Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: CT27 on June 24, 2014, 05:56:26 pm

Title: RELEASE: "The Aftermath"
Post by: CT27 on June 24, 2014, 05:56:26 pm
http://www.sectorgame.com/f2s/downloads.php?action=downloads&id=604

Is it possible that the FSCRP team could get "The Aftermath" redone so it's playable on a recent build? 



EDIT:

Cyborg17 has made this campaign playable. :)  Here are his fixed files to play this campaign.

https://www.mediafire.com/?ri49x7slw9ju83m  (This is the campaign with all available patches as of May 6, 2015)

The thread title has been changed as per mod request.

Also, to play this you need the 2014 mediaVPs and to be able to play the current version of BP.

Also, check the second to last page of this thread for a fix of a glitch in mission 5-6.  It should be in Cyborg17's most recent post in the thread.  Put it in the campaign's /mission subfolder.
NOTE:  This error (that the fix fixes) only comes up if you try to use the version of the Titan that is in the "optional" section.  The problem didn't come up using the campaign's "normal" Titan.


OPTIONAL:

http://www.mediafire.com/download/1275f581fwrsojt/AftermathTitanPatch.7z  (patch made by Cyborg17)

^If you want the modern (BP) mediavps2014 GTD Titan instead of the stock one previously used, here's the patch for that.  Unpack it and put its /missions and /tables subfolders into your Aftermath main folder.  EDIT:  This will actually not give you the most modern GTD Titan, but the version right before it.


http://sa.freespacemods.net/warlock.zip

^This gives you the new HTL Warlock instead of the previous stock version if you want it.  Unpack the file and put warlock.pof into the /models subfolder of your main Aftermath campaign folder and the other four files into the /maps subfolder.
Title: Re: Could "The Aftermath" get redone?
Post by: Macfie on June 24, 2014, 06:12:00 pm
Probably not.  It's dependent on the old blue planet mod which is currently not available and would be a fairly large undertaking.  We really don't have the support available to take on that large of a project. 
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on June 24, 2014, 06:27:41 pm
Oh well, thanks anyway.

I have another suggestion for a campaign the FSCRP could look at (and I don't think this one would be as big of an issue to complete) but I'll wait a week before I suggest it as I don't want to overload you all (I also appreciate Macfie the help you gave me with Derelict 3.7).
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on June 24, 2014, 06:35:46 pm
Is it a good campaign?
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on June 24, 2014, 06:54:40 pm
Is it a good campaign?


Are you referring to "The Aftermath" or the campaign I'm waiting until next week to suggest as to not overload the team with requests?
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on June 24, 2014, 07:01:21 pm
The Aftermath
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on June 24, 2014, 07:07:13 pm
It's fun in the sense that there are big fleet battles with the fate of the universe at stake.  It has an epic feel to it.

In my opinion if you liked "Inferno", "Warzone", and/or "Derelict", you'll probably like "The Aftermath."
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on June 25, 2014, 06:37:11 pm
So... Are we talking about this (http://"http://www.hard-light.net/wiki/index.php/Aftermath_%28CE%29") Aftermath?  Or another Aftermath?
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on June 25, 2014, 07:39:57 pm
I put a link to the Aftermath I'm talking about in the first post.  It takes place post-Capella.
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on June 25, 2014, 07:46:46 pm
I thought it was a download link. 

Edit: I'm looking at the mod assets and dependencies now.  I don't have time to upgrade anything for sure, but getting it working might be doable.

Edit2: So there are a lot of assets.... I'll whip up a macro to help me list the POF's once I'm on a computer which has word.  Why does this computer have excel and not word?.....
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on June 27, 2014, 02:03:02 pm
I thought it was a download link. 

Edit: I'm looking at the mod assets and dependencies now.  I don't have time to upgrade anything for sure, but getting it working might be doable.


That's all I'm asking for and that would be wonderful.  I'm not even looking for the grammar or labeling mistakes to be fixed, just it being playable would be awesome.
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 09, 2014, 06:40:55 pm
Just, FYI, I am starting to do serious work on this.
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 09, 2014, 06:52:03 pm
That is awesome!  Thank you. :)
Title: Re: Could "The Aftermath" get redone?
Post by: praseodym on July 10, 2014, 03:05:05 pm
Just, FYI, I am starting to do serious work on this.

Fan-tas-tic
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 10, 2014, 04:18:26 pm
So, the reason that it broke is because of the ship limit.  BP added ships to their mod, so about 12 entries from the Aftermath tbm were being ignored.

I made a custom ships.tbl to deal with that problem.  Not ideal, but it's mostly working so far. I'm now going through the missions one at a time with cheat codes to make sure the solution works.

Other things I've run into so far:

The intro mission has a borked sexp that points to a "turret 3" when it wants to point to "turret 3a".  - That was an easy fix. 

The entries for the TF Ghost are broken according to FSO, but I can't figure out why.  And when I run missions including it, it says that there is a missing weapon class.  Everything actually seems to run just fine, so I'm ignoring the error.

A lot of the models have inverted bounding boxes, but you will only see the errors when you run a debug build.  FSO fixes these when it parses game data anyway, so it's not really a problem. 

Currently, I'm on Act 2 mission 1, so I have a ways to go.
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 10, 2014, 06:52:06 pm
So I didn't test the whole campaign.  But it seems more or less playable.   I've uploaded the fixed modpack to Mediafire.  It has the original table files in the table folder as .txt documents.

http://www.mediafire.com/download/wslz1zlz07qm14a/AftermathBPWIH2CompatHotFix.7z (http://www.mediafire.com/download/wslz1zlz07qm14a/AftermathBPWIH2CompatHotFix.7z)

Requires:
Blue Planet WIH2 and AOA
MediaVPs 2014

Notes: 
There will be some errors which remain.  At least up to Act 2 mission 6 you can ignore those errors, if there is a show-stopping error beyond that, let me know.

If you play in debug mode, you're going to see errors with the POF files.

Also, this campaign did not feel fun while playing.  It is your choice to play.

Edit: Just realized I should have put the contents of the 7-zip into a folder within the 7-zip. Please have a folder ready for the 7-zip to be extracted into.
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 10, 2014, 06:58:45 pm
Thank you.

After I put the main "Aftermath" folder into the FS2 directory, do I just put this new download into that folder?




For me, the campaign may not have been deep like BP, but it was at least simple fun like Inferno.
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 10, 2014, 07:28:20 pm
You have to decompress it in the folder, yes.
Title: Re: Could "The Aftermath" get redone?
Post by: praseodym on July 12, 2014, 04:31:01 am
Does it now work with the "old" BP mod or with the new one? (I could test it, but it could be an important information if someone does not have the old mod somewhere)
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 12, 2014, 11:20:58 am
If you have BP WiH, Release one, which are Acts 1 and 2 of the Campaign, or any update of it that was released before Act 3 came out, you can probably use the original download. 

If the version you have includes WIH2, aka, Act 3, then the .tbm included in Aftermath will have ignored entries and several missions will be missing significant ships if you ignore the errors.  Use the partially patched version provided.



The author used ships liberally in his mod, so it's still possible that some of the ships I removed because of infrequency of use, like Orion#Bastion, GVT Isis, the civillian cargo container (of which I switched out 7 times for TAC 2's) are still in missions later in the campaign. 

So again, please let me know if you find an obvious instance of this happening that disrupts the mission.  The way you can tell is that there will be a warning that a ship class is missing and a mis-labeled Ulysses will have taken its place. 

Also, I will fix bugs that keep you from progressing in the campaign.  So if you find a mission that won't end, then you can let me know, too.


To report your bug, tell me:
Title: Re: Could "The Aftermath" get redone?
Post by: jr2 on July 12, 2014, 03:56:28 pm
Can't you do a search of the mission files for the ships that got removed using the Advanced options in Windows Find to search the contents of the extracted missions?

So, extract missions to  temporary directory, open windows find  (right - click the folder and hit find), and go into the search options and tell it to search all types of files, in the contents of the files, and put your search terms.
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 12, 2014, 05:43:45 pm
You are totally right.  I don't usually do searches within file since they usually take so long, so I didn't think about it.

EDIT: My data (Freespace, Aftermath, and all the modding utilities) are on a portable hard drive that doesn't belong to me. >.>  I have to wait until he comes back with it. But I already have it extracted.
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 27, 2014, 06:38:11 pm
So far so good, but I ran into a problem on mission 6-4 "The Royal Fleet".

You're supposed to scan the subsystems of the Royal Sathanas.  However, when I target the required subsystems I can't scan them.  There is no "unscanned" or "Unknown" type of message in the target box in the lower left corner of the screen like there usually is when you're supposed to scan something.  I even park myself in front of the subsystems with a clear view (square around them instead of a diamond with an 'X').

Is it possible for this mission to be fixed?
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 28, 2014, 02:15:26 pm
Is there any way to progress other than trying the die 5x thing?
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 28, 2014, 07:02:38 pm
Let me look at the mission.

Edit: Yeah, he didn't check the subsystems scannable ship flag.

I don't have time to recompress and post the modpack at the moment, but if the external drive is still here tomorrow, I'll make sure it's posted then.
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 29, 2014, 09:41:42 pm
Missions Patch - Patch did not actually fix issue.  oops[/size]

This patch should extract cleanly into the Freespace 2 directory, assuming you installed Aftermath under a folder titled "Aftermath".

The error in that mission should be fixed.  I also took the opportunity to check the rest of the missions for missing ships.  A mission in part 3 is still broken because it's the only mission to use the space suit.  (and it uses 77 of them, and it's kind of the most important part of the mission, so.......) 

I'll attempt to fix that and the mysterious weapon errors sometime this week.
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 29, 2014, 09:54:20 pm
So what I should do is copy the contents of the folder you just posted and put them in the 'missions' folder in my current Aftermath folder?
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 29, 2014, 10:09:04 pm
I ran into another problem on mission 6-4.  I'm only supposed to scan Nav, Weapons, and Sensors.  Yet every subsystem is now scannable (even every engine).  Even every turret is originally marked "not scanned".


When I scanned Weapons, that objective was not made blue on the directives list (i.e., it wasn't marked as completed).  Something else that is weird, when I scan one component of the Royal Sathanas, every subsystem (when I then cycle through) is marked as scanned, so I don't have the opportunity to scan the other two required subsystems.  There seems to be something wrong with scanning on this mission.
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 29, 2014, 10:19:37 pm
I ran into another problem on mission 6-4.  I'm only supposed to scan Nav, Weapons, and Sensors.  Yet every subsystem is now scannable (even every engine).  Even every turret is originally marked "not scanned".


When I scanned Weapons, that objective was not made blue on the directives list (i.e., it wasn't marked as completed).  Something else that is weird, when I scan one component of the Royal Sathanas, every subsystem (when I then cycle through) is marked as scanned, so I don't have the opportunity to scan the other two required subsystems.  There seems to be something wrong with scanning on this mission.

My mistake.  I definitely should have run through it myself before assuming it was fixed.  Seems like it's just slightly more complicated than just using the flag.

EDIT: Just ran through it.  I'll post a replacement patch soon.
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 29, 2014, 10:33:32 pm
Patch2 (http://www.mediafire.com/download/qdq6xzza54ogix7/Aftermath_MediaVPS14_Patch2.7z)

This one should work.  Extract the contents into your Freespace2 folder and say yes to all when it asks to overwrite the files.  It'll just replace the old mission files (and the old table file).

This should also fix mission 3-1 since there was enough room in the ships.tbl to fit the Spacesuit.
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 30, 2014, 12:33:49 am
It worked! :)

I was able to complete 6-4 now.  Thank you very much.



I still have my old download of this version of Aftermath somewhere; I might actually put the 'error-filled' 3-1 (spacesuit mission) back in (not saying I will but am just thinking of it).  It was virtually impossible to complete before, even on very easy (a slow unshielded spacesuit against dozens of Shivans...).  Whereas with an unshielded Ulysses it was possible to cover the long distance to get to an escape transport.
Note:  I'm not saying I don't appreciate the work you put into fixing this mission.
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 30, 2014, 05:24:33 pm
Something minor came up when I was relooking through the campaign this afternoon (I had beat the campaign playthrough):

Mission 5-2   (I believe the techroom designation is 5-2-Act5.fs2 or something similar to that)
"Enterprise In Danger"



This is the mission where you're supposed to escort the GTL Enterprise.
When I was playing it through the techroom (and fyi I ran into this problem when playing it through the campaign) and the mission was loading up it said the mission was missing one ship class.  When I started the mission there was a Ulysses.  However, in the targeting box it said "Sector Coms" and below that it said "GTVA High Command".  So apparently there's some sort of installation or station missing.

Just thought I'd bring it to your attention.  If you can fix it, awesome.  If not, no big deal as the mission's still playable. 
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 30, 2014, 07:13:33 pm
All right, here's one more update.  It's the patched version of the complete modpack. The station mentioned in the last post was also replaced.

Mediafire Link (http://www.mediafire.com/download/8bhpg3gepw1hugq/Aftermath.7z)

EDIT: Sorry about the broken link, apparently I've been programming in VBA for too long.
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 30, 2014, 07:29:16 pm
Thank you for this.

Is the link working though?

There's a "%22" at the beginning of the address (where usually http starts off a web address).  There's also a quotation mark symbol at the end of the link address.

When I clicked on the link it said the page wasn't available.
Title: Re: Could "The Aftermath" get redone?
Post by: niffiwan on July 30, 2014, 07:36:14 pm
All right, here's one more update.  It's the patched version of the complete modpack. The station mentioned in the last post was also replaced.

Mediafire Link (http://"http://www.mediafire.com/download/8bhpg3gepw1hugq/Aftermath.7z")

Just a typo I think; try here: http://www.mediafire.com/download/8bhpg3gepw1hugq/Aftermath.7z
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 30, 2014, 08:00:40 pm
Thanks.

Cyborg17, just to be sure, this recent download has all the stuff needed to play your fixed version of "The Aftermath"?  I.e., the previous patches and table fixes all put into one?
Title: Re: Could "The Aftermath" get redone?
Post by: Cyborg17 on July 30, 2014, 08:03:25 pm
Yeah, to make it simple.
Title: Re: Could "The Aftermath" get redone?
Post by: CT27 on July 30, 2014, 10:07:09 pm
I'm having problems with this download.  It never seems to get past the 80s in terms of MB.  Sometimes it just stops.  I've tried this on Chrome and Firefox.  I didn't have this sort of problems with previous versions of The Aftermath.

In other words, unfortunately, neither of the recent download links that niffiwan and Cyborg17 seem to work fully.


EDIT:  nm, I think I got it.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on July 31, 2014, 10:43:18 pm
The thread title has been changed to reflect this is a defacto release thread now.
Title: Re: RELEASE: "The Aftermath"
Post by: praseodym on August 02, 2014, 07:30:05 am
Hi,

is it allowed to "re-release" the old Blueplanet-mods? I still have them here...
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 02, 2014, 08:00:49 am
I'm not sure.
Title: Re: RELEASE: "The Aftermath"
Post by: Knarfe1000 on August 02, 2014, 10:50:14 am
I tried the campaign today and I´m really impressed...it`s great but even hard. Even the first mission. Endless waves of enemies attacking the convoy until disabling one of the craft - mission lost.

And I have some minor bugs, first of all the enemies are not shown on the radar (no red dots).
Title: Re: RELEASE: "The Aftermath"
Post by: praseodym on August 02, 2014, 11:42:48 am
I am playing the version of cyborg17 with a self-compiled 3.7.1 build on Ubuntu 64 bit. The following error messages occur in the terminal when wxlauncher is started:

3.7.1 build after I want to start the campaign:
Code: [Select]
ERROR: "Can't open model file <jackal-e.pof>" at model/modelread.cpp:968
AL lib: ReleaseALC: 1 device not closed

3.7.0 release crashes directly:

Code: [Select]
ERROR: "mv_effects-sdf.tbm(line 16): Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Type One] ." at parse/parselo.cpp:336
AL lib: ReleaseALC: 1 device not closed

Any ideas?
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 02, 2014, 01:18:16 pm
I tried the campaign today and I´m really impressed...it`s great but even hard. Even the first mission. Endless waves of enemies attacking the convoy until disabling one of the craft - mission lost.

And I have some minor bugs, first of all the enemies are not shown on the radar (no red dots).

I would advise keep playing.  Oddly enough the first mission is one of the harder ones in the game for quite a while.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 02, 2014, 02:11:52 pm
I am playing the version of cyborg17 with a self-compiled 3.7.1 build on Ubuntu 64 bit. The following error messages occur in the terminal when wxlauncher is started:

3.7.1 build after I want to start the campaign:
Code: [Select]
ERROR: "Can't open model file <jackal-e.pof>" at model/modelread.cpp:968
AL lib: ReleaseALC: 1 device not closed

3.7.0 release crashes directly:

Code: [Select]
ERROR: "mv_effects-sdf.tbm(line 16): Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Type One] ." at parse/parselo.cpp:336
AL lib: ReleaseALC: 1 device not closed

Any ideas?

One of the things to remember is that -- despite having an independent ships.tbl from BP:WIH2 to fix ship limit issues -- assets, effects, ai tables, etc. are mostly dependent on the one ones in BP.  Blue Planet is constantly on the cutting edge for their development so it usually requires up-to-date builds.  3.7.0 if I remember correctly is not compatible with the current BP release.  Please test to see if BP will run with your custom build, and if it won't then it probably won't be able to run Aftermath either.

I would suggest using 3.7.2 RC 3 (http://www.hard-light.net/forums/index.php?topic=87764.0) if you can.


@Knarfe, have you tried the sensor range button?  Is your sensor range set to zero?  Do they display on other mods?
Title: Re: RELEASE: "The Aftermath"
Post by: AdmiralRalwood on August 02, 2014, 02:48:03 pm
3.7.0 is choking on the species-specific countermeasures in the 2014 MediaVPs.

jackal-E.pof is the model used for the UEF Kentauroi. As Cyborg17 says, you need Blue Planet installed.
Title: Re: RELEASE: "The Aftermath"
Post by: praseodym on August 02, 2014, 03:32:58 pm
The old blueplanet mod is installed. Or do you mean the latest release? Will try 3.7.2 and report back
Title: Re: RELEASE: "The Aftermath"
Post by: AdmiralRalwood on August 02, 2014, 03:35:00 pm
The old blueplanet mod is installed.
If you have the "old BP mod", you should be able to use the unmodified version of The Aftermath, no...?
Title: Re: RELEASE: "The Aftermath"
Post by: praseodym on August 02, 2014, 03:51:09 pm
No, it doesn’t work with the unmodified one. But this one with the new version seems to work with 3.7.1. Will come back in any case
Title: Re: RELEASE: "The Aftermath"
Post by: Nyctaeus on August 02, 2014, 05:38:19 pm
This thing rivals Derelict and Shadow Genesis in terms of length, and while it's quite obvious that this is someone's first try at making a campaign, amount of work he put into this is outstanding. I'm wondering what happened with original author. I remember when he posted this on Sectorgame. With proper support from more experianced modders, this mod might end as a not bad thing. Something is wrong with weapon sounds. I don't have most of them. If someone wish to work on upgrading this mod, he should check the sounds.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 02, 2014, 05:47:41 pm
I may or may not have played through it with sound muted.... >.>
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 02, 2014, 06:36:14 pm
I was able to hear most weapons except for the Rapier gun.
Title: Re: RELEASE: "The Aftermath"
Post by: Nyctaeus on August 02, 2014, 07:36:10 pm
I had problems with Rapier and some primaries. AFAIK even Prometheus does not have sound and sound of the Kayser was different. In case of Kayser I'm not sure, maybe the author changed the sound himself. In case of rest of the muted weapons, this should be fixed.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 02, 2014, 11:48:52 pm
Out of curiosity, was the original producer of this campaign (Herkie) ever on this site or did he only stay on sectorgames?
Title: Re: RELEASE: "The Aftermath"
Post by: Nyctaeus on August 03, 2014, 08:49:09 am
I've never seen him here. He probably stopped posting on Sectorgame too.
Title: Re: RELEASE: "The Aftermath"
Post by: Knarfe1000 on August 03, 2014, 09:30:47 am
Quote
@Knarfe, have you tried the sensor range button?  Is your sensor range set to zero?  Do they display on other mods?

No, it´s set to inifnite. Friendly ships are shown.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 03, 2014, 01:10:22 pm
This thing rivals Derelict and Shadow Genesis in terms of length, and while it's quite obvious that this is someone's first try at making a campaign, amount of work he put into this is outstanding. I'm wondering what happened with original author. I remember when he posted this on Sectorgame. With proper support from more experianced modders, this mod might end as a not bad thing. Something is wrong with weapon sounds. I don't have most of them. If someone wish to work on upgrading this mod, he should check the sounds.

I wouldn't classify this "bad" (just my opinion, no offense), but I would admit there's certainly room for improvement.  I've played "bad" campaigns before; for all it's flaws (and again, I'm not saying "The Aftermath" doesn't have flaws), but when I completed "The Aftermath" I kind of thought to myself, "Hm, that was kind of fun."  Sorry for my rambling. :)

As far as audio, I honestly didn't notice the Kayser sounded any different than other campaigns.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 03, 2014, 09:13:37 pm
Quote
@Knarfe, have you tried the sensor range button?  Is your sensor range set to zero?  Do they display on other mods?

No, it´s set to inifnite. Friendly ships are shown.

This is a very odd bug.  Did you try just one mission?  If so, can you try another one to confirm the bug is not mission-specific?

Are enemy ships appearing in other mods, especially mods with similar dependencies?  (like blue planet)

Btw, after thinking things over, I think I may have jumped the gun on switching over to MVP 2014 since BP hasn't switched over yet.  Betrayal, in your case, could you try switching over to MediaVPS3612 in your mod ini?  If that doesn't work can you post your FSO log?
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 03, 2014, 09:24:08 pm
By the way:

Congrats Cyborg17 on making it into this month's HLP newsletter by Axem for your work on getting "The Aftermath" re-released.

Title: Re: RELEASE: "The Aftermath"
Post by: AdmiralRalwood on August 03, 2014, 09:57:41 pm
I think I may have jumped the gun on switching over to MVP 2014 since BP hasn't switched over yet.
It most certainly has.

Code: [Select]
secondarylist = blueplanet,mediavps_2014;
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 04, 2014, 10:23:10 am
Nvm, that is good news.  I guess I had mis-read somewhere that they were waiting until part 4 or or a part 3 update to do the switch. 

This makes the sound bugs more puzzling, however.  I'll be able to look at it tonight.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 07, 2014, 01:12:17 am
Would it be alright with everyone here if I posted a campaign pic I took from the campaign?  I'm just learning to do screenshots and it's kind of fun.
Title: Re: RELEASE: "The Aftermath"
Post by: praseodym on August 07, 2014, 12:57:18 pm
Hi,

every time I play the mission "Escaping Pirates" on Xubuntu 14.04 64bit (wxlauncher, 3.7.1 self-compiled) it crashes when the 2 destroyers appear (some 10 s later). Starting wxlauncher from terminal the error message there is:

Code: [Select]
*** Error in `/home/XXXXXXX/Freespace2/fs2_open_3.7.1': free(): invalid pointer: 0x0000000017fa5700 ***Any idea? I will show the log, if necessary.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 07, 2014, 04:24:44 pm
As I said before, I would try 3.7.3 RC3.H

However I am going to post an updated modpack soon which does have quite a few model and table errors fixed. Probably will be out today or tomorrow.
Title: Re: RELEASE: "The Aftermath"
Post by: niffiwan on August 07, 2014, 06:52:12 pm
Hi,

every time I play the mission "Escaping Pirates" on Xubuntu 14.04 64bit (wxlauncher, 3.7.1 self-compiled) it crashes when the 2 destroyers appear (some 10 s later). Starting wxlauncher from terminal the error message there is:

Code: [Select]
*** Error in `/home/XXXXXXX/Freespace2/fs2_open_3.7.1': free(): invalid pointer: 0x0000000017fa5700 ***Any idea? I will show the log, if necessary.

If the new release from Cyborg17 + 3.7.2RC3 don't resolve the issue then please post the log, and a stacktrace (gdb backtrace) if you can as this looks like a code issue (even if it's caused by incorrect data FSO shouldn't crash)
Title: Re: RELEASE: "The Aftermath"
Post by: AdmiralRalwood on August 07, 2014, 06:55:18 pm
Hi,

every time I play the mission "Escaping Pirates" on Xubuntu 14.04 64bit (wxlauncher, 3.7.1 self-compiled) it crashes when the 2 destroyers appear (some 10 s later). Starting wxlauncher from terminal the error message there is:

Code: [Select]
*** Error in `/home/XXXXXXX/Freespace2/fs2_open_3.7.1': free(): invalid pointer: 0x0000000017fa5700 ***Any idea? I will show the log, if necessary.

If the new release from Cyborg17 + 3.7.2RC3 don't resolve the issue then please post the log, and a stacktrace (gdb backtrace) if you can as this looks like a code issue (even if it's caused by incorrect data FSO shouldn't crash)
Incorrect data should never cause an invalid pointer error, I would think.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 07, 2014, 07:59:27 pm
(http://i32.photobucket.com/albums/d42/Raptor221/screen0005_zpsf7da9e09.jpg) (http://s32.photobucket.com/user/Raptor221/media/screen0005_zpsf7da9e09.jpg.html)


(http://i32.photobucket.com/albums/d42/Raptor221/screen0004_zps06e0a71d.png) (http://s32.photobucket.com/user/Raptor221/media/screen0004_zps06e0a71d.png.html)


(http://i32.photobucket.com/albums/d42/Raptor221/screen0007_zps02de6e3d.jpg) (http://s32.photobucket.com/user/Raptor221/media/screen0007_zps02de6e3d.jpg.html)


Some pictures I took while playing this campaign.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 07, 2014, 09:43:49 pm
So I still have a couple of more major errors to work through, so I can't release tonight, but I did find an error in the mission file 2-9, "Escaping Pirates".  It falls under the inexplicable category because either the author found a way to break the mission save in Fred or he needlessly manually edited the mission file to replace a ship with the orion refit.......   I dunno.  But what it potentially caused was the mission thinking that the refit had way more turrets than it did (like 25 more).

Anyway, it *seems* consistent with the crash as far as I could tell, though with things like this you never know.  Generally programs crash when they point to use things that don't exist, right?  And it happens right after the capitals appear.

So try replacing the old mission file with this one that's attached.  See if it works instead.  Here's to hoping it will.  This is the second time I've found this particular error in his mission files, so I may have to check all of them.  By the way, SCP, debug builds are awesome these days.  I can pretty much test a whole modpack at once by just using everything in one mission and trying to load it.  :yes:

Anyway, if that doesn't work, wait for the revised modpack like Admiral and Niffiwan said.

Files left to debug:

Nike01.pof  (I may have caused this error myself and just need to revert)
sub.pof
octer.pof
alex.pof      (Some MAJOR errors going on with this one...)

There may be a few more, too.





[attachment kidnapped by pirates]
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 08, 2014, 01:00:58 pm
I thought of one more error (sorry for just remembering it):

There is no firing sound when the Avenger corvette or Boreas cruiser (in the missions you can fly as a capship) fire their primary ion cannons.  Do you know what may cause this? 

I think they're supposed to sound like the guns of UEF frigates.
Title: Re: RELEASE: "The Aftermath"
Post by: Master_of_the_blade on August 09, 2014, 03:40:16 am
I don't know if I did something wrong since everyone else is at least able to launch the first mission. I lost my patience after clicking no on so many error messages and I broke into debugger.
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 2 Open version: 3.7.2.10723
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Aftermath,blueplanet2,blueplanet,MediaVPs_2014
  -no_glsl
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-compat.vp' with a checksum of 0x9c7d79f8
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'C:\Games\FreeSpace2\blueplanet\adv-bp.vp' with a checksum of 0x670cbd97
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' with a checksum of 0x58f866a1
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' with a checksum of 0x213dcdf3
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-compat.vp' with a checksum of 0x6ef45eaf
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' with a checksum of 0xe5b684cd
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' with a checksum of 0x1604e6d1
Found root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' with a checksum of 0xcb7237b9
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
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\Aftermath\' ... 619 files
Searching root 'C:\Games\FreeSpace2\blueplanet2\' ... 160 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\adv-bp2.vp' ... 33 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-compat.vp' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'C:\Games\FreeSpace2\blueplanet\' ... 25 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\adv-bp.vp' ... 358 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-compat.vp' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-core.vp' ... 47 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\FreeSpace2\blueplanet\bp-visuals2.vp' ... 1561 files
Searching root 'C:\Games\FreeSpace2\MediaVPs_2014\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 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 22887 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Mic 1 (Virtual Audio Cable)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 210/PCIe/SSE2
  OpenGL Version   : 3.3.0

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

  Max texture units: 4 (2)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 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.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
TBM  =>  Starting parse of 'Dropship-sct.tbm' ...
Wokka!  File (Dropship-sct.tbm) is in Unicode format!
TABLES: Unable to parse 'Dropship-sct.tbm'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
TBM  =>  Starting parse of 'bp2-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
BMPMAN: Found EFF (exp50.eff) with 92 frames at 30 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Ignoring free flight speed for weapon 'Trebuchet#Aegis'
TBM  =>  Starting parse of 'Sirona-beams-wep.tbm' ...
TBM  =>  Starting parse of 'lamiabeam-wep.tbm' ...
TBM  =>  Starting parse of 'Aftermath-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
Particle effect for impact spew disabled on ship 'Moon Landscape'.
Particle effect for damage spew disabled on ship 'Moon Landscape'.
WARNING: "Error:  Ship name GTC Cretheus already exists in ships.tbl.  All ship class names must be unique." at ship.cpp:1058
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-9" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus X" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
WARNING: "Unable to find WEAPON_LIST_TYPE string " RailGun" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
WARNING: "Ship class 'TF Ghost' has 3 secondary banks, but 2 secondary capacities... fix this!!" at ship.cpp:1382
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX52#Shivan" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX52#Shivan" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2723
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'Sirona-shp.tbm' ...
TBM  =>  Starting parse of 'Dropship-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
WARNING: "Pbank capacity specified for non-ballistic-primary-enabled ship GTTB Armageddon. Resetting capacities to 0. To fix this, add a ballistic primary to the list of allowed primaries." at ship.cpp:4329
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (BPstealthgauge.eff) with 3 frames at 30 fps.
BMPMAN: Found EFF (viewfinder.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgaugetop.eff) with 1 frames at 30 fps.
BMPMAN: Found EFF (BPsignalgauge.eff) with 11 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
TBM  =>  Starting parse of 'new-str.tbm' ...
loading animated cursor "cursor"
TBM  =>  Starting parse of 'bp-main-hall.tbm' ...
TBM  =>  Starting parse of 'bp2-main-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : VALID
cfile_init() took 1078
VIDEO: No shader support and hd video is beeing played this can get choppy.Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Maxwell.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Deep.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ed.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Maxwell.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Maxwell.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Maxwell.Aftermath.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'Maxwell.Aftermath.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.262 (0.262)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Maxwell.Aftermath.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: '1 - 0 - Intro3.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 294
Ending mission message count : 294
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x23600360, IBX checksum: 0x18b36b49 -- "fighter2t-03.pof"
Loading model 'raynor1.pof'
WARNING: "Inverted bounding box on submodel 'detail-0' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret01' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm01' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret02' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm02' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret03' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm03' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret04' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm04' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret05' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm05' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret06' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm06' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret07' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm07' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret08' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm08' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret09' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm09' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret10' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm10' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret11' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm11' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret12' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm12' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret13' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm13' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret14' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret15' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret16' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret17' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret18' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret19' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret20' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret21' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret22' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret23' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret24' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret25' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret26' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret27' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret28' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret29' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret30' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret31' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret32' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret33' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret34' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret35' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret36' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret37' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret38' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret39' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret40' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret41' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'fighterbay' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor1.pof
WARNING: "Inverted bounding box on submodel 'detail-3' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'detail-2' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'detail-1' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-0' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-1' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-3' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-4' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-5' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-6' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-2' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'debris-7' of model 'raynor1.pof'!  Swapping values to compensate." at modelread.cpp:1240
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor1.pof
IBX: Found a good IBX to read for 'raynor1.pof'.
IBX-DEBUG => POF checksum: 0x77329368, IBX checksum: 0x794cf996 -- "raynor1.pof"
Allocating space for at least 47 new ship subsystems ...  a total of 200 is now available (47 in-use).
Loading model 'Diomedes2.pof'
WARNING: "Inverted bounding box on submodel 'detail-1' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'detail-0' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret01' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm01' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret02' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turretarm02' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
WARNING: "Inverted bounding box on submodel 'turret03' of model 'Diomedes2.pof'!  Swapping values to compensate." at modelread.cpp:1240
Int3(): From c:\code\fs2_open_3_7_2_rc3\code\globalincs\windebug.cpp at line 1379
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 09, 2014, 10:47:16 am
I should have an updated modpack posted sometime today.  I'm just trying to get as many errors fixed as possible before I do.

Edit: there was a particular error with the first mission having to do with mismatched table subsystem table entries.  According to the error message, that kind of bug can cause crashes.  I'm 99% sure I fixed that one, so when I get the updated modpack up, please give it a whirl.
Title: Re: RELEASE: "The Aftermath"
Post by: AdmiralRalwood on August 09, 2014, 11:16:04 am
I don't know if I did something wrong since everyone else is at least able to launch the first mission. I lost my patience after clicking no on so many error messages and I broke into debugger.
Those aren't errors, those are warnings. Warnings are silently ignored on Release builds, which are recommended for normal gameplay; Debug builds are for trying to track down a specific problem, validating a mod, or generating a log file. If you try to play the game normally with Debug builds, you'll get a terrible framerate due to all kinds of debugging features not being optimized away.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 09, 2014, 12:14:56 pm
All set!  :)

Mediafire Link (http://www.mediafire.com/download/birjn4f23lcnfgp/AftermathV2_080914.7z)

I know of three errors that persist, but they don't seem to really affect anything. There may *still* be mission-specific errors since I don't think I have the patience to get through the campaign on a debug build, or play the missions without cheating.
Title: Re: RELEASE: "The Aftermath"
Post by: Master_of_the_blade on August 09, 2014, 02:00:36 pm
I don't know if I did something wrong since everyone else is at least able to launch the first mission. I lost my patience after clicking no on so many error messages and I broke into debugger.
Those aren't errors, those are warnings. Warnings are silently ignored on Release builds, which are recommended for normal gameplay; Debug builds are for trying to track down a specific problem, validating a mod, or generating a log file. If you try to play the game normally with Debug builds, you'll get a terrible framerate due to all kinds of debugging features not being optimized away.
The reason I ran the debug build is that the i get a CTD when I start the campaign during loading.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 09, 2014, 02:16:37 pm
Thanks Cyborg17 for your work.

I put your new file in the OP.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 09, 2014, 02:20:36 pm
No problem. 

I will post a Diablo .pof patch later since I actually mananged to redo the shield mesh.  It won't be specific to the Aftermath but could be used in any mod that wants it.
Title: Re: RELEASE: "The Aftermath"
Post by: AdmiralRalwood on August 09, 2014, 03:06:22 pm
I don't know if I did something wrong since everyone else is at least able to launch the first mission. I lost my patience after clicking no on so many error messages and I broke into debugger.
Those aren't errors, those are warnings. Warnings are silently ignored on Release builds, which are recommended for normal gameplay; Debug builds are for trying to track down a specific problem, validating a mod, or generating a log file. If you try to play the game normally with Debug builds, you'll get a terrible framerate due to all kinds of debugging features not being optimized away.
The reason I ran the debug build is that the i get a CTD when I start the campaign during loading.
Just FYI, if you "give up" and stop skipping the warnings before getting to the actual problem, your debug log isn't going to be very helpful for finding and fixing it.
Title: Re: RELEASE: "The Aftermath"
Post by: praseodym on August 10, 2014, 06:28:24 am
Just for updating:

3.7.2 RC3 works ootb under Ubuntu 14.04 64bit. I didn't try the "regular" 3.7.1 anymore. I will come back with the updated modpack some day ;-)

Edit: Of course, this is with the "new" blueplanet mod
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 10, 2014, 11:22:56 am
Ok, thanks for letting us know.


And now that it's quieted down, thanks Admiral and Niffiwan for helping out with troubleshooting!  It was nice to have support from you guys who know way more than me.
Title: Re: RELEASE: "The Aftermath"
Post by: crizza on August 17, 2014, 11:58:10 am
Is there a timelimit in the first mission? I'm force jumped after ten minutes, failing every time^^
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 17, 2014, 12:06:45 pm
Is there a timelimit in the first mission? I'm force jumped after ten minutes, failing every time^^

Do any of the ships you were escorting get destroyed?
Title: Re: RELEASE: "The Aftermath"
Post by: crizza on August 17, 2014, 12:10:22 pm
Nope, the miner is disabled and then a cruiser jumps in...had no chance to read the dialogue...but I thought the cruiser wants to capture the miner so I paid him no heed for the moment^^
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 17, 2014, 12:12:34 pm
Yeah, the mission fails you if any ship you escort is disabled or destroyed.  It's not an easy campaign, but that's how it was designed.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 17, 2014, 12:28:39 pm
I've said this before and it is kind of weird, but the first mission is one of the harder missions in the game (it barely gives you a chance to breathe).  I wouldn't say "The Aftermath" is a hard campaign overall though, at least not on the level of "Shadow Genesis."  Just my opinion.
Title: Re: RELEASE: "The Aftermath"
Post by: crizza on August 17, 2014, 12:29:40 pm
Yeah, the mission fails you if any ship you escort is disabled or destroyed.  It's not an easy campaign, but that's how it was designed.
Ah great. The first mission alone is a joy to play, guess I'll have to try all the harder :D
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 17, 2014, 12:32:59 pm
If you can get through it, you should be able to get through the rest of the campaign. ;)
Title: Re: RELEASE: "The Aftermath"
Post by: Master_of_the_blade on August 19, 2014, 03:34:40 am
Just FYI, if you "give up" and stop skipping the warnings before getting to the actual problem, your debug log isn't going to be very helpful for finding and fixing it.
Is there a way for me to run the debug build in silent mode so that the warnings don't interrupt me? There were a lot of warnings before I lost my patience.
Title: Re: RELEASE: "The Aftermath"
Post by: niffiwan on August 19, 2014, 03:51:05 am
There's no simple way to do that unfortunately.  On Linux at least Warnings don't generate a popup, they just output info to STDOUT and the fs2_open.log - but switching OS's just to get a debug log is probably a lot more hassle than clicking heaps and heaps :)
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 19, 2014, 10:26:14 am
Just FYI, if you "give up" and stop skipping the warnings before getting to the actual problem, your debug log isn't going to be very helpful for finding and fixing it.
Is there a way for me to run the debug build in silent mode so that the warnings don't interrupt me? There were a lot of warnings before I lost my patience.

The updated modpack in the first post will have much fewer errors.  I think I got at least 95% of them, and the ones I didn't were so minor that they don't really effect anything.

There may still be mission errors that I don't know about, though!
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 19, 2014, 04:29:14 pm
Thanks for fixing the spacesuit mission.  For some reason I was able to beat it this time when I wasn't able to before.  It was kind of fun to start and see all those dozens flying around.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 19, 2014, 06:25:36 pm
Sure thing.
Title: Re: RELEASE: "The Aftermath"
Post by: crizza on August 21, 2014, 07:13:15 am
Is it normal, that the mission where you command that cruiser thingy starts and the only thing I can do is choosing between Quick start, Return to Mainhall and the other one?
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 21, 2014, 05:22:01 pm
Is it normal, that the mission where you command that cruiser thingy starts and the only thing I can do is choosing between Quick start, Return to Mainhall and the other one?

Not sure, I didn't play all the missions.  I remember a mission where I piloted a cruiser, but I don't remember any issues.  What mission is it exactly?
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 24, 2014, 12:40:10 am
The three missions where you pilot a capship are:

Sicilian Defense
Warlock
Dragon Slayer


Which one of those missions was it you were having trouble with?
Title: Re: RELEASE: "The Aftermath"
Post by: praseodym on August 24, 2014, 03:12:30 pm
One remark: In the spacesuit mission you are able to call in a support ship. If doing so it crashes under Ubuntu because there is no docking possible.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on August 24, 2014, 03:31:37 pm
That's a code bug.  Although the mission designer should probably be able to prevent it, it should be fixed in the code since it's such an edge case.  I will adjust the mission and release it if other fixes are necessary.

EDIT: I'll put in a mantis ticket.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 24, 2014, 05:34:16 pm
In the mission "Sicilian Defense", you can call in a support ship (when you're piloting a Boreas cruiser).  I don't remember it crashing the game though.
Title: Re: RELEASE: "The Aftermath"
Post by: niffiwan on August 24, 2014, 05:49:49 pm
A cruiser would almost certainly have dock points in the model.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 25, 2014, 01:11:03 am
A cruiser would almost certainly have dock points in the model.

Makes sense.  I do remember one of those craft docking at one point. 
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on August 28, 2014, 03:36:57 pm
I hope the original creator (Herkie) is doing okay.

Last I heard he was in the Philippines army.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 06, 2014, 03:09:38 pm
I ran into another problem (though this is relatively minor):

My issue earlier about not having any sounds for the Rapier was fixed.

However now I'm not hearing the Balor.  Is there something wrong with the sound for that?
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 06, 2014, 04:10:16 pm
The wisdom of the sound tables design is .... questionable.  I didn't happen to know that the baylor didn't have a sound.  Are there any other weapons that are lacking them? 
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 06, 2014, 07:50:51 pm
Not that I can recall.

The Rapier and the cannons of the Boreas cruiser/Vengeance corvette used to be silent, but the most recent update you posted fixed them.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 07, 2014, 12:40:24 am
I'll test the sounds tomorrow. (cheat codes are awesome!)  Should be a tiny patch.

Btw, be on the lookout for other rogue sounds, like engine sounds or other sounds.  Sound tables do not discriminate!
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 07, 2014, 01:26:38 am
I'll test the sounds tomorrow. (cheat codes are awesome!)  Should be a tiny patch.

Btw, be on the lookout for other rogue sounds, like engine sounds or other sounds.  Sound tables do not discriminate!


I'll let you know if I hear any more problems though I don't recall engine problems.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 08, 2014, 08:13:51 pm
I played earlier today and didn't hear a sound for the Prometheus S.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 13, 2014, 02:51:28 pm
Here's a patch for the sound issues.  I edited Aftermath-Wep.tbm and made a Sounds.Tbl to prevent possible future problems.  To install, extract it to your Freespace2 directory and allow it to overwrite already existing files

If you renamed your Aftermath folder, you'll need to move the files manually.

Sound Patch on Mediafire (https://www.mediafire.com/?q2lb7o42vhqjzzn)

Enjoy
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 13, 2014, 03:01:47 pm
I moved them both manually. 

They both go in data/tables correct?
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 13, 2014, 04:10:17 pm
Yes
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 13, 2014, 06:36:54 pm
Thanks.
Title: Re: RELEASE: "The Aftermath"
Post by: Sarkoth on September 14, 2014, 03:59:14 am
That looks like it worked fine, Thanks Cyborg17
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 14, 2014, 08:19:16 pm
Correct.  I can hear the PromS fine now. :)
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 15, 2014, 07:00:22 pm
Yeah, I don't know if BP changed its sound tables, or if the original author planned on making his own sound tbl and forgot, but several weapon sounds were set to between index 330-350 which were empty.  The included sound table should also protect against the possibility of BP needing to change their sound tbl's.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 16, 2014, 03:20:15 pm
I was playing the mission "Supply Disruption" in the campaign and it didn't have music in the mission (though sound effects were working good).  Same with the playable mission before it.  Some missions in this game you play without music.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 16, 2014, 06:22:22 pm
A mission can be designed so that it doesn't have music in it.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 17, 2014, 07:40:01 pm
Thanks.  That makes sense.


One thing I noticed on Act 4 Mission 6 "Torpedo Chasers" is that when the space station you're supposed to protect is hit, sometimes it spins extremely rapidly and wipes out a significant portion of your wingmen and sometimes you.  Is this something that can be fixed?
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 18, 2014, 09:08:43 pm
Sounds like a null moment of inertia error.  I had thought I fixed all of those.

*an hour and a half of awkward bug hunting later*

MOI was not null, and everything I tried to do to fix the model (spaceport.pof) did nothing.

So, I just ticked the "Does Not Move" flag.  Worked like a charm.  Good thing it's a station....  :yes:

Simple enough fix, I'll post it soon.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 21, 2014, 12:18:22 am
Thanks again, looking forward to it. 

When you get it out I'll post it in the OP.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 21, 2014, 04:15:32 pm
Aftermath V2 9/21/14 (https://www.mediafire.com/?ckyak70q7v1czgf)

Includes the sound patch, the mission patch, and all previous patches.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 21, 2014, 07:35:36 pm
Thank you, the OP has been edited.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 23, 2014, 02:25:15 pm
I'm sorry to say I ran into a problem when playing the campaign just now.

I had just completed mission 5-3 "Into The Unknown" and tried to go onto the next mission.  It then takes me to a cutscene with Strike Group Alpha but then a Command voice in the background starts yelling at me to complete my mission objectives and to not leave the battlefield.  Then it shows an Ares exploding and says I failed the mission (which is especially weird during a cutscene).



Would it help if I posted a debug fsopen log like is often suggested for people to do?
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 23, 2014, 05:37:07 pm
Not for a mission bug like this.  Logs are more useful when assets fail in some way (like when a mod fails to load in the first place.)
Title: Re: RELEASE: "The Aftermath"
Post by: niffiwan on September 23, 2014, 05:44:44 pm
Kinda sounds like the cutscene isn't locking the player in place when it starts. Having said that, it's also odd that you'd be travelling fast enough to leave the mission area unless the cutscene is unusually long.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 23, 2014, 07:02:59 pm
For what it's worth, I didn't have this particular problem in the version before this recent update Cyborg posted.  Before this, there was no "Command" speaking and an Ares never showed up.  As far as I remember it was just Strike Group Alpha.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 23, 2014, 08:37:34 pm
That's weird.  I don't remember editing the mission.  Let me crack it open and see what's going on.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 23, 2014, 09:44:56 pm
For what it's worth, I looked in the tech room and the movie was called "Strike Assault" and is listed as 5-4 in the campaign list.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 23, 2014, 09:46:47 pm
The mission starts with the player at coordinates where it will kill the player.  Not sure why it wasn't triggering before.  Another small fix... lol 
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 26, 2014, 03:19:02 pm
I don't think I've seen this happen in 'cutscene missions' before, has anyone else?
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on September 26, 2014, 07:37:44 pm
I mean, I don't know if it was happening before, but I've caused it to happen by flying far enough out.

It's a really simple problem caused by alpha 1 starting the mission too far out.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on September 26, 2014, 08:49:29 pm
Good to know it's fixable at least.


Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on October 04, 2014, 12:31:14 pm
Mission5_4 Patch (https://www.mediafire.com/?ik3n8odbshtsbq5)

Simply extract it to your Freespace2 folder and allow it to overwrite the old mission file.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 04, 2014, 02:10:09 pm
You've succeeded again Cyborg17, it worked. :)

OP will be updated shortly.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 24, 2014, 12:46:50 am
I've found one more issue on another playthrough of this campaign in case anyone could know what to do.

In mission 2-6 "The Pirate Strikes Back", when the GTVA reinforcement capital ships come in to attack the pirate capital ships, the GTVA capital ships don't fire their beam weapons.  When I order them to attack enemy ships, the good guy ships move in and only attack with anti-fighter turrets (lasers).  But when I target GTVA capital ships, their capital ship beams aren't destroyed, they look like they should be working.

However, the pirate cruisers' capital beams seem to work okay.

Is it possible the good guys' ships have their capital beams turned off for this mission?



(I'll add though that this 'bug' isn't game breaking as it's still possible to successfully complete the mission anyways...this problem just makes it a while longer than it should be).
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on October 24, 2014, 10:38:43 am
I haven't replied to your PM because I've been sick. 

This may not be an actual issue.  I haven't looked at the mission file, but if the mission doesn't have an event that unlocks the beam weapons of the friendly warships, then I have to assume that the intention is to leave them locked, even though it makes more sense to unlock them.  I'll be able to tell when I get home.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 24, 2014, 02:31:50 pm
Thanks for wanting to look into it.

Hope you get better and it's nothing serious.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on October 25, 2014, 12:52:20 pm
It wasn't too bad.  But I had to stay home from work.

 The mission events look like they're correctly set up, and when I play, all ships seem to be firing their beams correctly.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 25, 2014, 01:18:43 pm
I'll try it again later today.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 25, 2014, 07:59:24 pm
What difficulty were you playing on (I've noticed changing difficulty can change things occasionally)?


I played the mission again just now.  It happened like before.  When the pirate cruisers arrived shortly after the mission started they were able to use their capital beams (green).

Again, however, when allied capital ship reinforcements came in (Copernicus, Capella, Olympus, etc.) came in, they never fired beams (those kind of ships were supposed to have blue beams I believe).  Even if I directly ordered a reinforcement capship to attack an enemy capship it would only move in and attack with anti-fighter lasers (but never blue beams). 

I even targeted allied capships and was able to target their beam turrets (so they had them at least).



So enemy beams could fire, but those of the good guys couldn't.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on October 25, 2014, 10:56:18 pm
I know some of the closer warships probably have bad firing arcs and so aren't fighting, but I know I saw the far away capital ships firing.  But there's no logical reason why they wouldn't fire.  The ship's arrival and their beam-free-all both use mission time.

Hold on..... are you having any framerate issues?  Also, what exe are you using?  Are you able to take a video of what's going on in the mission?
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 25, 2014, 11:39:40 pm
What's there seems to be running okay so I'm not sure it's framerate.


For what it's worth, the build I'm using is 3.7.1 (nightly build 11061)
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on October 26, 2014, 10:07:12 am
I literally do not understand why that is happening.  However, I can post a version of the mission with the triggers changed.  Although it looks like the triggers are set up correctly, there could be an unknown issue with using mission time.  Also, it's more flexible if has-arrived-delay is used.

Try this:

[attachment kidnapped by pirates]
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 26, 2014, 01:38:54 pm
It worked! 

When the good guy ships came in the pirate capships got blasted fairly quickly by blue beams and the mission went a lot quicker now.  Thank you (I'll update the OP).
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on October 26, 2014, 02:39:15 pm
Excellent.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on May 04, 2015, 03:39:46 pm
Why was your attachment deleted (or "kidnapped by pirates")?  I just noticed I unfortunately didn't put it in the OP yet.

If by any chance you still have it Cyborg, I'll link it in the OP.


Again, my apologies.
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on May 04, 2015, 11:23:27 pm
I'm falling asleep right now.  Send me a PM sometime tomorrow to remind me to do this.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on May 05, 2015, 01:24:16 pm
Just did, again thanks for your help on this campaign. 

I'll be sure to link this link in the OP.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on May 06, 2015, 05:08:55 pm
OP has been updated for Cyborg's new version of the campaign.  All patches up to this point have been implemented into it.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on May 11, 2015, 04:34:38 pm
Something minor I noticed:

In the most recent version you gave out the way primaries are displayed in gameplay has changed.  In previous versions of The Aftermath that you released the primaries would only have the first letter of each word capitalized..."Ion Cannon" for example.  I.e., I think they're labeled like they were in Blue Planet.  On page 4 of this thread, I had a pic that showed this.

However, in this new version you recently released primaries are back to all caps (and a smaller font) like they are in normal FS2..."ION CANNON" for example is how it looked when I played this mission.


Thoughts on what might have changed this?
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on May 11, 2015, 06:14:17 pm
This could be a recent bug fix.  The weapons are written "IonCannon" in the table, so if the way that it's displayed has changed, it has to be a code difference.  If the point is to look like retail, then it makes a lot of sense.

Good eye for detail by the way.  I don't think I would have seen something like this.
Title: Re: RELEASE: "The Aftermath"
Post by: AdmiralRalwood on May 11, 2015, 07:46:21 pm
How fonts interact with the HUD did change during 3.7.1. I think the HUD table may need font entries added.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on May 12, 2015, 03:10:57 pm
I think Admiral Ralwood may be right here.

I played a mission on an earlier 3.7.1 nightly build and the weapon was back to being displayed as "Ion Cannon" in the Blue Planet style font on the HUD (same with secondaries on the ingame HUD).  What I was playing with recently was a 3.7.3 nightly build.



So on this campaign, it looks like more recent builds display things in the HUD differently.  For example, Trebs were displayed as "TREBUCHET" rather than "Trebuchet" on the HUD in a mission.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on May 13, 2015, 12:43:56 pm
The weird thing is, only the gameplay HUD display of primary/secondary names seems to be affected.  Mission/command briefing texts and weapon/ship info (when selecting weapons/ships) are still in the Blue Planet font.
Title: Re: RELEASE: "The Aftermath"
Post by: AdmiralRalwood on May 13, 2015, 03:29:55 pm
As I said, the thing that changed is specifically how the in-game HUD interacts with custom fonts, so that isn't weird.
Title: Re: RELEASE: "The Aftermath"
Post by: Jackho on May 13, 2015, 04:49:55 pm
Hello,

I just tried the first mission. It feels so exciting and real too! I think I'll love this campaign. As far as I can remember it's the first time I don't have to pause the game every now and then to read entirely in-mission speeches, mainly because I'm not very good at English but most of all because there's not much speech to look at, for "when you have to shoot, shoot, don't talk"  :p
So to me this is a really good point. It may be different in next missions I don't know yet.

Also I can confirm what's in the readme file : do not try this at medium level, you'd be frustrated.

PS : I didn't find the ninja'ed fix from post in page 8 nor in first post, hope I won't need it  :rolleyes:
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on May 13, 2015, 06:51:47 pm

PS : I didn't find the ninja'ed fix from post in page 8 nor in first post, hope I won't need it  :rolleyes:

That was a small mistake on my part.  When I put Cyborg's new version (that has all patches in it) in the opening post, I forgot to take out the line about a separate patch being at the top of page 8.  I fixed that now.

The Mediafire link in the opening post should be all you need now to play this campaign (in addition to BP and 2014 Mediavps)
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on June 09, 2015, 09:49:56 pm
Some info:

If you want to you can put the recently released HTL Warlock carrier into the campaign (replacing the older Warlock model).  I tested it earlier today and it works good (I didn't even get the errors some mentioned).  It's pretty easy to do:  the "warlock.pof" file (this replaces the one currently there) goes into the /models subfolder of The Aftermath campaign folder and the other four files go into the /maps subfolder.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on June 11, 2015, 07:32:30 pm
https://drive.google.com/file/d/0BwhLOWpTEeADZDgwdWxTTmZXSWs/view?usp=sharing

Here's the link.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on June 26, 2015, 09:05:13 pm
OP has been updated to have the optional Warlock and Titan new looks.
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 21, 2015, 05:25:12 pm
Cyborg17, here is the mission file you requested to look at the Titan error.

[attachment deleted by nobody]
Title: Re: RELEASE: "The Aftermath"
Post by: Cyborg17 on October 21, 2015, 05:28:14 pm
Try it now.

[attachment deleted by nobody]
Title: Re: RELEASE: "The Aftermath"
Post by: CT27 on October 21, 2015, 05:34:57 pm
It worked.  Thank you.
Title: Re: RELEASE: "The Aftermath"
Post by: herkie423 on October 22, 2015, 05:04:57 am
Oh, the mission 5-6-Act 5; Act 5 mission 6. I have modified that one to include 2 prototype cruisers (I added 4 cruisers to the 7th BG). Just minor changes. On another note, I junked the 1-2-Act1 mission to make room for added missions. The Aftermath:Reboot will be ready for release as soon as I finish modifying and fixing the missions and adding the cb anims, intel anims, and loading screens.
Title: Re: RELEASE: "The Aftermath"
Post by: herkie423 on October 22, 2015, 05:27:03 am
What difficulty were you playing on (I've noticed changing difficulty can change things occasionally)?


I played the mission again just now.  It happened like before.  When the pirate cruisers arrived shortly after the mission started they were able to use their capital beams (green).

Again, however, when allied capital ship reinforcements came in (Copernicus, Capella, Olympus, etc.) came in, they never fired beams (those kind of ships were supposed to have blue beams I believe).  Even if I directly ordered a reinforcement capship to attack an enemy capship it would only move in and attack with anti-fighter lasers (but never blue beams). 

I even targeted allied capships and was able to target their beam turrets (so they had them at least).



So enemy beams could fire, but those of the good guys couldn't.


To reply to an older post: The mission script I have here is the the previous release and I tested it again and yes they did not fire. Its strange because two years ago, it worked. It is only I found out that the frame rate of my old computer is slow and newer computers count things very fast. Those factors will surely affect the missions. So going to main problem, I discovered that when I place the SEXP to beam free the ship at the exact moment they are still warping in. the command will not effect.  I solved this by putting a delay in that command. Ex. when the ship's cue is at "time-elapse" 30,
the SEXP will be "If [ship] arrives-delay is true then beam free all [ship] delay 7 seconds" (the phrase is just an approximation but the idea is there). Or the putting the "has arrive-delay" SEXP as the trigger and chain it a second SEXP delaying it by 7 seconds to beam-free the ship.