Freespace2\fsport\tango_hi_fs1.vp' ... 33 files
Searching root pack 'C:\games\Freespace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'C:\games\Freespace2\mediavps\' ... 0 files
Searching root 'C:\games\Freespace2\' ... 13 files
Searching root pack 'C:\games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\games\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\games\Freespace2\warble_fs2.vp' ... 52 files
Found 36 roots and 13147 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : SB Audigy 2 ZS Audio [BF00]
  OpenAL Version    : OpenAL version 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 48000 (44100)
  EFX enabled: NO
  Playback device: SB Audigy 2 ZS Audio [BF00]
  Capture device: SB Audigy 2 ZS Audio [BF00]
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 7800 GT/PCI/SSE2
  OpenGL Version   : 2.1.2

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
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  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
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  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
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  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

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  Max elements indices: 1048576
  Max texture size: 4096x4096
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of '8_WI-mus.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'StormFront-wxp.tbm' ...
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'A_Impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vepar_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'sup' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'shieldhit01a_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'bomb_flare' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'Vapula_Impact_ASW' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'ScythImpact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'pharnec_impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "Weapon explosion 'crete_impact' does not have an LOD0 anim!" at weapons.cpp:180
WARNING: "$Rearm Rate specified for non-ballistic primary M-72" at weapons.cpp:1659
WARNING: "$Rearm Rate specified for non-ballistic primary M-83" at weapons.cpp:1659
WARNING: "$Rearm Rate specified for non-ballistic primary P-16" at weapons.cpp:1659
WARNING: "$Rearm Rate specified for non-ballistic primary P-22" at weapons.cpp:1659
WARNING: The decal system has been deactivated in FSO builds. Entries will be discarded.
weapons.tbl(line 4782:Error: Required token = [#End] or [$Name:], found [2.2]
in weapon: MX-64#Shivan
.
ERROR: weapons.tbl(line 4782:
Error: Required token = [#End] or [$Name:], found [2.2]
in weapon: MX-64#Shivan
.

File: parselo.cpp
Line: 262
Freeing all existing models...
Title: Re: RELEASE: What If - Another Great War
Post by: Scotty on November 24, 2010, 12:47:41 am
[ code] is your friend.
Title: Re: RELEASE: What If - Another Great War
Post by: General Battuta on November 24, 2010, 12:55:58 am
Somebody needs to go into the storm front weapons table and look at line 4782.
Title: Re: RELEASE: What If - Another Great War
Post by: sfwarlock on November 24, 2010, 08:18:06 pm
Somebody needs to go into the storm front weapons table and look at line 4782.

The only weapons.tbl I found is in WhatIf_root.vp, and it looks like the error message is indeed about it. Not that I understand enough about what I'm looking at to know what's wrong:

Code: [Select]
4743> ;----------------------------------------------------------------------------------
4744> $Name: MX-64#Shivan

4780> $Decal:
4781> +Texture: Medium_Decal
4782> +Radius: 2.2
4783>
4784> ;----------------------------------------------------------------------------------
Title: Re: RELEASE: What If - Another Great War
Post by: Solatar on December 05, 2010, 09:25:21 pm
I know this is getting old, but I just got around to playing it.

Honestly, I really liked it.  My main concern is the writing.  A lot of the sentence constructions are weird for English.  I'm not sure what the native language of the writer is, but you definitely love using subjunctive mood.  ;)

And then why do we get the Avenger for the first few missions, and not again until later?
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on December 12, 2010, 01:15:56 pm
I know this is getting old, but I just got around to playing it.

Honestly, I really liked it.  My main concern is the writing.  A lot of the sentence constructions are weird for English.  I'm not sure what the native language of the writer is, but you definitely love using subjunctive mood.  ;)
The writer's native language is german and the issue with WhatIf is that a english native speaker never got his/her hands to it. ;)

Quote
And then why do we get the Avenger for the first few missions, and not again until later?
In the Storm Front timeline, the Avenger was developed a few years before 2335, but compared to ballistic weapons still used at that time it was too expensive for mass production until the Shivans show up with their shield tech. That is why you may use it in mission 2 and not in missions 2, 3 or 4. It's a special weapon.

The idea behind it is that I considered it very stupid that the GTA developes half a dozen new weapons and ships within a matter of one or two months.
Title: Re: RELEASE: What If - Another Great War
Post by: Solatar on December 22, 2010, 11:04:51 pm

The writer's native language is german and the issue with WhatIf is that a english native speaker never got his/her hands to it. ;)

Fitting considering I had an exam covering mostly German subjunctive - especially where it's used in German where not in English - verbs the same week I played through this.  I suspected a German.  :P

Title: Re: RELEASE: What If - Another Great War
Post by: DOCTOR DOOM!!! on May 22, 2012, 04:46:56 am
Sorry to bring back a 2 year old thread, but I have a problem in the capture Arjuna mission where after I disable Arjuna 1, Charon jumps in and instead docking with Arjuna 1 and jumping out, it flys around doing nothing about 2 clicks away, Essentially acting as a support ship!!! I say this because if you call for rearm after you disable Arjuna 1, Instead of support warping in, Charon docks with you and rearms you!  Needless to say I am stuck in the Campaign at this point unless I exit loop I guess and I don't wanna do that!
Title: Re: RELEASE: What If - Another Great War
Post by: Goober5000 on May 22, 2012, 10:31:51 pm
This is a known bug.  What you could try is manually editing the mission to disable support.
Title: Re: RELEASE: What If - Another Great War
Post by: CT27 on December 23, 2014, 07:22:49 pm
Sorry for the large bump, but I was just linked to this thread by Macfie.

What's the plot of this campaign?
Title: Re: RELEASE: What If - Another Great War
Post by: Lepanto on December 23, 2014, 07:42:03 pm
It's actually an FS1 remake. Kinda neat, with more ships/weapons to choose from and capships with actual firepower, but not the campaign you were looking for. Its version of Good Luck sucks though; you may want to just cheat your way past it.
Title: Re: RELEASE: What If - Another Great War
Post by: mosshadow on January 29, 2015, 07:32:49 pm
Excuse me but the link is broken and I would really like to try this. Is there another way to download it?
Title: Re: RELEASE: What If - Another Great War
Post by: tomimaki on January 30, 2015, 05:56:59 am
http://stormfront.hard-light.net/JunkProductions/WhatIf.html

edit:
Now I noticed website exists but dl links are dead :nervous:
Title: Re: RELEASE: What If - Another Great War
Post by: Lorric on January 30, 2015, 10:59:36 am
SF-Junky is still around. You could try PMing him, he might be interested in restoring his links.
Title: Re: RELEASE: What If - Another Great War
Post by: tomimaki on January 30, 2015, 11:49:29 am
I found in other topic:
I've seen this thread just now, so sorry for not having answered. The versions of Storm Front which are currently available in public are all very old and outdated. I've been working on a major Upgrade (and episode III)  for a couple of years now which has made some great progress lately. I hope to get it released until next year. Until then the least disappointing and annoying thing to do might to consider Storm Front a (partially) defunct and extremely outdated campaign.

So the best thing is to wait for re-release (I know it's for StormFront but What if depends on it) :)

edit:
Here is What If:
http://sectorgame.com/fsfiles/?dir=uploads/Projects%20-%20Campaigns%20-%20TCs/Campaigns/SCP%20Campaigns
but it's broken.
Title: Re: RELEASE: What If - Another Great War
Post by: praseodym on June 06, 2020, 11:02:14 am
Check Knossos for a new release of What If. DLing right now
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on June 06, 2020, 11:09:43 am
FYI, I am currently working on a full rework of all my campaigns, What If - Another Great War among them. I hope to be finished until the end of the year. So if you have a little patience you can play a recent, polished version.

LoL, totally forgot there's even a website of mine. :lol:
Title: Re: RELEASE: What If - Another Great War
Post by: AdDur on June 09, 2020, 08:19:40 am
What If is in general very good and requires little polishing... Although second GTI loop is a bit boring in comparision to rest of campaign...
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on June 09, 2020, 01:43:44 pm
What If is in general very good and requires little polishing...
I agree generally. But after some 10 years it's time again imho. Plus I've made some general changes to the entire StormFront mod package which require giving AGW an overhaul.
Title: Re: RELEASE: What If - Another Great War
Post by: AdDur on June 15, 2020, 11:19:05 pm
Well one thing i wasn't very fond in What If was that Shivans kinda were known threat from a start, and there already was a cease fire with Vasudans...
Title: Re: RELEASE: What If - Another Great War
Post by: SF-Junky on June 17, 2020, 02:56:04 pm
Well one thing i wasn't very fond in What If was that Shivans kinda were known threat from a start, and there already was a cease fire with Vasudans...
That actually came from the FS reference bible: https://wiki.hard-light.net/index.php/FreeSpace_Reference_Bible

What If sticks a little closer to this guideline here and there compared to what :v: finally did in FS1.
Title: Re: RELEASE: What If - Another Great War
Post by: Colt on June 18, 2020, 01:04:24 pm
FYI, I am currently working on a full rework of all my campaigns, What If - Another Great War among them. I hope to be finished until the end of the year. So if you have a little patience you can play a recent, polished version.

LoL, totally forgot there's even a website of mine. :lol:
Nice! I like What If's take of the Shivans and it's bigger scale. Looking forward to playing the reworked version. :)
Title: Re: RELEASE: What If - Another Great War
Post by: Chromatix on June 27, 2020, 07:33:11 pm
I'm finding the Avenging Angels mission to be glitched in the current Knossos version (2.2.6-Nova).

I successfully disable the transport and the Fenris, and my wingmen destroy all the enemy fighters, but then either the Leviathan just circles impotently forever, or the Fenris somehow jumps out with dead engines and the mission is rated a success.  In the latter case, the debrief screen nonsensically contains both success and failure text.