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Hosted Projects - FS2 Required => Frontlines => Topic started by: Black Wolf on May 09, 2014, 03:53:48 am

Title: [RELEASE] - Frontlines 2334
Post by: Black Wolf on May 09, 2014, 03:53:48 am
Welcome to the Front Lines!

Frontlines 2334 is a 9 mission minicampaign set in during a Terran invasion of the Vasudan held Deneb system near the end of the Terran-Vasudan war.

Frontlines 2335 is a three mission microcampaign designed to teach you the basics of shieldless dogfighting. It is highly recommended that players start with this campaign.

http://www.mediafire.com/?pe243vummpi3b6v

Mirrored at Freespace Files: http://sectorgame.com/fsfiles/?dir=uploads/Projects%20-%20Campaigns%20-%20TCs/Campaigns/FreeSpace%20Port

Installation:

Ensure that you have the 3.4 version of the FS Port installed,  then simply pop the Frontlines2334 directory into you Freespace 2 directory, and then select it from the FSO Launcher.

Use the latest FSPort MediaVPs for the best looking game.

Frontlines was tested with the 3.6.12 MediaVPs and FSO 3.7.0 - it may or may not work with the 2014 MediaVPs.

Frontlines is balanced for medium difficulty.

Known issues:

The are are bad seams on the skyboxes in the cutscene mission. This is the result of FSO not carrying the "Force Clamp" flag when changing skyboxes with sexps. At present, this will have to wait for code changes to be fixed, unless anyone has an alternate proposal.

Potential Issues:

The mods and missions used in FL have been extensively tested individually, however time constraints have prevented the exhaustive testing of the campaign as a whole, although some testing has occurred. It is possible that as yet unnoticed errors may exist within these files. We strongly encourage anyone who encounters unusual behavior or bugs to let us know through this forum. We will endeavor to fix any errors and patch or re-release the campaign.

Credits:

See sticky thread or within the DL archive.

Have Fun!

(http://i60.tinypic.com/x1kiza.jpg)


(http://i60.tinypic.com/j5gso2.jpg)
Title: Re: [RELEASE] - Frontlines 2334
Post by: T-Man on May 09, 2014, 04:46:52 am
*Dives on, finds file's not uploaded yet* Aaaargh, god give-eth god take-eth away! :lol:

But nah, congratulations to you and the team on the (soon-to-be) release Wolf. I shall look forward to this. :)

EDIT: Huzzah it's up! Been looking forward to this. Congrats again! :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: CKid on May 09, 2014, 05:47:36 am
Damn it! I have to wait all weekend long before I can even think about playing this. Congrats on the release.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 09, 2014, 05:49:44 am
Damn it! I have to wait all weekend long before I can even think about playing this. Congrats on the soon to be released.
It's not soon anymore. There's a link there now!

Rejoice everyone. A deadline was set for a HLP project to be released, and the project was released on the deadline.

Bring on the parades and fireworks! :D
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lykurgos88 on May 09, 2014, 05:54:32 am
Impressive work! There simply isn't enough Terra-Vasudan war mods around here even though it's a major subject in the Freespace lore. Cardinal Spear probably being the only one worth mentioning.

Will probably give more detailed feedback later, but right now I'm pretty busy for several days.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Nyctaeus on May 09, 2014, 08:14:03 am
Finished a few missions and I must say I'm impressed. You guys captured FS1 feel perfectly, and vasudans are pretty chalenging enemy now. With dark, dull nebulae and Dan Wentz's music, this mod rocks!

I just noticed a few things for now. In the first mission of the minicampaign, there is RTB message marked as completed, even if we are still at the battlefield and there is no music in mission 2.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 09, 2014, 08:23:54 am
there is no music in mission 2.
Oh no, not that damn bug again... I thought that got fixed... :mad:

We had strange issues with getting the music to work in missions 2 and 3 of the minicampaign, but thought they were fixed... :sigh:

But thank you for the positive feedback! :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: InsaneBaron on May 09, 2014, 10:55:47 am
Looks great! DLing now, hope it lives up to the hype :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 09, 2014, 11:13:47 am
Looks great! DLing now, hope it lives up to the hype :)
Hey there InsaneBaron. Would it be too much to ask for you to give us one of your excellent reviews? I'd love that, you know what I think of your reviews. :)

I hope you like it.
Title: Re: [RELEASE] - Frontlines 2334
Post by: DireWolf on May 09, 2014, 05:08:33 pm
Congrats on release, guys!  :yes:
Just played through 2335 and I'm about to start 2334. Quite liking the atmosphere you've made so far, though!
There are a few minor spelling and grammatical errors (particularly in the second mission's briefing, where the word "he" is used instead of "the" a few times), there is the aforementioned lack of music in mission 2, and the default squadron insignia is the Hammer of Light's, but otherwise great work!
Title: Re: [RELEASE] - Frontlines 2334
Post by: Axem on May 09, 2014, 05:14:10 pm
The horrendous oversight of a lack of highlight has been corrected.

(I will need to check this out fo realz later)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 09, 2014, 05:32:00 pm
Thanks Axem! :)

Congrats on release, guys!  :yes:
Just played through 2335 and I'm about to start 2334. Quite liking the atmosphere you've made so far, though!
There are a few minor spelling and grammatical errors (particularly in the second mission's briefing, where the word "he" is used instead of "the" a few times), there is the aforementioned lack of music in mission 2, and the default squadron insignia is the Hammer of Light's, but otherwise great work!
Thanks. I'm glad you're enjoying it.

I looked into the 2nd mission to confirm the music bug is back earlier today (which it is) and also caught the grammar errors. It seems the actual briefing itself was changed right before release. Imo it's a positive change, but that's how they slipped through. I stamped out tons of grammar errors in this campaign over the course of testing it, dozens of them, but I never knew about this change and so never got to see them.

The Hammer of Light though for a squadron insignia, that's certainly amusing! :D
Title: Re: [RELEASE] - Frontlines 2334
Post by: Macfie on May 09, 2014, 07:11:25 pm
Played through Frontlines 2335 using the latest nightly and the 2014 mediaVPs without any problems.  If you decide to try it don't forget the Unofficial patch for FSPort MediaVPs.  http://www.hard-light.net/forums/index.php?topic=86514.0

Enjoyed the campaign so far.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 09, 2014, 07:15:30 pm
Played through Frontlines 2335 using the latest nightly and the 2014 mediaVPs without any problems.  If you decide to try it don't forget the Unofficial patch for FSPort MediaVPs.  http://www.hard-light.net/forums/index.php?topic=86514.0

Enjoyed the campaign so far.
Thank you. That's good to know.

Also, something I should mention for everyone that isn't in the OP: The campaigns are designed to be played at medium difficulty.
Title: Re: [RELEASE] - Frontlines 2334
Post by: General Battuta on May 09, 2014, 07:17:16 pm
Played through Frontlines 2335 using the latest nightly and the 2014 mediaVPs without any problems.  If you decide to try it don't forget the Unofficial patch for FSPort MediaVPs.  http://www.hard-light.net/forums/index.php?topic=86514.0

Enjoyed the campaign so far.

I sat down to play this morning and realized I needed to update FSPort dependencies. FSPort aargh
Title: Re: [RELEASE] - Frontlines 2334
Post by: Luis Dias on May 09, 2014, 10:06:55 pm
So I played 2335 and half of 2334.

It seems a bit of unfinished at the margins. Things don't check out perfectly (you are told to "see what you can do about that science ship" after an event passes but you had already destroyed it... if you already found the relevant cargo, then the cargo counter should stop, detail stuff like this), and some english is a bit awkward ("Objectives: Eliminate Vasudan"). In the small cutscene at the end of 2335, a big subspace warp stops you from being able to read the white paragraph on screen... I would say that the big final entrance was too "freespace classic" and didn't really express the terror it should or could.

Ok, for the positives, I like the harshness of getting those cruisers down, there's a tactical crescendo that the player has to keep up, I especially enjoyed the one mission where you don't exactly fail, but it kinda hints you whether if you had a poor performance or a great one. It felt believable in its uncertainty of success, and felt good as a game mechanism of rewarding better play with "more" play, etc. I also noticed the cameos (the GTC Orff, the GTC Warspite, etc.). I'll finish it perhaps next week and see its end.
Title: Re: [RELEASE] - Frontlines 2334
Post by: DireWolf on May 09, 2014, 10:20:08 pm
So, I've played through the first four missions of 2334, and the campaign has potential, but I agree with Luis in that it seems a bit unfinished in places (especially in some of the briefing language). After just playing through a few hours of vanilla FS1 (in all of its 640x480 glory!), I can say that it manages to recreate what made the original games interesting, playing a small part of a much larger war effort, without the predictability of  some of :v-old:'s mission design.

There were a few things I ran into, though.
In mission one, despite successful completion of all the objectives, failure music plays in the debriefing. Also, some kind of closure about what happens to the disabled Iota might add some polish, seeing as all the other missions do a fairly good job of wrapping up how the ships end up, adding to the impression that every asset counts in a punishing war.
After aiding the Hector in eliminating the cargo depot after the completion of the primary objectives, a second RTB directive is displayed.
In mission three, when the Bruiser's health drops below 50% or is destroyed, the Echo incorrectly identifies the vessel as the Corvus.
And in mission four, the Ripper discovers that it can also rip apart collision boxes.
(http://puu.sh/8G9LB.jpg)

Also, the starts of missions 2 and 3 are blindingly similar to a certain disco-themed campaign  :D
Still, I'm having fun so far! It's been too long since I've played a good FSPort campaign.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 10, 2014, 10:32:38 am
Thank you Luis, DireWolf. Please keep that constructive feedback coming people. We hope to release a patch in the coming days to address these issues, so get this stuff in now! :nod:

It's great that the goal to give it that :v: feel is coming across so well. I always felt it was really strong with this campaign, and I'm glad you see it too. :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Sarkoth on May 10, 2014, 12:13:26 pm
Awesome. Will play this first thing tomorrow and leave feedback after that.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 10, 2014, 12:25:15 pm
Awesome. Will play this first thing tomorrow and leave feedback after that.
Well. Aren't we the lucky ones, since you normally play the oldest campaigns first and work your way up. I hope you enjoy it. :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: CT27 on May 11, 2014, 01:18:04 am
It's always good to hear about a new campaign.  Since it's been said that there's a patch coming soon, I'll probably wait about a week or so to try this out.  I am looking forward to it though. :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Phantom Hoover on May 11, 2014, 04:50:38 pm
I really wish you'd shaken up the shieldless dogfighting formula a bit, to make the attrition rate a bit less frustrating. It's not like you have to exactly recreate the mechanics of the first missions of FS1; this is still new territory! Otherwise, it's a great mod.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on May 11, 2014, 05:58:40 pm
Hi everyone - thanks for playing! Sorry I've been a bit quiet on this thread, have had a really busy weekend, hence the Friday release. I'm sorry to see that thjere have been minor bugs (and some more serious ones, like the M4 Aten collision) but I think that the primary response has been a fairly positive one, and for that I'm pretty stoked! :D

There are a few posts I want to deal with specifically:

Betrayal, Direwolf, Luis: Thanks for the reports. That's all actionable feedback - as Lorric has said, there's a patch coming for the typoes and dialogue errors. Direwolf - I will make an effort with M4 - that has been a pain for awhile. Unfortunately, it's hard to test, sicne the fight doesn't play out the same way twice. But I think clever use of waypoints and is-in-box should prevent that in future.

InsaneBaron: I hadn't really thought there'd been too much hype... :nervous: But hopefully you've not been disappointed. :)

And finally:


I really wish you'd shaken up the shieldless dogfighting formula a bit, to make the attrition rate a bit less frustrating. It's not like you have to exactly recreate the mechanics of the first missions of FS1; this is still new territory!

Actually, we were actively trying to make these missions as similar to the first few missions of FS1 as we could. Everything - the mission design, the ship designs and the mods chosen, the lack of Fury AI and other things - were designed to make it feel, stylistically and tonally - as close to FS1 as possible.

The idea behind that decision was to provide a contrast between 2334 and the earlier FL minicampaigns that we3 have planned, which will depart much more significantly from FS1s style. In theory, at some point in the future, there will be several Frontlines minicampaigns, and a player playing through all of them will notice a gradual tonal, stylistic and gameplay shift from the start of the war to its end, which will flow as seamlessly as possible into FS1.

To put it another way, if new, significantly different gameplay is what you're after, then Frontlines 2334 isn't the mod you're looking for. But hopefully FL 2322 will be! :D
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on May 12, 2014, 10:44:25 am
Have updated the missions to fix the errors talked about in this thread. If you haven't DLed it yet, the link is the same and it's already updated. If you have already DLed it, grab an updated missions vp here:

http://www.mediafire.com/download/skmtbm2m9o2cp9y/FL2334-Missions.7z
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 12, 2014, 10:47:57 am
https://www.mediafire.com/folder/undefined/
It doesn't work...
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on May 12, 2014, 11:00:28 am
Doh! It's late here :p
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 12, 2014, 11:05:10 am
Doh! It's late here :p
It works fine now I can confirm. :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Spoon on May 12, 2014, 11:40:34 am
This campaign plays just like Freespace 1... and I'm not sure if I can really call that a good thing.

The campaign seems competently made and accomplishes what it sets out to do well.
Its just that I'm having a hard time getting excited over unshielded combat that has the enemy attack in waves, with hardly any loadout options and retail ai.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on May 12, 2014, 12:10:42 pm
That's fine - we were absolutely going for as close a mimicry of FS1 as possible, so if you don't enjoy the way FS1 plays, I can see that it's going to be tough to get excited about this.

I can imagine that it probably feels a little dated and restrictive coming from something like WoD, where pushing the boundaries of the FS engine is a core goal. This campaign was never shooting for that - instead, it's more of a callback or a homage to the classic FS1 gameplay. For the same reasons I mentioned above, we're going to be far less restricted with the way we approach making earlier campaigns - 2322 will have heat management, more diverse weapons, and different enemy AI behaviour (including Fury AI, which was deliberately excluded from 2334). That one might be more suited to your tastes.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Nyctaeus on May 13, 2014, 04:26:44 pm
That's fine - we were absolutely going for as close a mimicry of FS1 as possible, so if you don't enjoy the way FS1 plays, I can see that it's going to be tough to get excited about this.

I can imagine that it probably feels a little dated and restrictive coming from something like WoD, where pushing the boundaries of the FS engine is a core goal. This campaign was never shooting for that - instead, it's more of a callback or a homage to the classic FS1 gameplay. For the same reasons I mentioned above, we're going to be far less restricted with the way we approach making earlier campaigns - 2322 will have heat management, more diverse weapons, and different enemy AI behaviour (including Fury AI, which was deliberately excluded from 2334). That one might be more suited to your tastes.
...and that's the best thing in Frontlines. Most of the modern campaigns are sometimes too big departure from classic gameplay. War in Heaven, for example, despite awesome gameplay, graphics and the best possible quality of the mod, I can barely feel that this is still Freespace. Experiments like WiH and most of the modern projects are essential to keep the community alive, but old-school projects are necessary to make old-school players satisfied.
Title: Re: [RELEASE] - Frontlines 2334
Post by: General Battuta on May 13, 2014, 04:45:04 pm
I'm 100% in agreement. Diversity is strength - there's no one correct type of campaign.

Obviously individual interests will differ, but what's important is that we have a lot of different styles for a lot of tastes.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Droid803 on May 14, 2014, 01:08:18 am
So I've broken my never-actually-play-campaigns stint and given this a whirl...

...and I just reinforced the idea that the early missions of FS1 were easily the weakest of the entire FreeSpace franchise from a gameplay perspective. Sure, got a bit of nostalgia kick out of one or two missions of it (not much though, since the first time I played FS1 as FSPort I had already completed FS2's campaign several times), but the prospect of 7 more missions consisting of waves of slow, unshielded fighters with retail AI using a very limited weapon loadout just wasn't inspiring.

This is what it set out to do, I suppose, and it did it very well.  :yes: Just...not appealing to me. Really looking forward to the later installments with new mechanics, though! Quality is superb, just the mechanics here I found I had little to no interest in.

As a side note I did like the sarcastic line that says "You're in command, use your wingmen!" when you fail a mission as a stealth way of saying "Git gud nub". :P
Because, you know.
>retail AI
>orders
good joke.
And I admit, I do suck - was never any good at the first missions of FS1, just good enough to squeak by on easy. Being accustomed to shielded fighters with autoaim, all-axes thrust and reverse AB certainly doesn't help. Because of this I felt like I was fighting the limitations of the way I could control my fighter more than I was fighting the actual enemy/AI, and seeing as it was using retail AI (which, the last time I played a FS2-style shielded fighter campaign against retail AI and found them laughably easy turkey shoots) I probably was. This is all my problem though, and nothing wrong with the campaign.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on May 14, 2014, 02:55:40 am
...and that's the best thing in Frontlines. Most of the modern campaigns are sometimes too big departure from classic gameplay. War in Heaven, for example, despite awesome gameplay, graphics and the best possible quality of the mod, I can barely feel that this is still Freespace. Experiments like WiH and most of the modern projects are essential to keep the community alive, but old-school projects are necessary to make old-school players satisfied.


It probably wont come as much of a surprise, but I'm also in strong agreement here. I suppose, reading my post, it might seem like I'm not entirely enthusiastic about the choices we made - that's 100% not the case. I think that this sort of a nostalgic campaign is still an awful lot of fun, and, even if I do say so myself, Frontlines is one of those fun campaigns. Clearly it's not to everyone's tastes (Droid's given a much more detailed rundown as to why) but I don't want to give potential players the impression that this is somehow less enjoyable than those other styles of campaigns. Especially if you've not played FS1 in awhile, the shieldless dogfighting alone makes the campaign different enough, IMO, to be worth a whirl.

Obvious bias notwithstanding, I really do think that the majority of FS players will find something to enjoy here.:nod:
Title: Re: [RELEASE] - Frontlines 2334
Post by: CT27 on May 27, 2014, 09:42:25 pm
Have updated the missions to fix the errors talked about in this thread. If you haven't DLed it yet, the link is the same and it's already updated. If you have already DLed it, grab an updated missions vp here:

http://www.mediafire.com/download/skmtbm2m9o2cp9y/FL2334-Missions.7z

Did this fix an error I had in the third mission "Bandits" (I believe that's what it was called)?  The problem was I defeated all five enemy convoys and was told to jump out.  However, the GTSC Echo (protecting it was one of my primary objectives) never did jump out.

I had a directive to jump out, but when I did I got failure music and text (and was criticized for leaving the battle before I was authorized to).  However I did get a medal and was allowed to proceed in the campaign.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on May 27, 2014, 10:17:08 pm
Argh. Annoyingly, probably not. :/ This mission was a prick of a thing to test, and I'm pretty sure I know exactly what will have caused that particular error. It's on me for linking the debrief to the symptom (the Echo jumping out) rather than the cause (successful mission completion). Still, it should be an easy fix... Once I get home from work in a week or so to my main computer anyway.

I'm glad that you still got the medal and were able to continue though. I hope that the rest of the campaign was fun/bug free.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on May 27, 2014, 10:31:03 pm
@CT27
Spoiler:
Pssst... you're not supposed to be able to kill them all! I couldn't even get past the fourth one, and am shocked to learn that there is a fifth one, and that you were able to defeat it. The mission was set up to account for the possibility of a player wiping them all out, but the intention was that it would not be possible. I'm very interested in how you did it, and I congratulate you. I even went into FRED just to see if there really was a fifth convoy, and indeed there is. I'm glad the campaign was able to proceed for you despite this error.
Title: Re: [RELEASE] - Frontlines 2334
Post by: CT27 on May 27, 2014, 10:41:12 pm
Admittedly I was playing on Very Easy.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lykurgos88 on June 10, 2014, 12:58:17 pm
I really enjoyed the 2 campaigns. The sense of vulnerability puts some additional weight on good and evasive flying. The missions were reasonably well made considering the limited possibilities of pre-FS1 weaponry and ships (and of course, the new assets in the mod helped too). There is a fair amount of challenge in most of the missions. For some reason I found the second mission of 2334 to be the hardest.

Spoiler:
Oh, and in Frontlines 2335 I almost crapped my pants, when Lucifer rammed my face just as I turned around. Good job!
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on June 10, 2014, 02:08:41 pm
I really enjoyed the 2 campaigns. The sense of vulnerability puts some additional weight on good and evasive flying. The missions were reasonably well made considering the limited possibilities of pre-FS1 weaponry and ships (and of course, the new assets in the mod helped too). There is a fair amount of challenge in most of the missions. For some reason I found the second mission of 2334 to be the hardest.
Hey, thanks for taking the time, this put a smile on my face and I'm glad you enjoyed the campaigns. What really made me smile though is that I feel exactly the same way about the campaigns. Right down to mission 2 of 2334, it is by far the hardest mission imho.
Title: Re: [RELEASE] - Frontlines 2334
Post by: FIZ on July 20, 2014, 03:35:55 pm
I had a really great time with this campaign.  I still hate the ml-16 but lurrrrrved the Phoenix.  Grabbed an Athena whenever I could.

My only stand out critique is a few missions had aweful wingman fatigue.  The mission
Spoiler:
where you disarm the Zod installation
stands out the most.  I know that some missions where you are the only one to return alive really works in some missions, but also in other missions I think some missions it really soils the victory when you ARE ALPHA 1 and you only win by hugging a support ship and making long range "HARM" runs. 

I don't really know a good way to fix that, invulnerable flag feels cheap, maybe some strike runs would make the mission more dynamic... Alpha Wing is in flight all the time, clears the way for waves of bombers to come in quick, do their mission, and warp out.  I know its standard AI which limits your options, but being the only pilot to survive a disarming mission out of 12 also has a similar spoiling effect.

It's a critique out of love, had I not enjoyed the campaign wouldn't be harping.  I know you are planning some more campaigns with [JOY!] Fury AI which will open some doors and windows.  I afraid not for having no shields, because I was told if I avoid the beams I won't get hit by command himself!
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lepanto on July 20, 2014, 03:39:14 pm
On behalf of the team, thanks for your criticism.  :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on July 20, 2014, 03:49:46 pm
I'm glad you enjoyed it. Yes, thank you for taking the time to post. :)

I know what you mean about the wingmen. You could have missions where a quota of allies must survive, but such a thing can often be really annoying.

I guess you could just think of it as since we're telling stories of the Frontlines, this is the story of where the fighting was thickest, not a story of where it was typical, with eventless routine patrols and little skirmishes.

And yes, there's no need to be afraid of being hit by the beams, since there aren't any in this period. :D
Title: Re: [RELEASE] - Frontlines 2334
Post by: mwpowellhtx on August 26, 2014, 06:18:41 pm
Thank you for the mod. I am trying to load it. What is "FSPort 3.4"? I've got FS2 3.6.18 installed?
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on August 26, 2014, 06:39:41 pm
Thank you for the mod. I am trying to load it. What is "FSPort 3.4"? I've got FS2 3.6.18 installed?
It's the build for the Freespace 1 Port:

http://www.hard-light.net/forums/index.php?topic=84358.0

Since we're using that for this mod, you'll need it. If you're confused, I'm sure you'll be able to get some help on the support board:

http://www.hard-light.net/forums/index.php?board=151.0

Don't worry about 3.6.18 that's something else, although this was tested with 3.7.0 which you might want to grab.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Mad Bomber on November 26, 2014, 08:12:40 pm
Trying to download this, but Mediafire is only giving me like 10kb/s and then craps out halfway through with a corrupted .7z. Any chance of uploading this campaign elsewhere? FSMods or the reborn F2S perhaps?
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on November 26, 2014, 09:37:37 pm
That's very odd - Mediafire is usually pretty reliable. Maybe try again in a day or so?

I'm up at work for the next week, so I don't have reliable enough internet to re upload it for you, so unless someone else is able to do that (if anyone does, please make sure you use the latest version), I will get it up on F2S  as soon as I get home. But hopefully mediafire will come good for you before then.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Mad Bomber on November 27, 2014, 10:20:02 pm
Waited a day and, indeed, it's working fine now. Not sure what the problem was, but oh well.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Hunter on November 27, 2014, 11:53:13 pm
Just spotted your upload. I moved it to the FreeSpace port campaigns folder, as you uploaded it to root :)

Link is @ http://sectorgame.com/fsfiles/fsf-admin/fsf-downloader.php?q=dXBsb2Fkcy9Qcm9qZWN0cyUyMC0lMjBDYW1wYWlnbnMlMjAtJTIwVENzL0NhbXBhaWducy9GcmVlU3BhY2UlMjBQb3J0L1Byb2plY3RzJTIwRnJvbnRsaW5lcy43eg==&h=306adc97f8c5c1de77ae68a9e6388050
Title: Re: [RELEASE] - Frontlines 2334
Post by: niffiwan on November 28, 2014, 12:04:25 am
Hahaha! That was actually me... and I thought I had uploaded it to the FSPort campaigns folder.  At least, that's what I had selected when I dropped the file onto the webpage, so I'm not sure what happened?

Incidentally, when I login as the upload user now, I can no longer see the entire Projects, Campaigns and TCs tree? It shows up when I'm not logged in.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Hunter on November 28, 2014, 12:10:12 am
Yeah I'm fiddling about with the folders right now, so the permissions weren't setup correctly when you logged in. Edit: Should be ok now.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on November 28, 2014, 12:23:58 am
Waited a day and, indeed, it's working fine now. Not sure what the problem was, but oh well.

Glad its working for you, hope you enjoy the campaign. :)

Niffiwan & Hunter:  Cheers for the upload, I will as the mirror to the first post.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Hunter on November 28, 2014, 12:27:44 am
I shuffled some files around so the key was changed. It's now: http://sectorgame.com/fsfiles/fsf-admin/fsf-downloader.php?q=dXBsb2Fkcy9Qcm9qZWN0cyUyMC0lMjBDYW1wYWlnbnMlMjAtJTIwVENzL0NhbXBhaWducy9GcmVlU3BhY2UlMjBQb3J0L1Byb2plY3RzJTIwRnJvbnRsaW5lcy43eg==&h=306adc97f8c5c1de77ae68a9e6388050

Sorry about that!
Title: Re: [RELEASE] - Frontlines 2334
Post by: mjn.mixael on December 04, 2014, 02:00:59 pm
 :eek:

For shame! Why is Frontlines not in the installer? Get free exposure!
Title: Re: [RELEASE] - Frontlines 2334
Post by: Vrets on May 30, 2015, 11:52:29 am
This is my next campaign to play. At some point I will post a nearly unreadable, mission-by-mission review.

If you're lucky, I may even upload some hate-filled bug reports because I have like fifty .vp files in my root directory and nothing ever works.

>retail AI
>orders
good joke.

Auuuugh, what are you talking about?

Good wingman usage usually just means:


Bad wingman usage is usually C-3-9...
Title: Re: [RELEASE] - Frontlines 2334
Post by: FreeSpaceFreak on September 13, 2015, 11:11:17 am
 :bump:

Just finished the campaign, thought I'd drop in to tell you guys I had a lot of fun playing it! You really captured the FS1 atmosphere and gameplay, but with some good enhancements in the mix. I liked that the added ships all really do fill a niche, rather than 'just' throwing them in for variation - BW, your philosophy of 'civilian backgrounds' really does add that extra bit of atmosphere :yes: Especially the main campaign I found quite an interesting challenge, in that the player is really required to order wingmen around (and actually keep them alive) to successfully complete many of the missions. This kept the missions interesting and fun even on the n-th replay ("Hmm, what if I try destroying that cruiser straight away instead of disabling it first?"). Overall: good job, I'm looking forward to more!

(One minor bug report, not sure if you're already aware: the Scarabs in some of the convoy-assault missions have shields)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on September 13, 2015, 02:11:51 pm
Hey there. Thanks for dropping by! I'm pleased you liked it! :)

Yes, you've identified some of the real strengths of Frontlines imo. Particularly about ordering the Wingmen around, as I personally enjoy doing that no matter what campaign I'm doing. I generally regard my Wingmen as the best weapon in my Arsenal.

Oops. I can guess why that got past me, even though I probably tested those missions more than the rest, I think I always let my wingmen deal with the Scarabs. It's up to Black Wolf if he wants to fix that. Thanks for pointing that out.

Also saw the shots in the screencap competition. That might well be a debut there for Frontlines! :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on September 13, 2015, 06:44:18 pm
Thanks for the review, FSF, and the bug report. :) As far as fixing it goes, there are a couple of niggling bugs like that one that I'd like to fix, when an appropriate rerelease opportunity comes around. I've been considering trying to get 2334 at least voice acted for awhile - if we ever do pull the trigger on that, we'll definitely integrate bugfixes like this into the updated release.

As far as more goes... Well, keep an eye out over the next few weeks. We'll have something to announce in that front soon, I hope. :)
Title: Re: [RELEASE] - Frontlines 2334
Post by: Lorric on September 13, 2015, 08:00:53 pm
I've been considering trying to get 2334 at least voice acted for awhile

I for one would love to see that.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on September 13, 2015, 09:58:16 pm
Me too. :) Hell of a lot of work though, based on the comments I've heard from others who've attempted it.

Still... it is a short campaign. Something to consider anyway.
Title: Re: [RELEASE] - Frontlines 2334
Post by: mjn.mixael on September 13, 2015, 11:03:15 pm
BW, catch me on IRC.. I can point you in a good Voice Acting direction. I have had almost no issues getting BtA acted, it just takes a little time due to the scope of the entire script.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Cyborg17 on June 17, 2018, 01:12:38 am
Just tried installing this with Knossos and I got an error message because "MVPS" was missing.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Nightmare on June 17, 2018, 02:30:11 am
Maybe you should take a look at the mod.ini and check if your media vps are named correctly.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Black Wolf on June 17, 2018, 02:50:53 pm
That's very odd - it looks like a reference to the Media VPs, but that's not a name that has ever been used for them as far as I can recall, so I can't imagine how a reference to it could have made it's way into the mod ini file. Is this an error message from Knossos, or from freespace? If it's a missing file, I.e. A freespace error, I could probably find it and figure out exactly what's wrong, but this wasn't a common error when the mod was first released, so it feels like it's most likely a file structure issue.

My main PC is in pieces at the moment while I'm painting the house, but I will try to find it on my laptop install and figure out where the file is. In the meantime, do you have an error log we could look at? That might narrow it down as well.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Cyborg17 on June 18, 2018, 01:34:18 am
That's very odd - it looks like a reference to the Media VPs, but that's not a name that has ever been used for them as far as I can recall, so I can't imagine how a reference to it could have made it's way into the mod ini file. Is this an error message from Knossos, or from freespace? If it's a missing file, I.e. A freespace error, I could probably find it and figure out exactly what's wrong, but this wasn't a common error when the mod was first released, so it feels like it's most likely a file structure issue.

My main PC is in pieces at the moment while I'm painting the house, but I will try to find it on my laptop install and figure out where the file is. In the meantime, do you have an error log we could look at? That might narrow it down as well.

The error is from Knossos itself.  My wife has the laptop at the moment, so I can't get an error log.

But Fso itself didnt open, so I suspect there isnt one.
Title: Re: [RELEASE] - Frontlines 2334
Post by: AdmiralRalwood on June 18, 2018, 03:28:01 pm
"MVPS" is the internal ID of the MediaVPs mod on Nebula; if Frontlines requires it, it should've been installed at the same time it was. You can see if explicitly telling Knossos to install the MediaVPs works.
Title: Re: [RELEASE] - Frontlines 2334
Post by: mjn.mixael on July 19, 2018, 06:56:59 pm
Just FYI, the Frontlines issues on Knossos have been fixed.

Black Wolf, if you create a Knossos account I'll set you as owner of Frontlines as I'm the one that uploaded it to Knossos.
Title: Re: [RELEASE] - Frontlines 2334
Post by: Assassin714 on July 21, 2018, 03:02:27 am
Okay I have been playing this and it is quite good but I have noticed some problems.

For one thing, the tech room entry for one of the weapons (I forget which one) mentions the GTVA, which shouldn't exist at the time.

Also in the mission where you are ambushing the convoys, the Vasudan support ships have shields, which obviously isn't right. Also I received a return to base directive before one of my primary objectives (protect the Echo) was completed, and the Echo was just sitting there doing nothing, so I jumped out and got a debriefing saying I wasn't authorized to return to base, but I also got a medal and was allowed to pass the mission anyway.  :wtf: