Author Topic: RELEASE: Dimensional Eclipse - The Singularity  (Read 5491 times)

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Offline AndrewofDoom

  • In A.D. 2366 war was beginning
  • 29
  • Permanent yuri goggles.
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RELEASE: Dimensional Eclipse - The Singularity


Here I am again guys! I felt bad for all you poor fellows who are struggling to play DE, so here I give you a new campaign to play (that works)! Droid was quietly working on this all the while and he handed this over to me to fix up and assemble into a campaign.

Features include:

- A new campaign (The Singularity): Magnus von Sternberg, an ex-corporate enforcer working for Banshee company, is hired to investigate an uncharted Transpace Phase Lane at the edge of Terran Space...
 I tested this personally this time to make sure stuff gets done right. Should not crash anywhere...hopefully.
- Some more new ships.

Requirements:

DE 1.1
FSO 3.6.18+
MediaVPs 3.6.12
A Decent Computer

Installation:

Ensure you have the mediavps 3.6.12 installed properly.
Place the vp files in to the DE 1.1 folder.
Run the DE 1.1 mod, there will be a new campaign available to play.

Download:
Download from Mediafire blah blah blah
Post Processing Files for DE

And with that, it's back to work for me fixing DE 1.1.  :banghead:
« Last Edit: April 01, 2013, 12:06:26 pm by AndrewofDoom »
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline CommanderDJ

  • Software engineer
  • 210
    • Minecraft
Re: RELEASE: Dimensional Eclipse - The Singularity
I'm sure this is a prank, but I'm trying it anyway. :P

I get a crash while loading the second mission saying that "Cloak" is an invalid ship effect name. I redownloaded DE and everything.

Log:

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: 3.6.19
Passed cmdline options:
  -spec_exp 15
  -fov 0.4
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 128
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -bloom_intensity 100
  -fxaa
  -fxaa_preset 9
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -mod DE11,mediavps_3612
Building file index...
Found root pack 'C:\Games\FreeSpace2\DE11\BPDE.vp' with a checksum of 0xdc9ae798
Found root pack 'C:\Games\FreeSpace2\DE11\CDE11Patch1.vp' with a checksum of 0xdc584884
Found root pack 'C:\Games\FreeSpace2\DE11\DE11-Core.vp' with a checksum of 0x86bfb17d
Found root pack 'C:\Games\FreeSpace2\DE11\DE11-Interface.vp' with a checksum of 0x8b7996a8
Found root pack 'C:\Games\FreeSpace2\DE11\DE11-Sound.vp' with a checksum of 0xf5921777
Found root pack 'C:\Games\FreeSpace2\DE11\DE11-Visual1.vp' with a checksum of 0x16f9dcef
Found root pack 'C:\Games\FreeSpace2\DE11\DE11-Visual2.vp' with a checksum of 0x397c85c9
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
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\DE11\' ... 23 files
Searching root pack 'C:\Games\FreeSpace2\DE11\BPDE.vp' ... 195 files
Searching root pack 'C:\Games\FreeSpace2\DE11\CDE11Patch1.vp' ... 11 files
Searching root pack 'C:\Games\FreeSpace2\DE11\DE11-Core.vp' ... 113 files
Searching root pack 'C:\Games\FreeSpace2\DE11\DE11-Interface.vp' ... 2585 files
Searching root pack 'C:\Games\FreeSpace2\DE11\DE11-Sound.vp' ... 178 files
Searching root pack 'C:\Games\FreeSpace2\DE11\DE11-Visual1.vp' ... 977 files
Searching root pack 'C:\Games\FreeSpace2\DE11\DE11-Visual2.vp' ... 1297 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 294 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 390 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
Searching root 'f:\' ... 0 files
Found 27 roots and 19535 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Microphone (SB Audigy)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 GTX 560 Ti/PCIe/SSE2
  OpenGL Version   : 4.3.0

  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".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
... 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...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'rts-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'ejectSeat-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-sct.tbm' ...
TBM  =>  Starting parse of 'targeter-sct.tbm' ...
TBM  =>  Starting parse of 'magic-sct.tbm' ...
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 'fsq-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 'fsq-mus.tbm' ...
TBM  =>  Starting parse of 'fsqextra-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsqextra-amr.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End
€mart shield mana
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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 (ParticleSmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
BMPMAN: Found EFF (71impact.eff) with 50 frames at 35 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'fsqextra-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'rts-shp.tbm' ...
Loading model 'cmdpanel.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'cmdpanel.pof'.
IBX-DEBUG => POF checksum: 0x44f03ddd, IBX checksum: 0x58474d87 -- "cmdpanel.pof"
Loading model 'grid.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Animated Effects
IBX: Found a good IBX to read for 'grid.pof'.
IBX-DEBUG => POF checksum: 0xc2740e36, IBX checksum: 0x0df204f5 -- "grid.pof"
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'eject-shp.tbm' ...
TBM  =>  Starting parse of 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'fsqextra-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-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)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
TBM  =>  Starting parse of 'fsqextra-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TBM  =>  Starting parse of 'fsqextra-hall.tbm' ...
Someone passed an extension to bm_load for file 'btntmp_default.tga'
Someone passed an extension to bm_load for file 'btntmp_mouseover.tga'
Someone passed an extension to bm_load for file 'btntmp_pressed.tga'
Someone passed an extension to bm_load for file 'tacmap_bg.dds'
Someone passed an extension to bm_load for file 'bar_empty.dds'
Someone passed an extension to bm_load for file 'bar_hp.dds'
Someone passed an extension to bm_load for file 'bar_ssd.dds'
Someone passed an extension to bm_load for file 'blip_blue.dds'
Someone passed an extension to bm_load for file 'blip_gray.dds'
Someone passed an extension to bm_load for file 'blip_alliance.dds'
Someone passed an extension to bm_load for file 'blip_teal.dds'
Someone passed an extension to bm_load for file 'blip_orange.dds'
Someone passed an extension to bm_load for file 'blip_green.dds'
Someone passed an extension to bm_load for file 'blip_red.dds'
Someone passed an extension to bm_load for file 'blip_gray.dds'
Someone passed an extension to bm_load for file 'jump_icon.tga'
Someone passed an extension to bm_load for file 'jump_icon_no.tga'
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "ejectionSeat.lua"
LibraryManager: Loaded file "ejectionSeatParser.lua"
LibraryManager: Loaded file "ejectionSeatScript.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 253
Someone passed an extension to bm_load for file 'btntmp_default.tga'
Someone passed an extension to bm_load for file 'btntmp_mouseover.tga'
Someone passed an extension to bm_load for file 'btntmp_pressed.tga'
Someone passed an extension to bm_load for file 'tacmap_bg.dds'
Someone passed an extension to bm_load for file 'bar_empty.dds'
Someone passed an extension to bm_load for file 'bar_hp.dds'
Someone passed an extension to bm_load for file 'bar_ssd.dds'
Someone passed an extension to bm_load for file 'blip_blue.dds'
Someone passed an extension to bm_load for file 'blip_gray.dds'
Someone passed an extension to bm_load for file 'blip_alliance.dds'
Someone passed an extension to bm_load for file 'blip_teal.dds'
Someone passed an extension to bm_load for file 'blip_orange.dds'
Someone passed an extension to bm_load for file 'blip_green.dds'
Someone passed an extension to bm_load for file 'blip_red.dds'
Someone passed an extension to bm_load for file 'blip_gray.dds'
Someone passed an extension to bm_load for file 'jump_icon.tga'
Someone passed an extension to bm_load for file 'jump_icon_no.tga'
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'DE.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Warning: (0x0001) Short read, information may have been lost!
PLR => Verifying complete!
PLR => Verifying 'DJ.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'FS2.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'FS3.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Jad2.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'SG.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Warning: (0x0001) Short read, information may have been lost!
PLR => Verifying complete!
PLR => Verifying 'Test.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Val.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'WoD.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'DE.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 'DE.b05_persist.csg' with version 1...
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 => Skipping unknown section 0x0015!
CSG => Warning: (0x0015) Short read, information may have been lost!
CSG => Loading complete!
CSG => Loading 'DE.b05_persist.csg' with version 1...
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 => Skipping unknown section 0x0015!
CSG => Warning: (0x0015) Short read, information may have been lost!
CSG => Loading complete!
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'DE.b05_persist.csg' with version 1...
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 => Skipping unknown section 0x0015!
CSG => Warning: (0x0015) Short read, information may have been lost!
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Screeching Banshees
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 (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'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 900
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 98 frames at 30 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!!
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 98 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'b02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Screeching Banshees
Using callsign: Senya
Using callsign: Switchblade
Using callsign: Takeshi
Using callsign: Genevive
Using callsign: Ninja
Using callsign: Samson
Using callsign: Fang
Using callsign: Tiara
Loading model 'vampfActCloak.pof'
BMPMAN: Found EFF (vampfcloak.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (vampfcloak-glow.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (tercoccloak.eff) with 30 frames at 30 fps.
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'vampfActCloak.pof'.
IBX-DEBUG => POF checksum: 0x07953619, IBX checksum: 0x1a9aba08 -- "vampfActCloak.pof"
Loading model 'vampfDecloak.pof'
BMPMAN: Found EFF (vampfcloakrev.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (vampfcloakrev-glow.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (tercoccloakrev.eff) with 30 frames at 30 fps.
IBX: Found a good IBX to read for 'vampfDecloak.pof'.
IBX-DEBUG => POF checksum: 0x52dc89c2, IBX checksum: 0x359007f2 -- "vampfDecloak.pof"
Loading model 'vampfCloaked.pof'
BMPMAN: Found EFF (vampfcloaked-glow.eff) with 30 frames at 15 fps.
IBX: Found a good IBX to read for 'vampfCloaked.pof'.
IBX-DEBUG => POF checksum: 0xf1875554, IBX checksum: 0x24406a72 -- "vampfCloaked.pof"
Loading model 'vampf.pof'
IBX: Found a good IBX to read for 'vampf.pof'.
IBX-DEBUG => POF checksum: 0x8884f7b5, IBX checksum: 0xda63a77f -- "vampf.pof"
Loading model 'subspacenode.pof'
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "Submodel <detail0> in model <subspacenode.pof> has a radius <= 0.1f" at modelread.cpp:1243
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xee9753d6, IBX checksum: 0x684fd1a9 -- "subspacenode.pof"
Starting mission message count : 45
Ending mission message count : 47
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'frx00mave.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'frx00mave.pof'.
IBX-DEBUG => POF checksum: 0x7280ecc7, IBX checksum: 0xccac201b -- "frx00mave.pof"
Loading model 'Typhoon_Half.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Potential problem found: Unrecognized subsystem type 'Fighterbay', believed to be in ship Typhoon_Half.pof
IBX: Found a good IBX to read for 'Typhoon_Half.pof'.
IBX-DEBUG => POF checksum: 0xdc04bbcc, IBX checksum: 0x5fb58114 -- "Typhoon_Half.pof"
Loading model 'fighterh01e.pof'
IBX: Found a good IBX to read for 'fighterh01e.pof'.
IBX-DEBUG => POF checksum: 0xa8469c16, IBX checksum: 0xf7635eae -- "fighterh01e.pof"
Loading model 'fighterh01.pof'
IBX: Found a good IBX to read for 'fighterh01.pof'.
IBX-DEBUG => POF checksum: 0x221854b3, IBX checksum: 0xfc1f45d6 -- "fighterh01.pof"
Loading model 'PhoenixRising.pof'
Potential problem found: Unrecognized subsystem type 'FB1DB', believed to be in ship PhoenixRising.pof
Potential problem found: Unrecognized subsystem type 'FB1DT', believed to be in ship PhoenixRising.pof
Potential problem found: Unrecognized subsystem type 'FB2DB', believed to be in ship PhoenixRising.pof
Potential problem found: Unrecognized subsystem type 'FB2DT', believed to be in ship PhoenixRising.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship PhoenixRising.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship PhoenixRising.pof
Potential problem found: Unrecognized subsystem type 'Bridge', believed to be in ship PhoenixRising.pof
IBX: Found a good IBX to read for 'PhoenixRising.pof'.
IBX-DEBUG => POF checksum: 0x3fc29139, IBX checksum: 0xd3006b5d -- "PhoenixRising.pof"
Loading model 'bektahint-r.pof'
IBX: Found a good IBX to read for 'bektahint-r.pof'.
IBX-DEBUG => POF checksum: 0x4b8d4283, IBX checksum: 0x40249a29 -- "bektahint-r.pof"
Loading model 'bektahbom-r.pof'
IBX: Found a good IBX to read for 'bektahbom-r.pof'.
IBX-DEBUG => POF checksum: 0x669a4611, IBX checksum: 0x9272f518 -- "bektahbom-r.pof"
Loading model 'killercraft-r.pof'
IBX: Found a good IBX to read for 'killercraft-r.pof'.
IBX-DEBUG => POF checksum: 0x2fd88127, IBX checksum: 0xa92b02bc -- "killercraft-r.pof"
Loading model 'aerofight-r.pof'
IBX: Found a good IBX to read for 'aerofight-r.pof'.
IBX-DEBUG => POF checksum: 0xe0d533a2, IBX checksum: 0xc0877ceb -- "aerofight-r.pof"
Loading model 'Gefjon-x.pof'
IBX: Found a good IBX to read for 'Gefjon-x.pof'.
IBX-DEBUG => POF checksum: 0x4a041786, IBX checksum: 0x5a9a997f -- "Gefjon-x.pof"
Allocating space for at least 7 new ship subsystems ...  a total of 200 is now available (7 in-use).
Invalid ship effect name.

In sexpression: ( when
   ( <
      ( hits-left "Tribunal of Honor" )
      98
   )
   ( ship-effect
      "Cloak"
      4000
      "Tribunal of Honor"
   )
   ( ship-stealthy "Tribunal of Honor" )
   ( protect-ship "Tribunal of Honor" )
   ( turret-lock-all "Tribunal of Honor" )
)
(Error appears to be: Cloak)ERROR: Invalid ship effect name.

In sexpression: ( when
   ( <
      ( hits-left "Tribunal of Honor" )
      98
   )
   ( ship-effect
      "Cloak"
      4000
      "Tribunal of Honor"
   )
   ( ship-stealthy "Tribunal of Honor" )
   ( protect-ship "Tribunal of Honor" )
   ( turret-lock-all "Tribunal of Honor" )
)
(Error appears to be: Cloak)
File: missionparse.cpp
Line: 5613
Freeing all existing models...
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: RELEASE: Dimensional Eclipse - The Singularity
I remember seeing this problem before. Please download this fix and place it to your \DE11\ folder.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline CommanderDJ

  • Software engineer
  • 210
    • Minecraft
Singularity Eclipse - Re: RELEASE: Dimensional The
Well played, sir, well played.

But I am still unable to play this mod. :(
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Droid803

  • Trusted poster of legit stuff
  • Moderator
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: Singularity The Eclipse RELEASE: Dimensional -
Uh... you missing a postprocesssing shader or something? looks like its choking on the cloak effect.
(´・ω・`)
=============================================================

 

Offline AndrewofDoom

  • In A.D. 2366 war was beginning
  • 29
  • Permanent yuri goggles.
    • Skype
    • Steam
    • Twitter
Re: RELEASE: Dimensional Eclipse - The Singularity
Updated the first post to include the needed post processing stuff needed.
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline CommanderDJ

  • Software engineer
  • 210
    • Minecraft
Re: RELEASE: Dimensional Eclipse - The Singularity
Well that was... interesting.

Spoiler:
The error message got me the first time :P but the second time I clicked OK, beat the "boss" and ended the mission. Was that the joke, or was there other stuff?

Tbh, I'm not entirely sure what this campaign was trying to be, lol. There were a few laughs, but it seemed like an unnecessarily long way to go just to set up that final mission. Unless that was the point?

Or maybe there were a ****ton of anime references or something that I missed.  :nervous:

EDIT: Oh and I liked how we could go back to the hangar and change our weapons. Nice touch.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline AndrewofDoom

  • In A.D. 2366 war was beginning
  • 29
  • Permanent yuri goggles.
    • Skype
    • Steam
    • Twitter
Re: RELEASE: Dimensional Eclipse - The Singularity
Since you were kind enough to play this, I'll answer some of it.

Spoiler:
Yes the error at the end is the April Fools prank, but there's a tad more to it. It was intended to an actual serious side story, but ended up on hold because Droid was playing with things he shouldn't have. I'll leave it at that but no, it's not little 12 year old girls for once.

Watch out for Kaalith, though, since she's no April Fools Prank. If we ever get to working about a proper sequel to DE, she's likely to make an appearance there.

All mission related complaints (except for the "boss". That's all me) go to Droid. :p
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline CommanderDJ

  • Software engineer
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Re: RELEASE: Dimensional Eclipse - The Singularity
Ah, okay. That clears it up a bit.

Oh, since my previous post may have made it unclear: the campaign was quite fun to play, I must say. The new weapons and stuff were pretty cool and
Spoiler:
the enemies in singularity space were quite eerie. Very atmospheric in there.

Well done! I recommend people check this one out!
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Flak

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Re: RELEASE: Dimensional Eclipse - The Singularity
yes sure
Spoiler:
I saw something in the error message saying Firespace 3 or something, so I wondered if it is a joke. Those Shivan, oh I mean Sheevan ships you see in there is quite creepy as well.

 
Re: RELEASE: Dimensional Eclipse - The Singularity
Got around to checking this one out. Short, but sweet. :p

Spoiler:
I was kind of hoping that the conversational choices were made would've had more apparent results, but considering the length of this and AndrewofDoom's comment stating that this was supposed to be longer, that's fine.

Defending the ship (forgot the name) until it could go through the jump gate kind of dragged on for a while. Since most of the enemies evaporate within several seconds of sustained fire, it's kind of tedious to shoot down scores of (what feel like) the same enemy. The Knights were very, very nasty foes to have to face off against. I found myself having to use the ship I was supposed to be defending as a meatshield.

Singularity Space was certainly interesting and outright creepy when I ran into the Lucifer. That was certainly a sight that I haven't seen in a while.

I beat the "boss" and couldn't figure out what to do from there. I don't think I could warp out, so I ended up quitting and making sure that it was indeed the last mission in the tech room. Was I missing something? :nervous:

 

Offline Droid803

  • Trusted poster of legit stuff
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  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
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Re: RELEASE: Dimensional Eclipse - The Singularity
Spoiler:
I don't know how much AndrewofDoom left of the original boss but that was where it was supposed to be longer. Unfortunately, that segment involved playing with something I shouldn't have. I really ought to have bit the bullet and redesigned the boss fight entirely, since messing around with it in the first place was entirely my fault, really.
(´・ω・`)
=============================================================

  
Re: RELEASE: Dimensional Eclipse - The Singularity
Spoiler:
Uh... The final boss was a crate floating in the middle of black space with dramatic music playing in the background :nervous: