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Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on November 03, 2015, 10:44:22 pm

Title: Director's Cut changelog: what we did!
Post by: General Battuta on November 03, 2015, 10:44:22 pm
Here are some of the features you can look for in our new release of Blue Planet! I'll spoiler those that might be more fun to discover on your own.

AGE OF AQUARIUS
Hidden Text: Age of Aquarius feature spoilers • Show
Attacking the Vishnans in 'First Contact 1' can produce unusual outcomes
Player ship now tumbles uncontrolled in First Contact 2
Attacking Vishnans display a little more tactical acumen in 'Preserving the Balance'
All Vishnan ships received subsystem and hull regeneration
New Vishnan weapon: Vishnan Proximity Gun
New Vishnan weapon: Vishnan Gravity Spike
Vishnan Missile re-engineered into a double-tap with an anti-shield and anti-armor warhead
New Vishnan weapon: Vishnan Subspace Missile
New Vishnan weapon: Vishnan Flechette Pod
On higher difficulties, Shivan vessels begin displaying highly unusual behavior...
Encounter with COLD CHAIN in 'The Great Preservers'
Possible encounters with ASSASSIN, HOT SWARM, GLARE, and BERSERKER in 'The Great Preservers'
Keepers of Hell now includes powersliding Rakshasas
Possible encounters with CHAIN, HOT SWARM, COLD SWARM in Keepers of Hell
Orestes and battlegroup use more sophisticated tactics in Fallen Angel, including Trebuchet attacks
SD Hyde may emit BERSERKER in Fallen Angel
Possible encounters with BLINK, HOT SWARM, and BANSHEE in Fallen Angel
Added a method to unlock the Draco interceptor for Universal Truth
Added new dialog in Demons of the Past CB

WAR IN HEAVEN ACTS 1 + 2

WAR IN HEAVEN ACT 3
Hidden Text: Act 3 spoilers • Show
Added a new friend to the Dreamscape
Added another new friend to the Dreamscape

THE BLADE ITSELF

FREESPACE BLUE


Will add more if I remember it!
Title: Re: Director's Cut changelog: what we did!
Post by: Phantom Hoover on November 04, 2015, 02:56:29 am
  • Added diegetic explanation for camera movement to cutscene 'Lucifer'

did you ever know that you're my hero
Title: Re: Director's Cut changelog: what we did!
Post by: Klaustrophobia on November 04, 2015, 10:03:00 am
Yeah, I remember pointing that out and then getting flame sprayed for it here.  Glad to see it was recognized, look forward to playing ALL the new things.  (But you guys suck for the massive addition to my already massive backlog.)
Title: Re: Director's Cut changelog: what we did!
Post by: Leeko on November 05, 2015, 10:51:05 am
  • Added new techroom entries for all Vasudan and Shivan ships, and all FreeSpace 2 weapons.

SC 5 got a good laugh out of me.  :lol:

Fascinating stuff though. Tons of insight into BP's take on the Shivans right there in the tech room. I'm eating it up like the crazed fan I am.
Title: Re: Director's Cut changelog: what we did!
Post by: The E on November 05, 2015, 10:52:19 am
We eagerly await the speculations.
Title: Re: Director's Cut changelog: what we did!
Post by: Leeko on November 06, 2015, 08:22:27 am
We eagerly await the speculations.

I'll be back with some deep thoughts after I take neural nets next semester. There's some hefty cognitive science lingo in the new Shivan techroom entries! I appreciate the hell out of the thought that's gone into... well, everything about BP. Especially the cosmic side of things.
Title: Re: Director's Cut changelog: what we did!
Post by: The E on November 06, 2015, 08:39:39 am
Seriously, any thoughts are appreciated, even if they aren't backed by a university education :)

We really want to hear people's thoughts!
Title: Re: Director's Cut changelog: what we did!
Post by: X3N0-Life-Form on November 06, 2015, 09:39:32 am
We really want to hear people's thoughts!

Nice try, Summed Psyche.
Title: Re: Director's Cut changelog: what we did!
Post by: Kolgena on November 06, 2015, 02:43:26 pm
Quote
On higher difficulties, plot-critical wingmen can now be knocked out of action, disabling their weapons and forcing the AI to ignore them. Good luck!


wtf I'm pretty sure WiH 2 on insane/realistic is now impossible

Can't wait to replay missions 10+ times :D
Title: Re: Director's Cut changelog: what we did!
Post by: PsychoLandlord on November 06, 2015, 04:14:38 pm
I would just like to state that AoA Universal Truth is crazy fun now, and that the Erebus is a goddamn monster :yes:
Title: Re: Director's Cut changelog: what we did!
Post by: Vidmaster on November 08, 2015, 11:21:49 am
I have finished it again :-) I love it. Again.

Battuta, if you and your team finish this campaign fittingly, I am going to kiss you. And you might just let me.


Now for the serious part of the post. It is a really solid release with most of the voice acting done EXTREMELY well. There are a few nitpicks of course, with the biggest one being the uneven volume which I hope you will fix. Some lines are also almost not understandable but for the post part, all the contributions of our community work well among the more professional ones. That WiH3 is not yet voice acted is a bit of a letdown but what the hell, I am sure it will come.

Keep up the good work.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 08, 2015, 01:57:11 pm
Post all lines that need amp (with filenames) and I will do it.
Title: Re: Director's Cut changelog: what we did!
Post by: danilm on November 08, 2015, 02:52:52 pm
Started playing through FS Blue and I noticed something weird: in the briefing for The Place of Chariots, all the sentry guns have GTL Anemoi icons instead of sentry gun icons.
Title: Re: Director's Cut changelog: what we did!
Post by: Vidmaster on November 12, 2015, 04:16:14 pm
Post all lines that need amp (with filenames) and I will do it.

Hope I get to make a list this week-end...         hope...
Title: Re: Director's Cut changelog: what we did!
Post by: Kiloku on November 12, 2015, 10:15:53 pm
Not to be pushy, but do we have an ETA for WiH Act 3 Voice Acting?
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 12, 2015, 10:17:51 pm
If somebody generates a good script with filenames and usable stage directions: a couple years!
Title: Re: Director's Cut changelog: what we did!
Post by: Kiloku on November 13, 2015, 06:15:28 am
Oh, when I saw the "We're basically done" in the Voice Acting thread, I thought most of WiH A3 was part of this "basically done" but not yet in the game  :(

Who did the script for the previous campaigns? Are they still around? If not, do you have anyone in mind who'll do it?
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 13, 2015, 07:32:55 am
I did the script. I'm still around. Do you want to do it?

I'm a little wary of throwing down another couple thousand dollars for a casting director and actors right now.
Title: Re: Director's Cut changelog: what we did!
Post by: Kiloku on November 13, 2015, 07:52:20 am
I'd be lying if I said I was experienced with it. I took acting classes for a year, but they weren't amazing classes. And of course, they were for actors, not writers.

Still, I feel like I could try.


Quote
I'm a little wary of throwing down another couple thousand dollars for a casting director and actors right now.

Now that part is more complicated. I (foolishly, I guess) believed the voice talent was all volunteers from HLP.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 13, 2015, 08:07:03 am
Mostly volunteers, but we needed to go pro for some of the main roles.

Go for it! It'd be a huge help. Don't forget to split all the lines up by role (and be suuuure you get the role right!)
Title: Re: Director's Cut changelog: what we did!
Post by: The E on November 13, 2015, 08:38:52 am
One giant help in this is the Voice Acting Manager in FRED. It can extract all messages from a mission, assign filenames to all messages and briefing/command briefing/debrief stages, and generate a script from it. You'll still have to reorganize the complete script by role and add stage directions, but you won't have to copy/paste everything by hand.
Title: Re: Director's Cut changelog: what we did!
Post by: Kiloku on November 14, 2015, 09:15:09 am
Battuta, I wrote two drafts, both for Nothing is True. One has Laporte's lines and the other has Kukri 1's lines. Should I just upload it here, PM it to you or what? I want to know your opinion before continuing.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 14, 2015, 09:25:05 am
Google Drive plz.
Title: Re: Director's Cut changelog: what we did!
Post by: Kiloku on November 14, 2015, 09:48:22 am
Here you go (https://drive.google.com/folderview?id=0B2BZjCvlvuQoc0hGQTJYVXpTX1k&usp=sharing).

There is also a file for Thorn's briefing in there.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 14, 2015, 10:08:00 am
These are great! If you can generate these for each role, and get the filenames in place, that will save me hours and hours of work.
Title: Re: Director's Cut changelog: what we did!
Post by: Kiloku on November 14, 2015, 10:16:01 am
I'll start working on the rest of Nothing is True, then. The speakers in the Command Briefings and some of the in-flight messages are a bit unclear to me, but I guess we can work together to figure it out.
Title: Re: Director's Cut changelog: what we did!
Post by: The E on November 14, 2015, 01:56:31 pm
It would help if you could stick with the naming scheme we used for messages in WiH. In the Voice Acting Manager, the following settings should be used:
Campaign: bp2
Mission: mission number
Cmd Briefing Stage: cb
Briefing Stage: b
Debrief: db
Message: s
Suffix: .ogg

Title: Re: Director's Cut changelog: what we did!
Post by: Kiloku on November 14, 2015, 02:39:09 pm
Will do.
Title: Re: Director's Cut changelog: what we did!
Post by: SmashMonkey on November 15, 2015, 10:58:07 pm
Everything looked great except for one minor thing:

In Mission 6: Darkest Hour, one of the most epic lines in the entire series is from the Indus when it pops in to take out the Valerie.

But the way it's written and delivered kills one of the greatest moments in the game.

The line "This is the United Earth Frigate Indus, Second Fleet. Mars is responding to the Tev Blitz. We've been deployed to take some pressure off you Earthers" is delivered too calmly and professionally.

How about instead:

"This is the Indus, Second Fleet Mars. We scrambled as soon as we got the call" in a somewhat cocky voice?
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 15, 2015, 11:10:54 pm
The delivery right now is the way I'd like it played.
Title: Re: Director's Cut changelog: what we did!
Post by: swashmebuckle on November 16, 2015, 12:35:52 am
GB I wrote this new version and would be willing to record if you want to consider a change:
Quote
FINALLY, THE INDUS HAS COME BACK TO EARTH...Back to the planet...the BLUE PLANET...where it all started for the Indus. And let me tell you something...anyone, I mean ANYONE comes and messes with Earth, and I'll tell you what the Indus is gonna do. The Indus is gonna take their fancy ships, take their sissy beams, take their jabroni Admirals, the Indus is gonna roll them up in a ball, turn those sum*****es sideways, and STICK IT STRAIGHT UP THEIR ROODY POO CANDY ASSES.

IF YA SMELLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL LLLLLLLLLLLLLLLLLLLLLLLLL...What the Indus...is cookin'.
Title: Re: Director's Cut changelog: what we did!
Post by: AdmiralRalwood on November 16, 2015, 01:23:09 am
Captain Ricardo is simultaneously the most-loved and most-reviled officer in the fleet.
Title: Re: Director's Cut changelog: what we did!
Post by: Darius on November 16, 2015, 02:06:30 am
Quote
Steele won't take Earth





until it's stained





Mars-brown.







with our poop.
Title: Re: Director's Cut changelog: what we did!
Post by: Kiloku on November 16, 2015, 08:42:20 pm
Working on the script, I'm wondering if there's a way to know the exact context for some lines.
There are a few that show up in the Messages listing but that never appeared while replaying the mission itself.

An example:
(Spoilered in case someone hasn't started WiH3)
Spoiler:
Sender: Kovacs
Message: Fast in, fast out. Let's infect all four miners and light them up.

Kovacs never said that in the three times I replayed the mission.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 16, 2015, 08:43:20 pm
This is one of the hellish parts of making the script for Act 3 — there's a lot of unused dialog.

I suggest double-clicking on the message in the FRED message editor. That should take you to at least one of the events it's used in, if it's used at all.
Title: Re: Director's Cut changelog: what we did!
Post by: SmashMonkey on November 19, 2015, 10:39:27 am
The delivery right now is the way I'd like it played.

I see your point now. My idea for the delivery would trivialize it, and make it extra cheesy.

Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 19, 2015, 10:41:03 am
There's nothing wrong with your take! It's just not the direction we chose to play the scene.
Title: Re: Director's Cut changelog: what we did!
Post by: qwadtep on November 20, 2015, 09:33:57 pm
Did Freespace Blue tweak the SOC loops at all? I was playing through today and it was painfully precise to keep the Hilton alive for any length of time in Rebels & Renegades, while the Asai frequently survived to maul the Iceni from behind. The Hamako similarly evaporates in the next mission.
Title: Re: Director's Cut changelog: what we did!
Post by: The Dagger on November 20, 2015, 09:52:55 pm
I had problems keeping the Hilton alive too, the Mentu pounds it pretty hard with its flak. In my case, flying circles around the ship  to present a secondary target after suppressing what I could provided sufficient distraction to make it survive (barely) but I'm not playing on Insane.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 20, 2015, 10:26:49 pm
Rebels and Renegades has been broken hard for years.
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 21, 2015, 02:32:18 am
Weirdly enough I don't even have to try to save it on Insane. The other NTF fighters do a sufficient job at distracting it, just have to mop up the zod bomber strike ASAP so the hilton is at 100% when the Mentu jumps in. And obviously, pump it full of tempests to kill it faster.

FS2 balance is all kinds of ****ed. Another example is "King's Gambit" which is completely self-playing on insane due to the Mjolnir firerate. You don't even have to lift a finger, the mjolnir beams will just obliterate everything.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 21, 2015, 09:58:42 am
Oh! Oh oh oh, of course. Adding 'same turret cool down' to beams in BP must have made many retail missions more beam-spammy!

That explains King's Gambit perfectly. I'll have to manually adjust the rate down a bit, or toughen up the warships.
Title: Re: Director's Cut changelog: what we did!
Post by: qwadtep on November 21, 2015, 10:08:35 pm
Speaking of King's Gambit, it and the following mission have both retail and BP Cyclopses (Cyclopsis? Cyclopes?) listed on loadout.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 21, 2015, 11:07:50 pm
They're both retail Cyclops, actually!
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 22, 2015, 03:27:38 am
Well, that would be one solution. FS2 was always very beam-spammy on the higher difficulties where the AI didn't recieve a firewait multiplier. Sadly, a lot of missions were balanced around medium and became completely self-playing or harder than suggested due to beam spam.
Another solution would be to make the mission about the mjolnirs, adding in wings of fighters who attack them and forcing the player to defend them if he wants their firepower(or ignore them and grab all the warship kills himself).

Speaking of wirewait multipliers, think maybe that Mentu in Rebels and Renegades fires Standard Flak at full/near tabled ROF? That would explain the difficulty jump.
Title: Re: Director's Cut changelog: what we did!
Post by: TacOne on November 23, 2015, 12:46:06 pm
Did something happen to the database entries for The Rift parts I and II?
I have the entries in there but there's no text body for them.
Title: Re: Director's Cut changelog: what we did!
Post by: Makhpella on November 23, 2015, 01:18:51 pm
Okay, couple of issues. Also, hello.
First, TacOne's lack of text for The Rift I and II.
Second, WiH's pilot's log doesn't stick. I only get the first entry, none of the others. Which sucks, because I could read the part where Simms hits the floor a thousand times, and it wouldn't become boring. This is for both acts 1 and 2 & Tenebra.
Third, dossiers. I'm not getting any of them for Falcata wing and Al'Da-wa. Though I did read them by opening the VP. Spooky stuff.
Fourth: WiH 1 won't end for me. I mean, I finish it, watch Sunglare, go to the mission simulator...No Sunglare. Selecting it in the campaign screen it just sends me back to...Sunglare. I don't get the campaign complete, reset to play again screen.

That's all I remember right now.
Title: Re: Director's Cut changelog: what we did!
Post by: tomimaki on November 24, 2015, 11:49:46 am
I found why The Rift - I and The Rift - II are empty.
In data\fiction files are named as db_rift1.txt and db_rift2.txt
but in journal_bp_intel.cfg are used names db_therift1.txt and db_therift2.txt.

Additionally db_reunion2.txt and db_nagari2.txt are used somewhere or should not?

In journal_bp2_dossiers.cfg missing .txt in line: @File: db_aldawa

Some texture is missing in Medals

[attachment DELETED!! by Strong Bad]
Title: Re: Director's Cut changelog: what we did!
Post by: qwadtep on November 27, 2015, 11:22:40 am
The Colossus keeps firing while it blows up in Her Finest Hour, which would be cool if the turrets it was firing from still existed.

The Sacred Keeper has a lonely pulse turret in Sacrifices that I assume is supposed to be a laser. Didn't check other missions.

Why is Steele bringing up MORPHEUS on open comms? I preferred the old "carry out your orders immediately, or face a court martial" line.
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 27, 2015, 11:39:32 am
Why wouldn't he? Pilots know that MORPHEUS exists, they just don't know what it actually is.
Title: Re: Director's Cut changelog: what we did!
Post by: qwadtep on November 28, 2015, 04:13:58 pm
Do they? I didn't keep up on all the fiction, but as I recall Lopez barely had the clearance to know about it. The player only knows about it at that point in the campaign thanks to Nagari.

The rebalancing of strike craft as completely broken strikecraft balance in WiH. It takes less than two seconds for a Nyx, with its buffed Balors, to vaporize a Kentauroi. Any style of play other than "evade and let invulnerable wingmen take care of it" is no longer viable, as every Tev fighter can mission-kill you before it's possible to accelerate to safety again. The Diomedes' pulse-and-AAA murderbox is more forgiving than a single Perseus.

Speaking of the Diomedes and their murderbox, Paveways are effectively useless now. Even when they make it past the point defense, they're frequently annihilated by the very warship beams you're scrambling to disable.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 28, 2015, 04:26:01 pm
I don't think you're right about those points. Nor are invulnerable wingmen particularly reliable for taking care of things, since they can now get knocked out of action on the higher difficulties!
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 28, 2015, 05:01:03 pm
There's no point in classifying classified names, that's just inane. Why wouldn't pilots know that something called MORPHEUS exists, they just don't have a clue what it's about. They knew that something named ETAK existed in the 2nd incursion too.
Title: Re: Director's Cut changelog: what we did!
Post by: qwadtep on November 28, 2015, 07:33:19 pm
I don't think you're right about those points. Nor are invulnerable wingmen particularly reliable for taking care of things, since they can now get knocked out of action on the higher difficulties!
You're welcome to throw together a test mission in FRED and see for yourself. Just a stationary Kent or Uhlan and a Balor-loaded Tev attacking it. So easy Geico will sue you for copyright infringement. If you think you can complete objectives without giving attackers a two-second window to shoot at you, I'd love to see it.

There's no point in classifying classified names, that's just inane. Why wouldn't pilots know that something called MORPHEUS exists, they just don't have a clue what it's about. They knew that something named ETAK existed in the 2nd incursion too.
Because the fact that something classified exists is classified. You never heard about ETAK outside of SOC loops until late in the game, did you? Or the Colossus or Hades until they showed up. Laporte and friends know that ships are dropping off the grid for Byrne's secret, but they certainly don't know that said project is called Shambhala.
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 28, 2015, 08:04:09 pm
You know the balor only does 10% more damage to shields and same damage to hull as in the old WiH, right? It's still weaker than the Kayser and the buffs to the Tev craft brought them up to the level of the UEF stuff. A 2-second window is way too long though, a Nyx with 8 balors can completely strip away your shields in a second even if you equalised every millisecond. It can probably kill you in much less than 2 seconds.


You're not supposed to let it shoot at you though. Use your superior roll and pitch rate to barrel roll behind it while avoiding balor fire or your reverse burners to get a quick snapshot and fill it with rapier bolts and hellfires before it can shoot back.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 28, 2015, 08:08:15 pm
Yeah, the Balor buff is so marginal I doubt it's seriously altered balance. 'You die really fast if you get in front of a Nyx' has been a constant since 2010.
Title: Re: Director's Cut changelog: what we did!
Post by: Doko on November 28, 2015, 08:16:17 pm
I'm ok with how fast the player can get annihilated by balors but there's nothing that pisses me off more than treb spamming from the AI on hard/realism The AI has some kind of quota it MUST fill about targeting the player even if there are obvious better targets around. It is the actual oposite of realism.

You can see this clearly in aristeia during the treb strikes and delenda est when the wing of hercs will literally spam you with trebs even if if you are hiding behind something, have other targets at 1-2km closer to them, the trebs will be fired on you non stop because reasons.

And I totally agree with him on the subsystem missile point. For a paveway or stileto to actually hit a diomedes you have to be basically sitting on the beam emiter for your missiles to not get shot instantly by turrets that are targeting the player as he aproaches. These anti SS missiles should have an invulnerability for just a couple of seconds for the risk/reward of making a bombing run pay off.
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 28, 2015, 08:36:01 pm
The AI has no real checks to target the player more often, there are just so many hercs and you happen to be within their firing arcs. They also have no qualms about firing them as soon as they reload so it seems like you're being targeted more often.

Not that trebs are actually dangerous, just barrel roll while afterburning and pump a few CMs just to be safe. They shouldn't be able to hit you.
Title: Re: Director's Cut changelog: what we did!
Post by: qwadtep on November 28, 2015, 09:31:41 pm
Yeah, the Balor buff is so marginal I doubt it's seriously altered balance. 'You die really fast if you get in front of a Nyx' has been a constant since 2010.
In past releases I was able to kill at least one Nyx by playing chicken during the opening merge of Aristeia, even on insane. Now they survive with 40-50% while I'm blown to hell on Normal. If it isn't the Balor buff, it's something else, but there's no way something hasn't changed significantly.

Not that trebs are actually dangerous, just barrel roll while afterburning and pump a few CMs just to be safe. They shouldn't be able to hit you.
Which takes you back to the problem of actually engaging objectives when you have to spend so much of the mission evading near-instant kills.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 28, 2015, 09:47:02 pm
Don't play chicken with Nyxes man D:
Title: Re: Director's Cut changelog: what we did!
Post by: Aesaar on November 28, 2015, 10:05:50 pm
A Kent, Uhlan, Draco, or Atalanta should absolutely die going head-on against a Nyx.  It has more guns and more total health than you do.

Do keep in mind that the Rapier got nerfed some as well.  It no longer has Kayser DPS.  It's marginally better than the Balor now.  And he's got 8, you have 4 or 6.   The Nyx is going to win a head-on.  Don't fight on his terms.
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 28, 2015, 10:39:10 pm
It's really not that distracting to dodge trebs, you can totally destroy the artemis wing or go for the Ares/Erynes fighters while dodging them. Even on insane you shouldn't be having that much trouble if you don't try to joust with a nyx without 'jousting' missiles like the dart or the rockeye that force them to break off.

If you don't spam those then just give up the joust and use your superior manoeuvrability to get behind them and pump them full of lasers.
Title: Re: Director's Cut changelog: what we did!
Post by: Mongoose on November 29, 2015, 12:45:28 pm
Soooo if I haven't played AoA in a few years, and if I only played WiH 1 and 2 once back when they were released, and if I haven't yet played WiH 3 (because I am a TERRIBLE PERSON WHO DESERVES YOUR UNDYING SCORN), will these changes jump out immediately in the "Holy crap that's awesome!" sense, or will they seem rather more subtle?  Keep in mind that my working memory is generally as porous as a fine Swiss.
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 29, 2015, 01:00:16 pm
The new training missions, models, remade Vishnan gear,  and the voice acting are hard to miss, but the mission tweaks, weapon/craft rebalances will probably go over your head if you can't recite the arrivals and manoeuvres of every ship from memory.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on November 29, 2015, 01:15:23 pm
Soooo if I haven't played AoA in a few years, and if I only played WiH 1 and 2 once back when they were released, and if I haven't yet played WiH 3 (because I am a TERRIBLE PERSON WHO DESERVES YOUR UNDYING SCORN), will these changes jump out immediately in the "Holy crap that's awesome!" sense, or will they seem rather more subtle?  Keep in mind that my working memory is generally as porous as a fine Swiss.

Little of column A, little of column B. You'll see big changes right from the start of AoA, and you'll probably not even notice some of the subtler stuff.
Title: Re: Director's Cut changelog: what we did!
Post by: FSW on November 29, 2015, 06:22:49 pm
Spoiler alert.

I've recently finished the remastered WiH Acts 1 and 2.
Wow. Voice acting really does add something substantial to the experience. Delenda Est in particular is even more devastating when the player can hear beloved characters' voices crack with grief. The main cast and the director genuinely did an amazing job.

Off the top of my head, here are a few technical issues that I've noticed:

With the Age of Aquarius campaign selected (with a pilot file that has played WiH part 1), I see Database entries from WiH; such as those detailing the history of the UEF-GTVA war.

The 'Intelligence' section of the Tech Room advises the user to update their links. It would be more helpful to actually tell the user to look in the Database section, or even better duplicate the information into the tech room.

The 'Pilot's Log' in the Database never seemed to update in WiH. It's still at the first entry. Is it supposed to change?

In the opening cutscene, Admiral Petrarch's voiceover seems to begin mid-sentence.
"... the Shivan advance," he says.

Delenda Est still performs poorly at times, even on fairly modern hardware. This becomes an issue on my setup when the Katana and Altan Orde are close-range battling the last two Deimos corvettes.

The support ship almost always causes collision damage when undocking from the player's fighter.

Checkpoint and optional training selection boxes display a number before each option. This misleadingly implies that a key can be used to select that option; when in fact, it seems that the option must be selected by mouse. It would be helpful to tell the user explicitly to use their mouse.

On-screen text during cutscenes seems to have inadequate line-spacing on my setup, leading to slightly overlapping text. This is particularly evident during Samuel's and Bei's dialogue in the WiHp1 ending. I'm playing on a 1920x1080 monitor, letterboxed to 1440x1080.
Title: Re: Director's Cut changelog: what we did!
Post by: MatthTheGeek on November 30, 2015, 01:44:30 am
Delenda Est still performs poorly at times, even on fairly modern hardware.
You can cut some of the most performance-intensive features, like shadows or deferred lighting, in the launcher, and move/rename the advanced VPs, to save a LOT of perf.

The support ship almost always causes collision damage when undocking from the player's fighter.
Yeah, known issue. The support docking paths on some of the fighters, most notably the kent, are ****ed up.

I'm playing on a 1920x1080 monitor, letterboxed to 1440x1080.
(http://www.reactiongifs.com/r/but-why.gif)
Title: Re: Director's Cut changelog: what we did!
Post by: FSW on November 30, 2015, 01:53:23 pm
FS2Open automatically letterboxes to a 4:3 ratio.
Title: Re: Director's Cut changelog: what we did!
Post by: MatthTheGeek on November 30, 2015, 02:02:06 pm
Uh, only the menus do that. Rest of the game should definitely not be letterboxed.
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on November 30, 2015, 02:02:54 pm
Uhm, no it doesn't. Only the briefings and mainhalls are pillarboxed, in-game you should be playing at whatever resolution your monitor supports.
If you want to stretch the briefings to 16:9 just check the 'stretch interface to fit screen' flag but if you're getting pillarboxing in-game then you've selected the wrong resolution in the launcher.
Title: Re: Director's Cut changelog: what we did!
Post by: FSW on December 01, 2015, 07:21:54 am
Apologies; on further investigation, my setup appears to have the same issue as that mentioned here:
http://www.hard-light.net/forums/index.php?topic=91043.0

In any case, Blue Planet's line-spacing issue exists at 1024x768 resolution. Once I've fixed my setup I'll check at 1920x1080 too.

EDIT:
Resolution resolved. The line-spacing issue is indeed worse at 1024x768, with some overlap. However, even at 1920x1080 there is no gap.

Also, I notice that in Sunglare, the Masyaf's messages create targeting brackets pointing way off into the distance, as visible on the left edge of the attached screenshot.

[attachment DELETED!! by Strong Bad]
Title: Re: Director's Cut changelog: what we did!
Post by: Mito [PL] on December 09, 2015, 04:46:36 pm
Damn, whoever acted the Gloire's lines (The Plunder), he has made a magnificent work. That voice would be excellent for some major roles. Like, I'm really interested how Indus would sound with that man speaking...
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on December 09, 2015, 05:34:51 pm
That's Ransom Arceihn, who played Corey in AoA and one of the pilot personas in BP2 as well as the Gloire.
Title: Re: Director's Cut changelog: what we did!
Post by: FSW on December 12, 2015, 09:00:41 pm
The debriefing of Everything is Permitted repeats under certain conditions.
http://s3.postimg.org/4gpynb96p/wih_everything_is_permitted_debrief.jpg
Title: Re: Director's Cut changelog: what we did!
Post by: rubixcube on December 15, 2015, 09:24:41 pm
Little off topic here,
curious what you guys did to make the Lucifer so tough in COP; all the ships now fire at it and it barely loses any health, and you didn't give it special hitpoints
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on December 16, 2015, 12:41:40 am
The Lucy has 800000 hitpoints by default, that's 8 times as much as an Orion.
Title: Re: Director's Cut changelog: what we did!
Post by: Doko on December 16, 2015, 01:29:38 am
And if that wasn't enough you can always give the ship damage reduction via armor.tbl
Title: Re: Director's Cut changelog: what we did!
Post by: rubixcube on December 16, 2015, 11:53:50 pm
Did the Lucifer have heavy Armour 100 in the previous bp version?
In the original version only the Orestes fires at it , and only with a BBlue
now ALL the ships fire at it, and the Orestes is at full strength, but it loses about the same amount of health
Title: Re: Director's Cut changelog: what we did!
Post by: FSW on December 18, 2015, 07:26:35 pm
I've just finished playing the new Age of Aquarius. Much has changed since I first played it many years ago. I really enjoyed the extra touches like the Lucifer's visions; and I wasn't expecting new voice-acted lines!

On the whole, the game is easier than I remember it; and much, much easier than War in Heaven. It's fairer, but the balance on Hard still doesn't feel quite right in some missions. Friendly AI varies greatly in effectiveness, but in some cases is so competent that the mission almost completes itself. In Universal Truth, the number of enemy bombers has been greatly increased, presumably in order to balance the more powerful Terran ships. They still get effortlessly swatted away, even with what feels like minimal player input. I don't think multiplying the bombers further would be the most engaging solution, as it would further dilute the player's perceived influence on events.

Interestingly, the story seems to have changed too. Previously, my interpretation of WiH's story had been that Steele was brought into the Sol conflict relatively late, after previous admirals had failed to conclude the war. He seemed to be an upstart who gained political influence only after his victories in Sol.

The new Journey's End dialogue makes it clear that Steele was already very high up in GTVA Command, and that he gives orders even to Admiral Bei. He has been in charge of the Sol invasion plan from the beginning, and it is implied that Morpheus was at least partly his idea. Somehow, this makes Steele seem less threatening; he is partially responsible for allowing the war to drag on for over eighteen months.
Title: Re: Director's Cut changelog: what we did!
Post by: General Battuta on December 18, 2015, 07:43:39 pm
Steele was Bei's alternate and when the 14th vanished they called him in as a kind of capcom. He wasn't in command.

The situation in Journey's End is exactly the kind of situation Steele tends to **** up.
Title: Re: Director's Cut changelog: what we did!
Post by: The E on December 19, 2015, 01:43:13 am
The situation at the time was something like this: The 14th BG is sent into Sol as a spearhead. Steele stands by at the node to reinforce once the 14th has captured their initial objectives. Then AoA happens, the 14th is compromised and defects or has to pull back through the node. GTVA HiCom has a choice: Do they send in Steele, who will probably succeed in capturing Sol, but will also very probably do it in a way that will make holding Sol more difficult than it has to be, or do they send in someone who can be relied on to wage a steady campaign in accordance with SecCon's wishes?

Steele was not in charge of the plans to invade Sol, and he also wasn't responsible for MORPHEUS; MORPHEUS is a set of plans/research effort that was started as far back as FreeSpace 1 to deal with the fact that humanity has to coexist with a weakly godlike omnicidal threat.
Title: Re: Director's Cut changelog: what we did!
Post by: FSW on December 19, 2015, 09:09:00 am
Thank you for your replies. I understand from Battuta's and The E's posts that my interpretation is not the 'correct' version of events that the writers intend. However, from the point of view of a player trying to piece the story together from in-game clues, it is what the new dialogue implies.

In the most recent version of Journey's End, the Orestes comms officer asks GTVA Command whether to enact the standing orders. 'Command' replies with Steele's voice. There is a clear implication here that Steele speaks for Command; and that he can give orders to the 14th Battlegroup. Steele also stresses the importance of Morpheus, implying that he is not just passing down orders; he himself judges Morpheus to be necessary.

I appreciate that the Blue Planet team respects the audience enough to refrain from directly spelling out every detail of the story in-game. However, in this case, the way the new dialogue is written can easily lead the player to a different conclusion than intended.
Title: Re: Director's Cut changelog: what we did!
Post by: FrikgFeek on December 19, 2015, 09:43:39 am
Huh. UT1 mercilessly kicked my ass on insane due to the extremely high number of bombers, especially the super-tough Seraphims. Even if you kill 15 of them every minute they just keep on coming until you're out of shields(damn turrets), gun energy, tempests, afterburners, health, wingmen, and ally warship hull integrity is critical.
Just goes to show how even small changes(like a small energy recharge buff) can greatly change mission balance.
Title: Re: Director's Cut changelog: what we did!
Post by: yomi on December 19, 2015, 10:22:03 am
UT1 seems much easier than before for some reason. I took ares loaded with trebs and keept spaming them while rearming every one minute :D
I think i lost one capship (cruiser or Cv), but it didn't affect outcome of mission. I think it's first time i finished this mission on insane