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When empires rise and fall, alliances are forged and broken, wars are won and lost, the universe gives birth to its greatest heroes and myths. Some become legendary for centuries, while other ones vanish in the sands of time, buried and forgotten. And during the chaos in which the Interstellar Alliance was born, many people fought and died for the cause, some from the most unlikely places...
(http://www.fubar.org/TBP/screenshots/Guess/Guess3_10a.jpg)
Can't beat that level? -> Find help here! (http://www.hard-light.net/forums/index.php/topic,52253.0.html)
AND DONT BE ASHAMED, ESPECIALLY THE NEW CAMPAIGN IS F****NG HARD.
Download Mirror 1 (http://proxima-fleet.com/files/file.php?id=23), as usual provided by Proxima-Fleet and Primus. Thank you as usual. I guess I crack that 1GB soon enough. :)
includes Hotfix.
Hotfix for Crash in Mission 6, see some posts below! Or you could redownload the patched version.
:lol: Yeah, it's finally done. Multiple delays, problems with FRED, with the game itself, table issues, lack of motivation, ... BUT EVERY OBSTACLE WAS CONQUERED BY MIGHTY VIDMASTER with HHHUUUGGGGEEEE amounts of help from FUBAR. It took its time, but I am proudly presenting...
FORTUNE HUNTERS - 2261
Well, actually the whole damn trilogy. Thanks to Zathras, a mod that makes TBP playable under 3.6.10, I was able to use new features and fix some of the issues that plagued the previous installments. In true Vidmaster-fashion, I also vastly improved balancing and scripting of those older episodes and, new this time, added some new features which were impossible before Zathras came along, while still keeping the original gameplay intact (my first work will always be my first work, no StarWars Special Edition ;) )
One final word for the veterans, the new campaign is difficult. Challenging right from the start. It's highly recommended to replay the previous campaigns first, to get used to the style and pacing again.
Also, I really hope it didn't get corrupted or so, had some problems with my Internet lately. The campaign comes as a .rar file.
!!!Installation Instructions!!!
This is a campaign for TheBabylonProject. Therefore you need TheBabylonProject, not Freespace 2 or a mod for that game. TBP is available for download in the TBP forum here at HLP.
You also need three more things:
1.) Zathras. Available for download in the Zathras forum, which can be accessed in the TBP forum.
2.) the 3.6.10 final executeable. TBP comes with an older version, in case you just downloaded the game, you need to update. Zathras includes these files, you just need to set it up correctly and do not forget to enable Zathras in the Launcher menu.
3.) You are downloading two files, one named "Fortune Hunters" and one named "Vidmaster". The first needs to be placed in your TBP folder, replacing any previous release. "Vidmaster" on the other hand goes into your Zathras folder, replacing the file called "Vidmaster" there. Not replacing this file will likely lead to a blocker later in the campaign.
(http://www.fubar.org/TBP/screenshots/Guess/Guess2_1a.jpg)
Now, for those who are confused and new to the Hunters series.
Features:
- action-packed trip through both canon and exotic places in the B5 universe
- immersing storyline and writing, retelling the events of the TV show from a different perspective.
- MASSIVE battles, destruction on a scale dwarfing even Freespace.
- huge mission variety and complex scenarios
- for everyone, detailed knowledge of the TV show isn't necessary for maximum enjoyment.
What's still missing:
- thousands of posts here, giving me feedback :D. Seriously, some bugs or balancing issues always slip through and the only way they will ever be fixed is you posting them here.
- Voiceovers. LOOKING FOR ACTORS NOW!!! Apply in the VoiceActing forum or click on the link on page 4
Feedback and bugs go in here, discussions and strategies NOT to keep it spoiler and spoiler-tag free, use the special forum for that instead (link above).
I don't think anybody who liked the previous ones will be disappointed.
All that's left for me to say is... ...have fun!
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It seems that it's going to be another well writen challenge.
I'm downloading it now.
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YEEEEESSSS!
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Sweetness! This is awesome news. Downloading now.
Unfortunately a sadistic professor has thrown enough work at me to ensure that I won't get to actually play it 'till this weekend... but I think I can wait a few more days. :D
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No first post, but still.
AWESOMENESS :wakka:
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Hubba Hubba... ;7
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on the mission Into the Fire in FH:2261 i get this error
Error: sexp-add-background-bitmap: Background bitmap exp06.eff not found!
File: SEXP.CPP
Line: 10301
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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You are not using Zathras. Please follow the installation instructions.
If you downloaded Zathras, you probably didn't update your launcher settings or didn't select Zathras in the mod menu.
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Error: Couldn't load pilot file, bailing
File: PlayerMenu.cpp
Line: 886
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Do the data\players\single\inferno and data\players\multi\inferno folders exist?
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Do the data\players\single\inferno and data\players\multi\inferno folders exist?
No ! Its happend when I install Zathras, and when I make the folders myself, the same.
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....
Open the Launcher, and select the debug build. It's called fs2_open_3_6_10d_INF.exe or similar.
Run it, cause the error to appear, then post the fs2_open.log from the data folder here.
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First potenial campaign bug reported, if anybody gets a crash in M6 ("Confrontation") when the Harvester starts firing at the engines, please confirm.
EDIT: Alright, fix is being worked on.
@wuu:
Are you using Vista? If yes, did you install the game into "Program Files" or whatever the folder is called in your native language? If that's true too, the error is probably related to Vista blocking the program to create the file and folder (that happened to me too).
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@wuu:
Are you using Vista? If yes, did you install the game into "Program Files" or whatever the folder is called in your native language? If that's true too, the error is probably related to Vista blocking the program to create the file and folder (that happened to me too).
No XP! I installed it at partition D.
This is the normal errorlog, I already uninstalled it so no debug.
[attachment deleted by admin]
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Then I'm sorry, but I can't help you. The errorlog is totally useless for debugging purposes; only the fs2_open.log helps there.
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HOTFIX FOR CRASH IN M6 AVAILABLE!
Put the attached file into TBP/data/missions.
[attachment deleted by admin]
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i'll check this out...
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Way to go Vidmaster. Its finaly nice to now how story continues and its going to end. Thanks for good trilogy.
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the campaign isn't appearing for me :confused: :confused: :shaking: :shaking: :shaking:
i installed zathras,replaced fortune hunters,launched with 3.6.10 and it won't work,tried with zatras mod,without zathras mod...still nothing :eek: :eek2: :nervous: :shaking: :mad:
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Can you select a debug build in the Launcher, run it with Zathras and fortune hunters enabled, and then post the fs2_open.log from the data folder here?
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there it is
[attachment deleted by admin]
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The Issue seems to be a corrupted download. When loaded in debug, the log tells me that the fortunehunters.vp contains 0 files, which does sound a bit wrong.
Can anyone else confirm this?
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I had the current version so I packed it up. Temporary Download (http://www.fubar.org/TBP/Vid/FortuneHunters_411.rar) Until Vid gets his working.
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great. Alright, resetting the download link on the first page to the unpatched version. Remember to use the hotfix then!
To the twelve people who downloaded the corrupted version, please redownload. I apologise, my internet connection isn't very safe at the moment. The technicians are supposed to replace the cables next week.
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You can grab mine or just use that link until you get it fixed vid. It's yesterdays version with the new mission. Didn't expect you to still be up.
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your version had a glitch therefore, take a look at my hotfix mission.
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I used your hotfix mission.
I took the download from yesterday, extracted it unpacked the VP, added your hotfix mission from this thread, repacked the VP and zipped it back up.
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Ah. Alright.
It seems, whatever I release, there is always much confusion about which version is correct.
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Challenging and Frustrating campaign !! :lol:
About the problem I had, this must be my buggy PC, had other crashes.
If someone can't create a pilot like me under XP.
The E : Do the data\players\single\inferno and data\players\multi\inferno folders exist
Like he stated make them yourself and it should work !
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download numbers are a little disappointing compared to 2260 so far, that made 500 in the first week. Did everybody give up on TBP?
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I'd love to give it a try myself, but I know absolutely nothing about Babylon 5 as a whole. Maybe someday I'll try to slog through some info and find a good starting point.
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Just finished the campaign and I have to say, damn good work. The combat was as ridiculously challenging as usual and the mission design was much more inventive in my opinion, especially with the welding of the Charlemagne's fighter bays
But the Harvester and Spark, I loved those guys. That ending was quite possibly the saddest I have ever seen in any FS related game/mod, almost as sad as the end of B5. Excellent, truly excellent. Also great idea with using the "bonehead" maneuver. Completely unexpected. I had no idea why there were 5 jumpoints with debris flowing out of them until Cobra explained it. One heck of a shocker.
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download numbers are a little disappointing compared to 2260 so far, that made 500 in the first week. Did everybody give up on TBP?
It is set on my "to play" list. But before I will play the trilogy, I would like to watch the complete series (until now I've watched season 1&2) :)
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Just finished the campaign and I have to say, damn good work.
Ah, that means there are no more blockers. :) Oh and thank's.
The combat was as ridiculously challenging as usual
That's the whole point of the Hunters campaigns, overcoming incredible odds. And by small tweaks (and scripting ;)) that's actually always possible. It's hard yes but never totally unfair, cheap or frustrating. Unlike Ninja Gaiden and stuff. :lol:
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Finally got a chance to play through, and I loved it. Your storytelling abilities are as good as ever, Vidmaster. :D It's definitely a worthy successor to the first two, and as always, the way you managed to tie the Hunters into the canon storyline was just awesome.
What hit me most was the way that all three chapters of the story
ended on a bitter note, with the team surrounded by death (first the Centauri massacre, then being overwhelmed by the Shadows, and finally with the remnants of their friends floating nearby). It was also really cool that the deaths of Spark and the Harvester were so gut-wrenching and powerful, even in a story whose three most memorable characters were probably the pilots.
I really didn't have too much trouble in the way of bugs. There were only two issues I noticed, and neither was that major...
1) I had to replay the Charlemagne mission a few times, and about half the time the Hector never started moving along its waypoint path. It seemed kinda random whether it did or not, but I think the time it took me to leave its docking bay may have been a factor. It might be better to have the ship sit still for a few more seconds at the start.
2) In the mission where you attack the Planet Killer--I forget the canon name of the battle--you're given a Nial to fly, but the ship selection screen allows you to fly pretty much any fighter from any race in the game. I'm gonna go out on a limb and say that Drakh, Vorlon, and Shadow fighters wouldn't be realistic options in that mission... but I vote that you leave this as is, because it's a really fun mission for testing all sorts of different fighters. Carving stuff up with the Vorlon lightning beam was especially satisfying. :p
On the whole... it'll take a lot for any TBP campaign to surpass the Fortune Hunters trilogy in my book. Honestly these are up there with some of the best FS2 campaigns I've played, and it's sad to know that there won't be another... but at least we got some closure. I really appreciate the effort you put into this, Vid--it was totally worth it.
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could we have vids of the campaign posted on youtube? might be quite interesting to advertise TBP...
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The problem with posting videos is there is no voice acting yet. I'm pretty sure once it's voice acted you will see some videos posted.
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That's the whole point of the Hunters campaigns, overcoming incredible odds. And by small tweaks (and scripting ;)) that's actually always possible. It's hard yes but never totally unfair, cheap or frustrating. Unlike Ninja Gaiden and stuff. :lol:
Oh I know, believe me it wasn't a problem. Except for those Vorlon Fighters. Lightning Gun+Thunderbolt=major ouchie :lol:
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there is an incredible amount of cheating involved whenever Vorlon Fighters are involved. Believe me, if those scripts would be removed, there wouldn't be any chance. No fighter has any chance against a Vorlon one.#
2) Carving stuff up with the Vorlon lightning beam was especially satisfying. :p
oh crap!
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I say you just keep that ship selection bug. It gives you the smallest chance in the mission without cheating, plus I didn't even notice it on my playthrough, and makes for great replayability :)
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Nah, I will remove that and already did so. :D
However, there are other plans and secrets that will probably be added in a later version, including some additional modes like "pick any ship" and some multiplayer versions. No alternative ending though.
EDIT: 150 downloads? I must say, now I am disappointed. I really thought more people were waiting for this one.
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Really, 150, that's it. That is weird. Same feeling as you, although I've always loved your campaigns. I thought this would get more attention but.... :blah:
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I would certainly jump on this... if I had a machine to run TBP on :sigh:
However, I'll alert space sim central and the babylon 5: I've found her communities about this MOD.
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Hunters kicks any PC into the dust, at least it does so with mine in one mission. I even rewrote some of the sexps to make them less hardware demanding :lol:
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I have heard of "Kick-Ass" before ... but FH2261 rates a 12 out of 10 in my book!
The ONLY polish for the Trilogy would be voice acting ... and that's not a complaint, just a comment.
Besides the technicals ... the story is cream and MJS would be very proud indeed.
Great work Vid!!
-P
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:) :) :)
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Hunters kicks any PC into the dust, at least it does so with mine in one mission.
I've never had any slowdown or performance problem with FH or and game except Crysis, but my computer is the top of the line, so that's probably why.
On topic though, I think Penfold said it all. My sentiments exactly.
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I don't know what to say...
I started playing The Fortune Hunters along the second installment and I was hooked immediatly.
It is just something humane that comes hand in hand with your campaigns. In Freespace campaigns ending missions, they would want you do to impossible, to be the Superman's job of space piloting.
What you always ask from your players, is to be the Batman of piloting a fighter. Even mission four wich as an idea would sound like a thing of impossibility, was still realisticly difficult and I never had the trouple of getting in to the mood.
Now with this story ending... I just have that classical feeling that "this can't be the end". Yet the facts are facts...
Thank you Vidmaster, thank you so, very, very much :(.
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Thanks for all the flowers people.
I agree with you, I think Fortune Hunters is awesome. Simply, it's the best oh wait, that's a very biased statement... :lol:
Well anyway, I have received the awesome looking new credits graphics from a person who is better at graphics than I am and will be credited accordingly after I added those. Checked the downloads again, they are rather disappointing. A few above 200.
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Maybe moving the release thread to the TBP forums would draw more attention?
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Maybe moving the release thread to the TBP forums would draw more attention?
nah, only the TBP people look there while here, all the FS2 and TC players stop. Besides, it's also highlighted, on ModDB, there was talk about it in our forum, ... the simple truth is that very few people still play TBP at the moment :shaking:
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Maybe moving the release thread to the TBP forums would draw more attention?
nah, only the TBP people look there while here, all the FS2 and TC players stop. Besides, it's also highlighted, on ModDB, there was talk about it in our forum, ... the simple truth is that very few people still play TBP at the moment :shaking:
Yep, that's the problem right there... fewer TBP players.
If/when there's a resurgence in TBP interest, then it'll download like hotcakes. :D
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I really think you should redo the last mission Vidmaster. It was quite a dramatic ending and I was very sad to see everyone die except the Boss, Phantom, and Cobra. Here is my idea for a remake of the last mission:
The Harvester escorts the civilian ship through the jumpgate. The huge Drakf capital ship jumps in weapons range. Spark prepares the jump engines of the Harvester to pull off the bonehead maneuver, and at just the last second, an armada of Shivan Sathanas juggernauts jump in and cause the nearby star to supernova. Spark and the crew of the Harvester divert power to the main beam cannons and fire a blast directly at the lead Drakh capital ship's engines, disabling the ship. The Harvester then jumps out via the jumpgate just in the nick of time as the supernova shockwave decimates everything in the system, including the Drakh and the Shivans. The Boss, Phantom, and Cobra rendevous in hyperspace with Spark and the Harvester.
The Fortune Hunters go back to raiding like in the old days, especially focusing on EA assets until the EA civil war is won by Sheridan, and the Fortune Hunters live happily ever after, no one ever asking the question of how or why the Shivans got into the Babylon 5 universe to begin with, but merely being content with the results of their intervention, with the Shivans never to be heard from again.
Well, that's my idea and I think it's a darn good one. You should not have killed everyone! *sob*
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What else to say but NO :cool:
It's the only logical conclusion after everything that came before. All campaigns work towards this final mission.
The ending is perfect as it is and was planned a long time.
I am not exactly sure if you are making a joke with the Shivans. Maybe I don't get the meaning of that post.
However, it makes me sad that you actually demand a remake of that mission and your "version" tells me that you failed to get the message behind the Trilogy, the meaning of the journey. Try replaying.
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I'll make a confession here: I'm sort of waiting for the next TBP DVD release...
...Which will imaginably fix a great many problems with the "final" 3.4b. I'm confident this campaign will be featured therein anyway. :cool:
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You could try Zathras, which also fixes a few things. I only had to switch beack to regular 3.6.10 without Zathras being enabled once (in the mission where you help out General Hague at Io) throughout the first two "seasons", currently at the start of "season 3" ;) .
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my English isn't that good, but I will try my best.
I just finished the whole think and I must say...just great. The Story is just great even if the final is a bit too .... too great? I mean... the destroyed... oh well I don't want to spoil so I can't explain..
but I love your Mission Designs. They where really hard sometimes impossible (f you are unlucke an the AI make stupid things you have no chance ) but or me it was reaaly fun.
Sorry for my bad english I just wanted to thank you, It was a very very good campain and I just love it.
The only think mmissing are some Video sequenzes (i am an old Wing commander Fan^^) and even more...voices ^^
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I downloaded the Campaign yesterday, and since my Savegames were lost in a strange incident involving my brother and a kitten (seriously), I decided to play it right from the beginning.
However, when I try to load the fifth mission of FH 2259, I get three new errors that hadn't been there in the 2260 pack:
------------------------------------------------------------------------------------------------------------------
1.
Error: Invalid subsystem name.
In sexpression: ( when
( has-arrived-delay 3 "DF E' Lias" )
( send-message-list
"#Alpha 4, Cobra"
"High"
"Drazi attack1"
1500
"#Alpha 2, Phantom"
"High"
"Drazi attack2"
5500
"#Big Cash"
"High"
"Drazi attack3"
6000
"#Alpha 2, Phantom"
"High"
"Drazi attack4"
10000
)
( when
( skill-level-at-least "Medium" )
( repair-subsystem
"DF E' Lias"
"turret06a"
101
)
( repair-subsystem
"DF E' Lias"
"turret05a"
101
)
( repair-subsystem
"DF Ha' Rtz"
"turret06a"
101
)
( repair-subsystem
"DF Ha' Rtz"
"turret05a"
101
)
)
( cap-waypoint-speed "DF Pandora" 15 )
)
(Error appears to be: turret06a)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
2.
Error: Invalid subsystem name.
In sexpression: ( when
( has-arrived-delay 7 "DF Vdmster" )
( send-message
"#Alpha 4, Cobra"
"High"
"more Drazi"
)
( when
( skill-level-at-least "Medium" )
( repair-subsystem
"DF Vdmster"
"turret06a"
101
)
( repair-subsystem
"DF Vdmster"
"turret05a"
101
)
)
)
(Error appears to be: turret06a)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
3.
Error: Invalid subsystem name.
In sexpression: ( when
( is-subsystem-destroyed-delay
"DF E' Lias"
"reactor01"
0
)
( self-destruct "DF E' Lias" )
( when
( = [] 0 )
( send-message
"#Alpha 2, Phantom"
"High"
"reactor"
)
)
( modify-variable [] 1 )
)
(Error appears to be: reactor01)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------
It seems to be an issue with the subsystems, but I have no idea what may be causing this.
I'm using Zathras and all tables seem to be fine.
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Are you using the 3.6.10 Inferno exe that came with Zathras. Those errors will occur if you are not using and inferno build and you should be using the 3.6.10 one that was included with Zathras.
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Are you using the 3.6.10 Inferno exe that came with Zathras. Those errors will occur if you are not using and inferno build and you should be using the 3.6.10 one that was included with Zathras.
I'm using the fs2_open_3_6_10_INF exe which came with zathras
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Strange no error here. Select the debug build (has a d at the end) and run that. It will produce a fs2_open.log file in your data directory. Post that here using code tags.
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OKAAAAAAAAAY... Now it gets ridiculous...
I can't run the debug build, it says something about the AI profiles and then crashes BEFORE the intro starts :wtf:
Well, here comes the log file
[attachment deleted by admin]
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You do not have Zathras set as the active mod. You need to go to the mod tab in the launcher and select it.
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doh! *shoots himself with a BFRed*
Oh and, thank you! :)
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I have been looking forward to this for months, and just when you haven't played TBP for a couple of weeks and don't visit the forums, there it is!
I'm starting downloading now.
Be aware that I am a big fan and was enormously impressed by parts I and II. So my expectations are rather high ;).
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Despite the German saying (roughly translated) "self praise stinks", I lean myself out of the window and state THEY WILL BE MET
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Yes, Eigenlob stinkt ^^. But not if it is well deserved. I just finished playing, and wanted to tell you that
I hate you! ;) Seriously, it was a very good ending, but I had really started to LIKE these people by, er, the 5th mission of the firt campaign! Meh...
Thank you for three awesome campaigns, they were the best I have yet played on TBP, and probably on FS2, too.
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People have been corrupted by Hollywood's tendency for ****ty endings. The end of Fortune Hunters is the logical conclusion, the end of the journey, the point where every element of the narrative comes together. It's wonderful, no matter how many people flame me for it :cool:
LOOKING FOR VOICE ACTORS NOW!!! (http://www.hard-light.net/forums/index.php?topic=66772.0) (click me)
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That wasn't flaming, it is well thought-out and logical, but
saaaaad...
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Great job! This is a fantastic campaign and a real joy playing. They way you worked everything in to the B5 storyline was genious.
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Great campaign, I really enjoyed it and I personally thought the ending was perfect.
However, while playing it I may have found a bug.
The mission "Into the Fire" does not finish properly if I fly a badger or a thunderbolt (I suspect anything other than the Nial) It gets to the part where I am sitting dead in space waiting to be rescued and gives me all the dialog, but it never moves on to the debriefing. After letting it sit for about 20 minutes each time I used the escape menu o return to the main menu and "continue" the campaign. Which of course started me over at the command briefing prior to "Into the Fire". It worked fine when I went ahead and used the Nial.
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Indeed, it's probably related to the subsystems of the Nial craft. This mission was not supposed to be flyable with any other craft and I simply forgot to check a specific flag :)
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The download link in the first post is broken. The campaign also isn't available on fsmods as far as I can see.
Could someone please fix this? Though I have a feeling that I'm gonna need a lot of cheating to beat this thing, I'd like to have a look at it to get some impressions for my coming Dilgar War project.
:)
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Try grabbing it here (http://fubar.org/TBP/Vid/FortuneHunters_411.rar) while the link is down. That should be the latest as it's the one I have in my stuff to go on DVD 2.0 at some point.
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crap, Proxima Fleet is down. Not good, since that was my primary mirror for years now :hopping:
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STILL LOOKING FOR VOICE ACTORS!!! (http://www.hard-light.net/forums/index.php?topic=66772.0) (click me)
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I've got several warnings when starting fortune hunters 2261 and one crashes the game when starting the second mission in 2261. Getting the log in the attachments
[attachment deleted by ninja]
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you sure you are playing this with the newest version of Zathras and enabled Zathras in the launcher?
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I have redownloadad TPB, Zathras and Fortune hunters. Now it runs. Strange.
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the link is down how can i find the last part of my journey :P
IFind a working link to the campaing but whitout the hotfix
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Sry for bugging, but does anyone happen to have the files? The DL-link is dead :(
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4º missions, Into the Fire, have a bug and can't load. The solution is change on FH2261_04.fs2 mission file:
$Formula: ( every-time-argument
( random-multiple-of
"exp04.eff"
"exp06.eff"
"exp20.eff"
"exp05.eff"
"P_moon4"
"P_moon4"
"P_moon4"
)
( true )
( modify-variable
@bank[0]
( rand-multiple 0 359 )
)
( modify-variable
@heading[0]
( rand-multiple 0 359 )
)
( modify-variable
@Pitch[0]
( rand-multiple 0 359 )
)
( modify-variable
"@eff[<Default Value>]"
<argument>
)
( modify-variable
@Size[15]
( rand-multiple 8 26 )
)
)
<argument> with "<argument>"
( modify-variable
"@eff[<Default Value>]"
"<argument>"
)
I have no knowledge of code, I have found the solution by loading the mission in FRED, saving, and checking the changes with a text matcher
Bug report:
https://fsnebula.org/log/62c4e719e83d03e719f3407e
WARNING: "Error in mission event: "Explosions Random": Not a number.
(Bad node appears to be: <argument>)
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Same error on 6º mission, and same fix, change all <argument> with "<argument>" on FH2261_06.fs2
$Formula: ( when
( and
( not
( is-disabled-delay
0
"EAS Charlemagne"
)
)
( >
( mission-time )
( + @HarvesterGun[0] 9 )
)
( are-waypoints-done-delay
"Harvester"
"Harvester Engines"
0
)
)
( when-argument
( random-multiple-of
"engine01"
"engine02"
"engine03"
"engine04"
)
( true )
( modify-variable
"@Target[engine01]"
<argument>
)
)
( when-argument
( random-multiple-of
"turret03-base"
"turret08-base"
)
( = @HarvesterSide[0] 0 )
( modify-variable
"@Turret[turret03-base]"
<argument>
)
)
( when-argument
( random-multiple-of
"turret13-base"
"turret20-base"
)
( = @HarvesterSide[0] 1 )
( modify-variable
"@Turret[turret03-base]"
<argument>
)
)
( every-time
( not
( is-subsystem-destroyed-delay
"EAS Charlemagne"
"@Target[engine01]"
1
)
)
( fire-beam
"Harvester"
"@Turret[turret03-base]"
"EAS Charlemagne"
"@Target[engine01]"
)
( modify-variable
@HarvesterGun[0]
( mission-time )
)
)
)
-
WARNING: "Error in mission event: "Explosions Random": Not a number.
(Bad node appears to be: <argument>)
Needs to be
"<argument>"
if the variable is a string variable.
-
WARNING: "Error in mission event: "Explosions Random": Not a number.
(Bad node appears to be: <argument>)
Needs to be
"<argument>"
if the variable is a string variable.
Thanks, this works too
-
Okay, this is interesting. M4 has a super-duper hack-y SEXP to spawn explosions around the player, simulating a bigger and more exciting battle than the game's balancing (particular the capship speed) can actually visually produce. It is absolutely possible that what we did back in the day is highly illegal in newer versions of FSOpen. As I wrote in the other thread, all I can say is that it did work at some point (half a lifetime ago). I do not even remember the details of this particular function anymore, I recall only discussing how to realize this with FUBAR-BHDR.
M6 on the other hand is the assault on the Earth Alliance Base, where the Harvester is supposed to kill the engines of that carrier with its beams. I vividly remember the existance of a problematic bug in this mission but do not remember what exactly it was. Also, since I lacked the wisdom of proper versioning back in the day, there is no way to know what file you actually have. However, having an actual SEXP crash is something I do not remember, so that is that.
So, as before: Do all the changes you want, all of my TBP-work is in the community-domain. That includes fix-releases, re-releases, re-mixes, fixing the spelling errors and other stuff as long as you include the original credits.
-
Gosh, that OP of the thread is embarrasing.
Cringeworthy.
Terrible.
I was young and stupid.
Why people play these campaigns and consider them worthwhile is beyond me.
-
It is absolutely possible that what we did back in the day is highly illegal in newer versions of FSOpen. As I wrote in the other thread, all I can say is that it did work at some point (half a lifetime ago). I do not even remember the details of this particular function anymore, I recall only discussing how to realize this with FUBAR-BHDR.
It is not illegal in modern FSO, it should still work if correctly implimented.
The issue here comes from a bug fix to the modify-variable SEXP that was implimented a while ago. Basically, the SEXP used to not properly distinguish between Number and String variable types if you did not double check the input. Now that should happen automatically.