Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: spuds on December 23, 2009, 10:31:35 am

Title: RELEASE: Ghosts of Valor
Post by: spuds on December 23, 2009, 10:31:35 am
Ghosts of Valor has been finished and I posted it on Mediafire. Do these links work? http://www.mediafire.com/?zumtm5wnwqh (part 1 of 2)  http://www.mediafire.com/?mkyzjojwutm (part 2 of 2).

Please don't get any funny ideas about this mod. I'm only a ordinary guy who had a couple of ideas I wanted to throw out there.
Title: Re: New Mod
Post by: General Battuta on December 23, 2009, 10:41:13 am
If someone can confirm this is real I'll make it a release thread.
Title: Re: New Mod
Post by: Dragon on December 23, 2009, 10:43:04 am
Downloading, I will check it out.
Files seem a bit large, I hope there will be some interesting, new content.
Title: Re: New Mod
Post by: Jeff Vader on December 23, 2009, 11:31:44 am
If someone can confirm this is real I'll make it a release thread.
He's been doing something and asking a lot of questions regarding it (though often in the wrong places). Let's indeed wait for a couple of user experiences before doing anything drastic.

Edit:  :sigh: And since this is a release, the Missions and Campaigns board would be an excellent place for it.
Title: Re: RELEASE: Ghosts of Valor
Post by: The E on December 23, 2009, 11:59:54 am
And already I can see several things wrong with it.

1) It is not packed as vps.
2) It is not structured right. You will need to make your own "Ghosts of Valor" folder with a data folder inside it and put the data in there.
3) Several custom maps are used. But why are they in pcx format? Use dds, please.
4) What the hell do the several 2_* images in maps do? Those are interface files, they belong in interface!
5) Why all the nebulae in effects? Aren't those mediavps nebulae? And if so, why are they in pcx format AGAIN?
6) Why not use FS2_Open features such as tbms?
7) Loading it in 3.6.11 Debug generates the following errors:
Code: [Select]
weapons.tbl(line 1378:
Warning: Error parsing id# in XSTR() tag XSTR(
"The Alamo is the next generation cannon. Developed for the purpose of destorying high speed targets.  Using a intense photon and Rothmatter beam the cannon is effective for destroying anything smaller than a corvett." 3273)

Weapon explosion 'GSbspcRiftExp' does not have an LOD0 anim!

weapons.tbl(line 1506:
Error: Required token = [#End] or [$Name:], found [.0]
in weapon: Nova Start
.

After that, the game crashes. Please fix these errors before the real release.

8) Please remove all the .bak backup files from the missions directory.
9) In the models directory, there are several models that certainly look like renamed retail models (GTVD Ravana, for example). Why are those there? Couldn't a bit of tbl trickery have done the job?
Title: Re: RELEASE: Ghosts of Valor
Post by: Fury on December 23, 2009, 12:04:12 pm
Come on. This guy is a newbie who just started modding. Cut the poor man some slack. Instruct him in the Arts of Modding, but no need to scare him away.
Title: Re: RELEASE: Ghosts of Valor
Post by: General Battuta on December 23, 2009, 12:12:21 pm
Teaching him how to clean up all these errors will be a good start. Good fixer-upper!

Has anyone actually played it yet? I don't have my FS2 install handy.
Title: Re: RELEASE: Ghosts of Valor
Post by: The E on December 23, 2009, 12:13:09 pm
I am really, really sorry if what I said above will in any way hurt anyones' feelings. Alas, there is no way I can see to sugarcoat these issues.  As for helping out, I will answer any and all questions I can.
Title: Re: RELEASE: Ghosts of Valor
Post by: Rodo on December 23, 2009, 12:47:12 pm
Well If he's got the files on wrong folders then he can go on and read this: http://www.hard-light.net/wiki/index.php/FS2_Data_Structure


For any other question about modding then search here: http://www.hard-light.net/wiki/index.php/Portal:Modding


If you still can't find the answer at the wiki, then you can ask, we will be doing our best to help you out, but you need to do some research on your own sometimes, the wiki is the best place to start IMO.

and welcome among the modders spuds!
Title: Re: RELEASE: Ghosts of Valor
Post by: Dragon on December 23, 2009, 04:04:36 pm
This seems to be retail campaign, unadapted to FSO.
That would explain the low quality of it's assets and installation requirements.
Also, judging by the tables, he made a lot if hacks that won't be needed in FSO, but nessesary in retail FS.
What I like about it is that it seems to have at least partial VA.
Title: Re: RELEASE: Ghosts of Valor
Post by: est1895 on December 23, 2009, 05:22:04 pm
So, is this a FSO and are there 2 campaigns? Part 1 and Part 2?  Is this a working Mod? Before I download it, I'll wait for someone to play it.  :nod:
Title: Re: RELEASE: Ghosts of Valor
Post by: The E on December 23, 2009, 05:27:41 pm
It is one mod, the download is divided into two parts. It probably should work on regular builds, but I cannot guarantee that (there are some issues that pop up when using a debug build that spuds should correct).

Be aware that, in order to install this, you will need to create a new folder in your fs2 directory, create a data dir in THAT, and unzip the archives into that (maybe going in to make sure that all the folders are in the right place).
Title: Re: RELEASE: Ghosts of Valor
Post by: est1895 on December 25, 2009, 05:05:52 pm
It is one mod, the download is divided into two parts. It probably should work on regular builds, but I cannot guarantee that (there are some issues that pop up when using a debug build that spuds should correct).

Be aware that, in order to install this, you will need to create a new folder in your fs2 directory, create a data dir in THAT, and unzip the archives into that (maybe going in to make sure that all the folders are in the right place).
The second file is corrupt...Error Message when extracting: crc failed in voice / 032 good.wav. The file is corrput Could you please put the 2 files together for those who have highspeed internet?  :warp:
Title: Re: RELEASE: Ghosts of Valor
Post by: spuds on December 25, 2009, 07:47:48 pm
Yeah i'm new, but i'm also out of time to perfect the mod. Starting in early january i'm tied up for the next 3 years. Please go through and polish it up. All the files you need are there just organize them the way you want to. I spent two years coding this mod there is a reason to my madness.

I'm thinking about as a pre FS 1 mod but thats 4 years down the road.

That's all for now folks

Make freespace a game that never gets old!!! keep the new ideas coming even if you don't think they can be coded.

as for the second file being corrupt, I'm at my uncles but I'll see what i can do when i get back.
Title: Re: RELEASE: Ghosts of Valor
Post by: est1895 on December 25, 2009, 08:24:51 pm
Also, I have downloaded Part 2 twice and has the same corrupt error, in the same place, when unzipping.  :warp:
Title: Re: RELEASE: Ghosts of Valor
Post by: Tinman on December 26, 2009, 04:17:06 am
I d/l it minutes ago. Both zip files are ok. No problems to unzip it.
I copied it together to a mod - and as said by someone here - it needs some work to get it run on FS2open.
I ran into an error with the weapons.tbl with the recent 3.6.10 build. I cannot run it on retail cos my machine is non-windows.
Title: Re: RELEASE: Ghosts of Valor
Post by: Narwhal on December 26, 2009, 05:55:33 am
Could someone post or send me a few information on the campaign so I update the wiki page on user-made campaigns ?
Title: Re: RELEASE: Ghosts of Valor
Post by: spuds on December 26, 2009, 02:45:42 pm
To The E, personally i hate VP files which is why i didn't package it as such. I'm not sure if 3.6.11 if different, but I just use the Freespace\Data folder and don't bother with creating any other folders. As for the interface files in the wrong folder, its was a dropped idea that got mixed up and since it didn't affect gameplay i missed it. The nebula are in  the effects folder because that's the traditional spot for nebula pcxs. As for using .pcx instead of .dds it should occur to you that FS1, FS2, Inferno, and many other mods use .pcx files. Is there some reason I can't? As for not using .tbms my copy of freespace is from the open installer and Inferno mod. It works but some things like .tbms, weapon intel, 90% of the Ai profiles table, debuggers and so on are not recognized by my computer. I don't want to minimize the error warnings from the debuggers but, the Alamo is weapon from a previous mod that wasn't very good. It's not in GV. As for the Nova start beam cannon it is only used in Mission 60 and its presence or lack of it does not affect gamplay. As for the .bak files I wasn't sure of there function and though it was better to be safe than sorry. As for the GTVD Ravana, GTVCv Moloch, GTVJ Sathanas, GTVSD Diablo, they are capital ships that the player can fly in selected missions and this was the simplest way of coding it.

Now I'm not trying to say that your findings are insignificant, but these are the reasons for my actions.
Title: Re: RELEASE: Ghosts of Valor
Post by: The E on December 26, 2009, 03:49:47 pm
And I am telling you that you are setting a bad example for other modders.

*Distributing a mod as a VP, while not necessary per se, eases distribution, installation, and error checking immensely.
*Distributing unused files, while not dangerous, is also not very efficient. I know at least one person who is very sensitive about things like download size; doing anything possible to reduce the amount of data a player has to download should therefore be one thing any modder should keep in mind
*Now, I was wrong about the nebula file placement, but what's wrong with the mediavps nebulae? The mediavps were created with the specific goal of reducing the amount of data modders need to include in their mods by providing a common baseline of efficient, good looking enhancements.
*DDS instead of pcx: DDS should always be used. Why? Because it is the standard format for textures in modern GPUs. That means they can be loaded directly into video memory, and be used by the GPU directly, without having to convert them first. In addition, they offer the capability of using 24 bits of colour depth, built-in mipmapping (which is a very good thing indeed for performance), and full transparency support. FS1, FS2 and Inferno used pcx because dds was not as widespread as it is today. Please note that technology marches on, and what was a good design decision back in 2000 is a pretty stupid idea nowadays.
*If tbms don't work for you, you are using them wrong. Fortunately, we (as in, the community) are willing and able to answer any and all questions regarding their use.
*
Quote
I don't want to minimize the error warnings from the debuggers
I don't know what to say to this. If the debug build warns you about something, it means that YOU did something wrong. It also opens the door for what developers call "undefined behaviour", that is, crashes and other weirdness. And while finding and correcting errors is rather boring and painfull, in the end, the end users will thank you for it.
*
Quote
the Alamo is weapon from a previous mod that wasn't very good. It's not in GV.
Then what the hell is it doing in this mod?

In the end, and note that this is just my personal take on this, it is my firm belief that this mod should not have been released in the state that it is in.
Title: Re: RELEASE: Ghosts of Valor
Post by: General Battuta on December 26, 2009, 03:55:31 pm
To The E, personally i hate VP files which is why i didn't package it as such. I'm not sure if 3.6.11 if different, but I just use the Freespace\Data folder and don't bother with creating any other folders.

We'd be happy to get you up to speed on the latest and greatest in modding tools. The wisest way to handle mods is to use special mod directories (rather than the /data folder), and to use VPs.
Title: Re: RELEASE: Ghosts of Valor
Post by: Jeff Vader on December 26, 2009, 03:57:32 pm
Out of curiosity, why don't you like .vp files?

As for using .pcx instead of .dds it should occur to you that FS1, FS2, Inferno, and many other mods use .pcx files. Is there some reason I can't?
No reason why you can't, but some reasons why you shouldn't. Taken from Herra Tohtori's excellent GIMP thread:
FS2_Open can use the following image formats:


*DDS
 -Direct Draw Surface. Full of awesome and sauce. Use this whenever you can (except for work-in-progress editing - TGA is better for that purpose).
 -should always have power-of-two dimensions, e.g. 32x32, 64x128, 512x1024, 2048x2048 or the like.
 -DXT compression reduces video memory consumption to either 1/6th or 1/4th compared to uncompressed texture of same resolution
 -DXT1 compression is for files with no alpha channel
 -DXT3 and DXT5 compression include an alpha channel
 -uncompressed DDS files can be used when the DXT compression is too hard on the image quality. u888 for RGB files, u8888 for RGBA files.
 -some effects can also use u555 and u5555 formats. These are much the same as uncompressed 24- and 32-bit files (u888 and u8888), but instead of 8 bits per channel they have five. This makes them a good options for, say, converting PCX weapon effects and such without getting horrid compression artefacts. They are larger than DXT compressed files, but smaller than full 24/32-bit files.
 -supports mip maps included in the image format itself
 -speeds up loading times as the GPU can use this image format directly without need to convert it to uncompressed bitmaps, as is the case with PCX and TGA textures.

...

*PCX
 -native, retail-based FreeSpace 2 image format. Will work with the retail game assuming the stuff that uses it is also compatible.
 -limited to 8-bit aka 256 colours (or 255 if you use one colour for transparency support)
 -pure green (#00ff00 or [0,255,0]) is considered transparent as a rudimentary one-bit alpha channel
 -ANI file frame format - when you're building animation files for interface, you'll need to use this format for now.
 -should only be used for modding for Retail FreeSpace 2 or some of the interface art - mainly bits that are not yet compatible with more sophisticated image formats.

Edit:
I just use the Freespace\Data folder and don't bother with creating any other folders.
I will cry myself to sleep tonight. The whole point of "creating other folders" is to keep all mods separate by having each one in its own subfolder. This makes sure that \freespace2\ itself stays clean. If \freespace2\ is clean, the regular FS2 campaign works. And if one mod fails and causes issues, all the other mods will work like they always have.
Placing files to \freespace2\ or \freespace2\data\ just leads to people putting more than one mod in there simultaneously or forgetting mod files there while trying to play some other mods or just the regular FS2 campaign. And when they have problems, they come here complaining and tech support people get to headdesk until their foreheads are open.

In retail FS2, mods must be installed into \freespace2\ or \freespace2\data\ , since the FS2 engine can't figure out what to do with subfolders. But in general, there is no reason why mod-playing people should/would be playing retail FS2, when FSO is available and its mod-handling mechanism is kicking some serious arse.
Title: Re: RELEASE: Ghosts of Valor
Post by: Dragon on December 26, 2009, 05:17:29 pm
It seems like you have mostly retail modding skills, Spuds.
FSO offers a lot of new features, including separate mod folders, new graphics formats and many more.
You can read about most of it here: http://www.hard-light.net/wiki/index.php/Portal:Modding
Title: Re: RELEASE: Ghosts of Valor
Post by: spuds on December 26, 2009, 06:07:41 pm
Tinman, FS2 left oportinity for a sequel and GV is an attempt to fill that gap. PLEASE NOTE THAT IF YOU WANT TO IMPROVE GV PLEASE DO IT. And if you don't like GV make one you do.

it starts several years after the Capella thing and ends with the return of the Ancients, the formation of the Confederacy, and destruction of the Shivans and their creators.

To say any more would end up looking like advertising. 


Dragon, my copy of freespace is some kind of a mutt so yeah things are a bit trashed.

the reason i don't like .vp files goes back about 6 years before i knew anything about modding.

Thanks for the info in .dds I had no idea it was that much better than .pcx

That's a good sugestion Dragon I think i'll get a copy of FSO

Everyone

Here are some ideas what do ya'll think of them? good, bad, or retarted?

LAMS like in mechwarrior 

What about a pre-FS1 mod with no missles, radar, or any of the fancy stuff.
           Primaries, rockets and unguided bombs for weapons. I don't have any good ideas for a plot line but this is on the back burrner.
   
Title: Re: RELEASE: Ghosts of Valor
Post by: Dragon on December 26, 2009, 06:19:14 pm
What about a pre-FS1 mod with no missles, radar, or any of the fancy stuff.
           Primaries, rockets and unguided bombs for weapons. I don't have any good ideas for a plot line but this is on the back burrner.
There's one mod that fits this description almost to the letter, you have missiles in some cases, but they're light dumbfires or heatseekers.
It's called "Terran-Vasudan war Project" and it's hosted here, on HLP.
It requires FSO, so after you get it, check it out.
Project board: http://www.hard-light.net/forums/index.php?board=67.0
Title: Re: RELEASE: Ghosts of Valor
Post by: NGTM-1R on December 26, 2009, 09:04:14 pm
Out of curiosity, why don't you like .vp files?

I'm going to guess because they're significantly larger then their individual file contents, something I've noted a few times.
Title: Re: RELEASE: Ghosts of Valor
Post by: Jeff Vader on December 27, 2009, 03:31:34 am
:wtf: I've only done one comparison so maybe it was just luck, but I once extracted one of the Procyon Insurgency .vps and the size of the extracted contents was exactly as large as the size of the .vp.
Title: Re: RELEASE: Ghosts of Valor
Post by: The E on December 27, 2009, 03:34:22 am
Yeah, the overhead should be on the order of a few kilobytes, at most.
Title: Re: RELEASE: Ghosts of Valor
Post by: TrashMan on December 27, 2009, 05:19:49 am
.VP files are overrated. I'm not using them and I don't plan too either. I actually find it easier to update and work on mods without the .vp's
Title: Re: RELEASE: Ghosts of Valor
Post by: The E on December 27, 2009, 05:25:32 am
Yes, DURING DEVELOPMENT, they are a nuisance. But when actually distributing a mod?

Let's just consider how many strange errors we are able to diagnose by looking at the VP checksums and file numbers in the average debug log. That's something that you just can't get when using a simple directory structure (That VP files are susceptible to corruption in the first place, however, is certainly a bad thing. Flaming_Sword had plans to introduce a new file format that would change that, but that's in the future).
Title: Re: RELEASE: Ghosts of Valor
Post by: Jeff Vader on December 27, 2009, 05:30:52 am
Indeed. During development it would be quite a pain in the arse to be constantly repacking .vp files or editing the existing ones. But we were talking about the release. I haven't played Flames of War so I have to ask: did you release it in a non-vp format, TrashMan?
Title: Re: RELEASE: Ghosts of Valor
Post by: Spoon on December 27, 2009, 07:00:51 am
Indeed. During development it would be quite a pain in the arse to be constantly repacking .vp files or editing the existing ones. But we were talking about the release. I haven't played Flames of War so I have to ask: did you release it in a non-vp format, TrashMan?
FoW is indeed released in a non-vp format
Title: Re: RELEASE: Ghosts of Valor
Post by: Jeff Vader on December 27, 2009, 07:10:18 am
Fair enough. More difficult for the end-user (and a serious annoyance in tech support situations, as The E explained), but the creator makes the decision in this matter.
Title: Re: RELEASE: Ghosts of Valor
Post by: NGTM-1R on December 27, 2009, 07:35:37 am
Yeah, the overhead should be on the order of a few kilobytes, at most.

Odd. The differences I see are usually at least a meg.
Title: Re: RELEASE: Ghosts of Valor
Post by: Jeff Vader on December 27, 2009, 08:27:14 am
This calls for further investigations.
Title: Re: RELEASE: Ghosts of Valor
Post by: est1895 on December 27, 2009, 05:23:12 pm
I've scanned my computer and defraged the drive and searched for bad sectors.  Everything is fine.  So why do I keep getting a corruption error when I unpack the second file?  Guys, your not having the trouble I am.  Could you please tell me of what might be wrong with my computer.  I'm gonna download it one more time, which will make 3rd time.  :(
Title: Re: RELEASE: Ghosts of Valor
Post by: TrashMan on December 28, 2009, 12:53:02 am
Yes, DURING DEVELOPMENT, they are a nuisance. But when actually distributing a mod?

Let's just consider how many strange errors we are able to diagnose by looking at the VP checksums and file numbers in the average debug log. That's something that you just can't get when using a simple directory structure (That VP files are susceptible to corruption in the first place, however, is certainly a bad thing. Flaming_Sword had plans to introduce a new file format that would change that, but that's in the future).



Rly? Hmmm.
Is that somehow special? I had no trouble finding errors with the debug loggs wihtout any VP's. I don't get it.
A .VP is just a type of .rar basicly, the same files are in there. I don't see logicly how it can be any easier.
Title: Re: RELEASE: Ghosts of Valor
Post by: The E on December 28, 2009, 01:09:52 am
The point is that, as a VP is a single file, it can be checksummed easily. If you have a simple directory, you have hundreds, if not thousands of files. Finding out which one of those has been corrupted is, in my experience, non-trivial.
Title: Re: RELEASE: Ghosts of Valor
Post by: -Norbert- on December 28, 2009, 09:01:10 am
Also if you have just 3 files (plus mod.ini and bmp) the chances of some new player accidentially messing up his installation are much smaller than if you had hundreds of files for each mod....
Especially when it comes to patches. With the vp, you just place the patchfile into the modfolder and that's it.
With seperate files you have to know which file goes where, unless you unpack it directly into the moddirectory (something I don't like to do myself - call it a character quirk).
Title: Re: RELEASE: Ghosts of Valor
Post by: Tinman on December 28, 2009, 03:01:31 pm
ok, beyond the discussion about pros and cons of *vp files

Does anyone get this thing running?
I looked for the problems in weapons.tbl and ships.tbl, ran the 3.6.10 debug build and now this
Code: [Select]
"ASSERTION: "sip->primary_bank_weapons[i] >= 0" at Ship.cpp:3861"
see log at the end
can someone give me a hint where to look now?
changed weapons and ships tables attached (not perfect done - I only want the first mission loading  :D )
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Ghosts_of_Valor
  -fps
Building file index...
Found root pack 'E:\freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\freespace2\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'E:\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\freespace2\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'E:\freespace2\tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack 'E:\freespace2\warble_fs2.vp' with a checksum of 0x1b0b325a
Searching root 'E:\freespace2\Ghosts_of_Valor\' ... 1096 files
Searching root 'E:\freespace2\' ... 136 files
Searching root pack 'E:\freespace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\freespace2\sdr1119.vp' ... 69 files
Searching root pack 'E:\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\freespace2\tangoA_fs2.vp' ... 0 files
Searching root pack 'E:\freespace2\tangoB_fs2.vp' ... 0 files
Searching root pack 'E:\freespace2\warble_fs2.vp' ... 1 files
Found 14 roots and 8245 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...

... OpenAL successfully initialized!

... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
WARNING: "Weapon explosion 'GSbspcRiftExp' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon explosion 'GSbspcRiftExp' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon explosion 'GSbspcRiftExp' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon explosion 'GSbspcRiftExp' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon explosion 'GSbspcRiftExp' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon explosion 'GSbspcRiftExp' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon name SRed already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at Weapons.cpp:2047
WARNING: "Weapon name BFRed already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at Weapons.cpp:2047
WARNING: "Weapon name UltraRed already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at Weapons.cpp:2047
WARNING: "Weapon explosion 'warpmap01_02' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon explosion 'warpmap01_02' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon explosion 'warpmap01_02' does not have an LOD0 anim!" at Weapons.cpp:1241
WARNING: "Weapon explosion 'warpmap01_02' does not have an LOD0 anim!" at Weapons.cpp:1241
ships.tbl(line 2003:Warning: Unable to find [Average Shvian] in AI class names list.
WARNING: "ships.tbl(line 2003: Warning: Unable to find [Average Shvian] in AI class names list." at PARSELO.CPP:668
WARNING: "Secondary bank capacities have not been completely specified for ship class GTVF Halibut... fix this!!" at Ship.cpp:3991
ships.tbl(line 3225:Warning: Unable to find [none] in AI class names list.
WARNING: "ships.tbl(line 3225: Warning: Unable to find [none] in AI class names list." at PARSELO.CPP:668
WARNING: "Unable to find WEAPON_LIST_TYPE string "Spurple"  in ship: Time Vortex's primary banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Spurple"  in ship: Time Vortex's primary dogfight banks." at PARSELO.CPP:2525
ships.tbl(line 4124:Warning: Unable to find [none] in AI class names list.
WARNING: "ships.tbl(line 4124: Warning: Unable to find [none] in AI class names list." at PARSELO.CPP:668
WARNING: "Unable to find WEAPON_LIST_TYPE string "Mekhu HL-7"  in ship: GVB Bakha's primary banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus R"  in ship: GVB Bakha's primary banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus S"  in ship: GVB Bakha's primary banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Helios"  in ship: GVB Bakha's primary banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Mekhu HL-7"  in ship: GVB Bakha's primary dogfight banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus R"  in ship: GVB Bakha's primary dogfight banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus S"  in ship: GVB Bakha's primary dogfight banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Helios"  in ship: GVB Bakha's primary dogfight banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Mekhu HL-7"  in ship: GVB Bakha's default primary banks." at PARSELO.CPP:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Mekhu HL-7"  in ship: GVB Bakha's default primary banks." at PARSELO.CPP:2525
ASSERTION: "sip->primary_bank_weapons[i] >= 0" at Ship.cpp:3861
    parse_ship()    parse_shiptbl()    ship_init()    game_init()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 77051174()
    ntdll.dll 774eb3f5()
    ntdll.dll 774eb3c8()
Int3(): From e:\storage\fso\fs2_open_3_6_10\code\globalincs\windebug.cpp at line 1075


Edit: I added the "Mekhu HL-7" but the debug-log is endless - I give up. That is beyond my experience and time I can spend on it.  

[attachment deleted by admin]
Title: Re: RELEASE: Ghosts of Valor
Post by: Jeff Vader on December 28, 2009, 03:30:31 pm
Completely unrelated observations regarding the log, but:
Code: [Select]
Searching root pack 'E:\freespace2\sdr1119.vp' ... 69 files
You don't need this file.

Code: [Select]
Searching root pack 'E:\freespace2\tangoA_fs2.vp' ... 0 files
Searching root pack 'E:\freespace2\tangoB_fs2.vp' ... 0 files
You don't need these files (as you can see, they contain absolutely nothing).

Code: [Select]
Searching root pack 'E:\freespace2\warble_fs2.vp' ... 1 files
Your warble_fs2.vp is broken: it should contain 52 files (though they're just music files).
Title: Re: RELEASE: Ghosts of Valor
Post by: spuds on December 30, 2009, 08:42:02 pm
first the good news, I now know that i know much less than i thought i did. and that I don't know half of you half as well as i should like. And i like less than half of you half as well as you deserve.

the bad news, GV only works on retail. I can only get the first 3 mission to work on FSO 3.6.10. The fourth one freezes once you start playing.

i'm uploading the mod files to mediafire as folders and as .vp files for those of you who like it that way. It should be done by morning.

I think i owe an agology to a bunch of you guys. thanks for hanging with me while i made a fool of myself.

here's the links if any of yall are interested.

http://www.mediafire.com/?zm251adxm4o      

http://www.mediafire.com/?obtjozuwnuj

http://www.mediafire.com/?lz1nawmnont

http://www.mediafire.com/?w23jdyh3zoz
Title: Re: RELEASE: Ghosts of Valor
Post by: Thaeris on December 30, 2009, 10:41:24 pm
Quote from: Assorted Hobbits
Speech! Speech!

Good work on the turn-around, spuds! Just keeping at it will eventually yield results.  :nod:
Title: Re: RELEASE: Ghosts of Valor
Post by: General Battuta on December 30, 2009, 11:21:55 pm
I think i owe an agology to a bunch of you guys. thanks for hanging with me while i made a fool of myself.

Aw.  :(  I wouldn't say you made a fool of yourself. Anyone with the dedication to put together a solo mod over many years already has an incredibly valuable skill.

Just think of it as a big learning experience.
Title: Re: RELEASE: Ghosts of Valor
Post by: spuds on December 31, 2009, 08:26:03 am
I've been doing a preliminary study of why there are so many errors and so far this is what is have.

The missions were coded useing FRED retail not FRED FSO of any version.

All missions were tested using FS2 retail not FSO of any version.

FSO debugger was previously corrupted and never used.

Poor copy and paste protocal allowed ship and weapon entries to get jumbled up.

I assumed that FSO would overwrite FS2, and therefore i was always running FSO. between getting both programs at the same time and having weapons intel, warble vp, ect messed up from the start created a plausible reason for uniquely FSO features being "nonfunctional"


question why does FSO throw a fit about 0.0 in table entries, but FS2 retail does not?





Title: Re: RELEASE: Ghosts of Valor
Post by: Spoon on December 31, 2009, 08:36:36 am
Quote
question why does FSO throw a fit about 0.0 in table entries, but FS2 retail does not?
Retail just doesn't tell you. FSO will let you know if it doesn't like something.
FSO communicates with its user.
Title: Re: RELEASE: Ghosts of Valor
Post by: Deepstar on January 08, 2010, 08:19:09 am
This campaign sounds interesting.

After i check all missions and deleted all unused ships in ships.tbl i get still many many errors about non-existing weapons and missing Level of Detail.
So i fear, that you only copy the ships from their mods without change the entries to your mod.

If i start this mod with a regular build it reported only 60 errors right before the intro video, now. So i was able to eliminate 300 errors with the deletion of unused ships. (before the cleanup it says about 380 errors found).

But i was still not able to start this campaign and it crashed right away. It is interesting, that you was able to play this thing on retail.  :eek2:


If i look in most of the other folders and files... this Mod needs a really big clean up in every direction. But first of all, we need to have a runable version :).
I think it is not in your interest, that you spend many years in this mod and in the end nobody can play it.

As an attachment i added my edited ships.tbl. Maybe someone can use it to run this campaign.





[attachment deleted by admin]
Title: Re: RELEASE: Ghosts of Valor
Post by: Lucika on January 12, 2010, 03:28:16 pm
Is there a working version then? I am confused  :confused:
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 07, 2011, 12:25:47 pm
cant download errors
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 01:42:04 pm
it would be fixed ok
Title: Re: RELEASE: Ghosts of Valor
Post by: Deadly in a Shadow on June 08, 2011, 01:54:01 pm
it would be fixed ok
You mean it is downloadable now?
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 01:56:05 pm
no i mean if i have it than is downloadble ok
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 02:00:55 pm
i have heard from jeff vader that you have ghosts of valor
can you give it to me
than we update
this is what i zended to him
Title: Re: RELEASE: Ghosts of Valor
Post by: General Battuta on June 08, 2011, 02:10:32 pm
No I don't have it.
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 02:12:33 pm
who have it then
Title: Re: RELEASE: Ghosts of Valor
Post by: mjn.mixael on June 08, 2011, 02:13:59 pm
It's quite possible that no one has it anymore...
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 02:16:20 pm
scotty have it
Title: Re: RELEASE: Ghosts of Valor
Post by: Deadly in a Shadow on June 08, 2011, 02:22:43 pm
scotty have it
You ask him? Or what?
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 02:33:05 pm
i asked but she seys dont have it
Title: Re: RELEASE: Ghosts of Valor
Post by: Tinman on June 08, 2011, 02:33:55 pm
I have it. u/l will take a few minutes. I'll post the d/l links when the u/l is ready...

I'm quite sure it is the version for retail (from the first post)

main VP: http://freespace.flatdisc.net/GV_VP.zip (http://freespace.flatdisc.net/GV_VP.zip)
warble VP: http://freespace.flatdisc.net/GV_warble_VP.zip (http://freespace.flatdisc.net/GV_warble_VP.zip)

Edit 2011-06-12: My amount of  transfer is limited so I disabled the links. Please can one of the downloaders upload it to freespacemods.net?
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 02:35:19 pm
good jop :lol:
Title: Re: RELEASE: Ghosts of Valor
Post by: Snail on June 08, 2011, 02:56:20 pm
Scotty is a she? Oooh god. That's awkward.
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 03:06:24 pm
you right we can fix it
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 03:09:31 pm
still 2 left
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 08, 2011, 03:09:58 pm
files i mean
Title: Re: RELEASE: Ghosts of Valor
Post by: TopAce on June 10, 2011, 06:42:33 am
3.6.13r returns 238 errors, but none of them are fatal, so the mod does run.

I haven't really "played it," but rather took a peep at some of the missions through the simulator room, and it looks crazy, very crazy. First, the campaign is 60(!) missions long. There's a primary called Swordfish, which near-instakills fighters. It eats my energy reserves very quickly and it takes quite some time to recharge.

I also saw very high speeds for fighters. I fired up a mission in which I flew a (very dark) Pegasus, and my top speed was 130, 260 with afterburners, and I also flew a mission where I had to pilot a Shivan recon fighter of sorts with a 300 top speed and a 1000+ velocity with afterburners. I didn't see what the afterburner max speed was, because I ran out of fuel sooner than I could max it out. Sounds like fun. Too bad I died before I could approach anything with it.

I died in every mission I flew (as a fighter) due to SReds targeting me, and enemy fighters also wield the Swordfish.

I see there are some missions where you fly a Ravana, but you can't do anything else but turn. I had a (hostile) Sathanas in front of me, and my LReds were firing at it constantly. There were some fighters attacking me, so the screen flashed all the time.

Weird mod.
Title: Re: RELEASE: Ghosts of Valor
Post by: Veers on June 10, 2011, 06:59:42 am
...

I also saw very high speeds for fighters. I fired up a mission in which I flew a (very dark) Pegasus, and my top speed was 130, 260 with afterburners, and I also flew a mission where I had to pilot a Shivan recon fighter of sorts with a 300 top speed and a 1000+ velocity with afterburners. I didn't see what the afterburner max speed was, because I ran out of fuel sooner than I could max it out. Sounds like fun. Too bad I died before I could approach anything with it.


Weird mod.

My kind of mod :D
Title: Re: RELEASE: Ghosts of Valor
Post by: Commander Zane on June 10, 2011, 10:04:52 am
I feel like trying it out now. :D
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 10, 2011, 11:04:58 am
guys i know how to fix it using fs2open version 3.6.9
and than launch it
Title: Re: RELEASE: Ghosts of Valor
Post by: The E on June 10, 2011, 11:45:54 am
That's .... not a fix. That just hides errors behind the crappiness that is 3.6.9.
Title: Re: RELEASE: Ghosts of Valor
Post by: Lucika on June 10, 2011, 11:48:51 am
3.6.13r returns 238 errors, but none of them are fatal, so the mod does run.

I haven't really "played it," but rather took a peep at some of the missions through the simulator room, and it looks crazy, very crazy. First, the campaign is 60(!) missions long. There's a primary called Swordfish, which near-instakills fighters. It eats my energy reserves very quickly and it takes quite some time to recharge.

I also saw very high speeds for fighters. I fired up a mission in which I flew a (very dark) Pegasus, and my top speed was 130, 260 with afterburners, and I also flew a mission where I had to pilot a Shivan recon fighter of sorts with a 300 top speed and a 1000+ velocity with afterburners. I didn't see what the afterburner max speed was, because I ran out of fuel sooner than I could max it out. Sounds like fun. Too bad I died before I could approach anything with it.

I died in every mission I flew (as a fighter) due to SReds targeting me, and enemy fighters also wield the Swordfish.

I see there are some missions where you fly a Ravana, but you can't do anything else but turn. I had a (hostile) Sathanas in front of me, and my LReds were firing at it constantly. There were some fighters attacking me, so the screen flashed all the time.

Weird mod.

I wanna LP this :D

(Welcome from Germany!)
Title: Re: RELEASE: Ghosts of Valor
Post by: Commander Zane on June 10, 2011, 11:50:31 am
First mission after the training is done has given me the verdict that it is unplayable, 40 minutes of waiting after doing what the Directives said and nothing happens.
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 10, 2011, 03:13:39 pm
now theres no errors in 3.6.9

i tryed works well
Title: Re: RELEASE: Ghosts of Valor
Post by: TopAce on June 10, 2011, 03:23:25 pm
That's good, but it should run without error messages on (minimally) 3.6.12. official. Ideally, the most recent nightly should be the standard.

These are the two builds that HLP uses the most (I have no numbers to support this claim, but it's a well-founded guess).
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 10, 2011, 03:42:32 pm
ok but thats why you requierd version 3.6.9
ok
Title: Re: RELEASE: Ghosts of Valor
Post by: Veers on June 10, 2011, 07:49:46 pm
Just making note, it does say in the VP read me file and previously in this thread.

That GoV is a retail campaign

Just incase noone had read a little bit futher back.
Title: Re: RELEASE: Ghosts of Valor
Post by: Tinman on June 11, 2011, 09:10:53 am
My amount of  transfer is limited so I disabled the links. Please can one of the downloaders upload it to freespacemods.net?

Thanks!
Title: Re: RELEASE: Ghosts of Valor
Post by: ktistai228 on June 11, 2011, 10:00:29 am
as the files are 350 mb big, you'll have to talk to swantz!
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on June 11, 2011, 11:00:20 am
yes i know
Title: Re: RELEASE: Ghosts of Valor
Post by: Commander Zane on June 23, 2011, 12:50:37 am
Tried it on the Retail .exe, since you know, this is a Retail campaign.
First mission after the training missions (Again, problems with the first mission yet again) crashes just before the transports dock.
So I can either play it on Open without crashing but never complete the mission unless I use the 'Mark all objectives as complete' cheat, or play it on Retail and have it crash before I can ever finish it.
This campaign is quickly making its way to beating Relentless as the worst campaign ever put together, it's literally (Very) unplayable, though that really shouldn't be a factor in rating the entirety of a campaign but it's really difficult to rate it when you can't even try it.
Title: Re: RELEASE: Ghosts of Valor
Post by: WouterSmitssm on January 10, 2012, 05:48:39 am
YES BUT I ASK THE RESTRICTION TO UPDATE THIS CAMAIGN
Title: Re: RELEASE: Ghosts of Valor
Post by: LordPomposity on January 10, 2012, 08:32:47 pm
This was probably the most surreal necrothreadage I've seen in my time here.