Author Topic: Mission Mods for Blue Planet?  (Read 1826 times)

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Offline emark4

  • 27
Mission Mods for Blue Planet?
Has there been any standalome mission mods for Blue Planet? The next Blue Planet release i know is gonna br a loooong time but I was wondering of people made custome missions for the blue planet timeline of Freespace.

 

Offline Mito [PL]

  • 210
  • Proud Member of Slavicus Mechanicus
Re: Mission Mods for Blue Planet?
Except the Age of Aquarius, War in Heaven (campaigns) and The Blade Itself (single capship command mission) there is some notable stuff. For example, bomb3rman's Friends and Foes is an interesting campaign taking part during war in Heaven, in Sol. I think also Mantle is at least based off Blue Planet, but that seems more like assets and weapons balance than the story.
How do you kill a hydra?

You starve it to death.

 
Re: Mission Mods for Blue Planet?
I haven’t played Mantle yet, but I have played Friends and Foes, and that campaign is AWESOME! It has interesting characters and story and some solid gameplay. I haven’t seen the civilian side of war that well portrayed except in Between the Ashes.
"Wouldn't it be so wonderful if everything were meaningless?
But everything is so meaningful, and most everything turns to ****.
Rejoice."
-David Bazan

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: Mission Mods for Blue Planet?
Well, there's the Battle Captains capship command missions.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

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<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline emark4

  • 27
Re: Mission Mods for Blue Planet?
Except the Age of Aquarius, War in Heaven (campaigns) and The Blade Itself (single capship command mission) there is some notable stuff. For example, bomb3rman's Friends and Foes is an interesting campaign taking part during war in Heaven, in Sol. I think also Mantle is at least based off Blue Planet, but that seems more like assets and weapons balance than the story.

Trying out Friends and Foes. So far its pretty cool seeing the civilian side of the conflict. Flying the scimitars & claymores is a nice break from flying your usual Uhlans & Herc ships.

  

Offline emark4

  • 27
Re: Mission Mods for Blue Planet?
Well, there's the Battle Captains capship command missions.

It's a hassle getting to run it. So far my attempts have been unsuccessful. I will have to post my debug log on that.