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(http://www.penguinbomb.com/ithov/RR_logo.gif)
I kept my word. As I promised, Renegade Resurgence is released on the 6th of July, 2004. This is the very first mod I release for FreeSpace, but according to my hopes, not the only one. The whole campaign was in the pipeline for far longer than I had previously expected, but seeing the final results, I can say that time was really needed and the long wait was worth. I also optimized this version to FreeSpace Open version 3.6 and I wrote a nice Readme file to enlighten you about the background of the campaign, gives advice how to install the mod and even more!
I am so grateful for all my staff members at HLP: FreeTerran, karajorma, vyper, Max_Sterling and Xelion and the one at the Mod Database, Double-click for their efforts in making Renegade Resurgence better.
You can find a link for download in the mod database profile of the Project ( http://mods.moddb.com/2704 (http://mods.moddb.com/2704) ), or you can also download the mod from Hard Light Productions Forums ( http://www.3dactionplanet.com/hlp/ (http://www.3dactionplanet.com/hlp/) ).
Enjoy!
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This is a pre-written guff, I have some exclusive words for the HLP community:
Can I ask you NOT to comment the quality of the models? I only slapped together some models to add something new to the campaign. In my opinion, the High poly Antwerpen-class gunship succeeded well, but the other two models are not that good. I am saying this because I do not want the entire community to turn against my modelling abilities. The stress was on the quality of the missions.
DOWNLOAD (http://www.penguinbomb.com/ithov/RR_v10.zip) (Updated)
ATTENTION:[color]
If you want to run this campaign in Retail(Volition FreeSpace v1.2) or the HTL engine for FreeSpace Open does not work, you will need these models (http://www.hard-light.net/forums/index.php/topic,24816.msg731039.html#msg731039). If you are not familiar with the way FreeSpace handles its files, you shall follow the following steps:
1. Unextract the POF files from the ZIP file.
2. Put the two POF files into FreeSpace 2's data/models folder/directory, or if you run FSO without HTL, you will need to unextract the POF files into FreeSpace's RR/data/models directory/folder.
[EDIT (2 July 2008)]I'm starting to correct ressurgence to the correct resurgence[/] wherever I come across it.
[EDIT (9 July 2008)]Please don't bump this thread. See the patch's thread for downloads and post your feedback there.
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Fantastic, TopAce. I posted news on the front page for you. :)
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I can appreciate it. Thanks. :)
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AFAIK the first Hungarian Campaign in the Freespace Universe!
Cheers!
D/L-ing when I get to my broadband acces.
(...hopefully Freespacer will make a debute too in a couple of moths as strike 2)
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Originally posted by Flaser
AFAIK the first Hungarian Campaign in the Freespace Universe!
...
*Breaks into a smile* :)
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Some nice missions so far, but I also discovered some flaws.
- M1 : in the briefing it sounds like the pirates use the AWACS-vessel to cover their activities, like some sort of cloaking device. But aren't AWACS-ships rather used as large, flying sensor arrays? May not be a flow, either, just was sort of confused in that situation.
- Debriefing for the mission where you get to defend the Aquitaine : "Petrarch served for decades on the Aquitaine". Heh? Is this GTD Aquitaine 5.0?
Just some remarks, i'll let you know if I find any more.
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Snipes and the Skulls use the GTA Hamako as a cloaking device in the second mission of the first SOC loop.
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Just Finished the campaign.. Loved it!!!!:yes:
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Concerning the AWACS : guess I missed that. Never mind. ;)
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Not a cloaking device. They use it as a jammer. Slight difference in technologies there, but basically the same effect.
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I'm a noob to Freespace 2, and I was having some trouble getting your campaign to work. I got as far as the ninth mission, "Jump Node Protection," where you must protect two Leviathan-class cruisers. Every time the mission got to the point where the Terran gunship jumps in, the game exits to the desktop, and an "Access Violation" error message is posted in the error log. I think it has something to do with the game not recognizing the custom models. Also, whenever I click on the "Weapons" slot in the Tech Room, the game once again exits to desktop. The only other campaign I had installed was Deus Ex Machina, but removing that didn't make any difference, nor did making an entirely new pilot file and emptying out my other profiles. I'm running the normal version of FS2, patched to 1.2. I'd really like to get this running again, because I was enjoying the campaign :).
P.S. I'm an LTWFTW (long-time watcher, first-time writer) at these forums, and it's good to finally post here :). I'm active in the Descent 3 online community, where you can find me in the mines as "Top Gun." I also run the POTD at PlanetDescent. [/end of shameless plug :p]
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The weapons bug isn't to do with TopAce's campaign. Just about any campaign that alters the weapons table will do that.
As for the other bug no idea what is causing that.
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Originally posted by Mongoose
I'm a noob to Freespace 2, and I was having some trouble getting your campaign to work. I got as far as the ninth mission, "Jump Node Protection," where you must protect two Leviathan-class cruisers. Every time the mission got to the point where the Terran gunship jumps in, the game exits to the desktop, and an "Access Violation" error message is posted in the error log. I think it has something to do with the game not recognizing the custom models. Also, whenever I click on the "Weapons" slot in the Tech Room, the game once again exits to desktop. The only other campaign I had installed was Deus Ex Machina, but removing that didn't make any difference, nor did making an entirely new pilot file and emptying out my other profiles. I'm running the normal version of FS2, patched to 1.2. I'd really like to get this running again, because I was enjoying the campaign :).
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I was afraid some of you encounters this problem. The core of the trouble is the Antwerpen model I included with the RR_v10.vp. It is a high-poly one, hi-poly enough to make Volition FreeSpace crash. I am including the lower poly model to solve the problem for you.
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Thanks a lot for the help! :D
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Does it work now?
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It refuses to work. I keep getting some error message about not being able to find the base file of Valkyrie#Repair, or something. Any help?
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The first SOC mission, or the mod itself?
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The mod itself
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Are you pretty sure you installed the mod properly? You know, put the .vp into FreeSpace2/RR/data/, not only FreeSpace2/RR.
I still do not understand why it happens in the first mission. When do you get the error message? When you click on the ready room, tech database or somewhere else?
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Good job into usung the AWACS as jammers, i wanted to do something like it in my scuttled Rise of GCA campaign but i never finished it in the end (though i managed to put a few missions together and may very well resurrect it in the future, maybe this summer...
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I thought you werent supposed to put the .vp's in the mod's data folder. Thats what works for my other campaigns.
It happens when I click Run in the Launcher.
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I have the same problem. It seems, that one ship in the tbl-file is not present in the vp. But it´s there, so i think, it has something to do with the SCP-Build. I´m using Bobb´s new one (07_04) and get the error message. Using Bobb´s Build 05_23 it works properly, but so you miss some cool features, like showing the name of the targeted ship.
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Loved it for most part. The story is great, but you should really let some more background into the campaign sooner - ie. not at the end :) - but guess that's too late now. Oh and the pof files solved the problem, as i was using vanilla fs2. And I felt the ending came just a bit abrupt. Like there were some 5 missions missing.
Good work! I hope this is not the only campaign from you... *starts praying*
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TopAce, if you are interested in working on a new MOD drop me a PM and you might be interested...
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I'll consider this offer. . .
I promised the SWC staff that all my concentration will be placed in the Star Wars project. I also would like to release a smaller campaign(7-10 missions without any MODs) in the future. I still do not have any ideas about the story.
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Rise of GCA doesn't require extra MODs, as i designed it around available models in order to speed up things... Chapter 1 uses mostly FS2 ships plus a few things from the port...
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Originally posted by Jetmech Jr.
It refuses to work. I keep getting some error message about not being able to find the base file of Valkyrie#Repair, or something. Any help?
This error message can be fixed with my newest build: http://www.hard-light.net/forums/index.php/topic,24965.0.html
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Okay, played the first three missions. Looks pretty good; I especially liked flying as Alpha 4 as a change :D
All I can see are some logic errors. For example, the NTF + HOL? It doesn't make much sense - NTF was anti-Vasudan, only Bosch himself had the same sort of ideology as the HOL. I realize this might change later on, but it seems a silly assumption for Command to make without some explanation (ie radical elements of the NTF which were aware of and supported Bosch's goal of contacting the Shivans).
Also, in the second part there's one confusing sentence, something like, "We expect the NTF to make an attack on the research station, because as it was never completed, there is nothing to interest the NTF there."
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Originally posted by WMCoolmon
Okay, played the first three missions. Looks pretty good; I especially liked flying as Alpha 4 as a change :D
All I can see are some logic errors. For example, the NTF + HOL? It doesn't make much sense - NTF was anti-Vasudan, only Bosch himself had the same sort of ideology as the HOL. I realize this might change later on, but it seems a silly assumption for Command to make without some explanation (ie radical elements of the NTF which were aware of and supported Bosch's goal of contacting the Shivans).
..."
This NTF is not that NTF. Complete the whole campaign and read the debriefing of the last mission.
Also, in the second part there's one confusing sentence, something like, "We expect the NTF to make an attack on the research station, because as it was never completed, there is nothing to interest the NTF there
Found it:
Construction on the research station has yet to be completed. As far as we assume, the NTF will attempt to capture or destroy the station. Since the scientists never began their tasks, there will be nothing of interest to the NTF.
I guess you meant this.
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Originally posted by TopAce
Found it:
Construction on the research station has yet to be completed. As far as we assume, the NTF will attempt to capture or destroy the station. Since the scientists never began their tasks, there will be nothing of interest to the NTF.
I guess you meant this.
Looking at that one again I guess it could be a little more clear that there won't be anything to interest the NTF but that they'll only find that out after they actually capture the station :)
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None of the download links work.
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The problem must be with swooh. They used to work.
Yeah, I checked www.swooh.com and the MSN search came.
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Gotcha kara, that was just a bit confusing.
This NTF is not that NTF. Complete the whole campaign and read the debriefing of the last mission.
Sort of what I suspected. Still seems a bit odd for Command to jump to that conclusion, but then, this Command is much more friendly than the original. Maybe they just have strong beliefs that anyone can get along... ;)
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Are there any other links?
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I just downloaded a copy from the link on the modDB page, that was at Swooh, as well as the download link. Are they still not working for you?
However, the reason I did it was because one of the files seems to be corrupted. In m03_RR.fs2:
$Name: Pisces 2 ;! Object #12
$Class: GTF Myrmidon
$Alt: NTF Myrmidon
$Team: Hostile
$Location: 901.640076, -0.000468, 6900.085449
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$IFF: IFF 1
$AI Behavior: None
+AI Class: U‹ìjè®; ; ; ; ; ; ; ; ; ; ; ;
$Cargo 1: XSTR("Nothing", 13)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
+Secondary Banks: ( "Rockeye" "Rockeye" "Tempest" )
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" )
+Respawn priority: 0
+Group: 0
+Score: 40
Edit: Same problem for Libra 2 and Gemini 1, 2, and 3
I set the AI for Pisces 2 to Lt, Libra to something, and removed the variable for Gemini wing. I'm not sure if that's correct though.
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I'm curious...is it possible to destroy the Phobos in mission 15 without using cheats? That's what I took "something command doesn't expect" to mean :p. I tried just about everything I could, but I couldn't even get close to taking it down normally. Was that captured cruiser supposed to do something? Most of the time, it just ran into the hostile Deimos, but when it didn't, it simply blew up at the end of its waypoints, without triggering the bonus objective. I've gone on past there, but did I do something wrong? :p
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I was curious is one of you discover the Phobos is destroyable. I managed to destroy it without cheats. Give it a try. Your work will not be a lot easier if you manage to destroy it, but do not forget the amount of score you get for killing it.
WMCoolmon's error is a weird one, I hardly can understand it, I did not forget to include the ai.tb(which has some more 'AI skill levels'). But how is that some people could complete the entire campaign without meeting this error?
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"maybe you should do sth unexpected" was the line that made me curious on the Phobos. Didn't manage it, though, the fighters were the problem, since all of my wingmates jumped out once told so. Alone against two wings was tough, and it sure feels like you didn't give them the lowest AI-Level, Topace. ;)
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Right. :)
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Why are there so many missions where I can't get primary weapons, and where some debug error pops up?
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It is strange everyone has different errors.
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Just finished the campaign...excellent work :D. The last mission was particularly fun, although I had some apprehension upon first sighting the enemy fleet. My favorite mission was earlier on, though. I don't remember the name, but it had two Orion-class destroyers jumping through a node and attacking your fleet, and you had to TAG the four or so enemy capital ships. That's the best capital-on-capital combat I've seen in FS2 :D. My one complaint is that one command briefing is contained in a mission that you skip if you defeat the Phobos in mission 15. It's solved easily enough by extracting the mission and looking at it in FRED, but it's still a little bit of a bug.
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I have a silly question, are you supposed to be able to save the Aquitane? I'm guessing nay, since the rest of the campaign seems to go along with it...but there wasn't much reaction to it either, just a command brief...maybe I'm just picking up on the lack of voice acting though.
It was sort of annoying to have to fly 18 km to the Vasudan jump node, I was very thankful for time compression. ;)
Edit: Agh, spoiler not code.
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To WMCoolmon:
No, you aren't supposed to defend it. And rushing to the jump node may be annoying, it is just supposed to increase the feeling that you are a real pilot, who has just lost his flagship and has to escape.
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Originally posted by Mongoose
.... My one complaint is that one command briefing is contained in a mission that you skip if you defeat the Phobos in mission 15. It's solved easily enough by extracting the mission and looking at it in FRED, but it's still a little bit of a bug.
Huh? What? Can you explain this bug in another words?
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All right...if you do manage to destroy the Phobos in mission 15, the campaign file will skip over mission 24, where you'd have to destroy the Phobos otherwise. Unfortunately, mission 24 also contains a command briefing that reveals a little bit more of the plot. I was just stating that, to see that briefing, you'd have to extract the mission and read it in FRED. It might have been a better idea to put the command briefing in a mission that is not skipped over. Other than that, though, the campaign was great :).
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I ashame myself of that bug. :(
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I ran a debug build and got this:
---------------------------
Warning!
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Warning: The subsystems defined for the GTGs Antwerpen can take more (or the same) combined damage than the ship itself. Adjust the tables so that the percentages add up to less than 100
File:e:\cvs\fs2_open\code\ship\ship.cpp
Line: 2744
Call stack:
------------------------------------------------------------------
fs2_open_ex_d.exe 0074a245()
fs2_open_ex_d.exe 0074a6cd()
fs2_open_ex_d.exe 00648e02()
fs2_open_ex_d.exe 00653311()
fs2_open_ex_d.exe 0065358a()
fs2_open_ex_d.exe 009ecb07()
KERNEL32.DLL 7c581af6()
------------------------------------------------------------------
[ This info is in the clipboard so you can paste it somewhere now ]
Use Yes to break into Debugger, No to continue.
and Cancel to Quit
---------------------------
Yes No Cancel
---------------------------
Although it doesn't seem to be over the limit... :wtf:
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I definitely remember fixing this bug(Thanks to Karajorma for pointing it out and explaining how it could be fixed. :)).
The value is exactly 100.
[EDIT] Oh, yeahh ... being exactly 100 is the problem.
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Hmmmm, I have run into a rather odd bug.
I start mission 1, and what do I see? I got no primaries, whatsoever, and only a bay of Tepmests, that's what. I installed the file where it's supposed to go, so I don't think that's an issue. I haven't downloaded the patch file or whatnot yet, so that may be it. I am also running vanilla FS, as I just recently re-installed FS on my machine and have been to lazy to download FSO again, but I don't think that should cause an issue, as the readme says it can work in vanillia.
EDIT: I just got the update file, and it still is doing that to me.
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In theory, RR will be able to be run in Retail FS. After a long time of me not touching the mod, I started to make the missions better, but then, with FRED_Open. Funny thing is that I always used the 'Save as Retail format' option and it seemed to work. But it appears this error can little be known as a bug in the 'Save as Retail format' option, since you were able to run the mission itself. Sounds like as if it were an error in the campaign file, but it is strange that some other people(read above) were able to play RR without any technical problems.
I am opening the campaign file and try to see what may caus FS_Retail to be enough evil to do not give you any primaries.
[EDIT] Still haven't opened the campaign file because:
The standard armament(spelling may be wrong, correct me if it is) for you in mission 1 is:
Subach HL-11
Subach HL-11
----
MX-70
MX-70
Tempest
In conclusion: The weapons.tbl may be missing.
[EDIT2] I took a look at both the campaign file and the weapons.tbl and both seem to be correct.
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Just try open the campaign file in standard FRED and save it again. :)
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It is worth a try from all aspects. My bad I have just erased my FRED retail shortcut from my desktop. :D
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It is worth a try from all aspects. My bad I have just erased my FRED retail shortcut from my desktop. :D
Here is the campaign file re-saved by Fred_Retail. I am hoping it makes any change.
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:(
Nope, still not working man. Tried a fresh install new pilots, everything.....
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FreeSpace Open? Try FreeSpace Open as well.
Did you install the mod as Retail FreeSpace is expecting you to do? I mean did you make sure RR_v10.vp is the first in the queue? (renaming to 1_RR_v10.vp for example). And .. is the .vp in the root FreeSpace directory?
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The vp is in the root directory, and, yes, I installed the mod as retail. I havent tried it int FSO yet, because I havent downloaded FSO again. And it is the first in the queue. Matter of fact, only vp other than the ones required to run the game.
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Can I get a snapshot of your root FS dir?
OK, I received it via E-mail. The problem seemed to be that the root_fs2.vp was sooner than the RR_v10.vp. But I still do not know if it solved the problem. So, Dough with Fish, did you chase the problem away?
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How come wasn't that a problem for anyone else on FS2 Retail?
I can understand why people using -mod didn't experience it on FS2_open but that's rather odd.
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Originally posted by karajorma
How come wasn't that a problem for anyone else on FS2 Retail?
I can understand why people using -mod didn't experience it on FS2_open but that's rather odd.
He said he had just reinstalled the game and he still hadn't installed FSO. So he used the FS_Retail way to install this.
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I know. What I was asking was how come no one else who played on retail had this problem.
Is everyone else using FS2_Open? :)
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They certainly put the RR_v10.vp to the first of the .vps. So they renamed it to 1_RR_v10.vp or something else.
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Originally posted by TopAce
FreeSpace Open? Try FreeSpace Open as well.
Did you install the mod as Retail FreeSpace is expecting you to do? I mean did you make sure RR_v10.vp is the first in the queue? (renaming to 1_RR_v10.vp for example). And .. is the .vp in the root FreeSpace directory?
I used FS Open, and yes the vp is in my root directory. I still have the same problems.
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Nope, still got the problem, although a few things changed. For starters, instead of flying a Myrmidon, I'm in an Erineryis (sp?) And instead of Tempests, I got Alligators.
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Originally posted by Dough with Fish
Nope, still got the problem, although a few things changed. For starters, instead of flying a Myrmidon, I'm in an Erineryis (sp?) And instead of Tempests, I got Alligators.
In mission 1? :wtf:
It may be because of my 'campaign building style' that I allow every single fighters/weapons by default, I simply do not allow the player to fly/carry them in earlier missions.
@Triple Ace: Try using the -mod parameter. It looks like I trusted the 'Save as Retail format' option too much.
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will this work with freespace2?
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Do you mean the Retail(Volition version?(Not FSO)) FreeSpace?
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Ok, I used the -mod command but now when I go to jump out of a mission I get a message that says engine failure, unable to warp out.
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I have heard that mentioned somewhere else. I think it's a wierd FSO bug, IIRC.
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Originally posted by Triple Ace
Ok, I used the -mod command but now when I go to jump out of a mission I get a message that says engine failure, unable to warp out.
You are playing on Very Easy. I have just discovered this bug while testing one of the missions in my newest campaign.
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Originally posted by TopAce
You are playing on Very Easy. I have just discovered this bug while testing one of the missions in my newest campaign.
Thought I had it on a harder setting. I never put it on very easy.
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8. There are ONLY 8 people who at least tried to install the mod.
Has anyone else dowloaded Renegade Ressurgence from HLP?
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Downloaded but not yet played...
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I'm trying to play RR, but i've got some problems. I am running FSO and I put it in the \RR\data directory, and use -mod RR...but when I hit run, it just blankes the screen for a second, then goes back to desktop. If I remove -mod RR I have to reboot to get FSO to work at all.
I can play it in FS Retail, but I have the same no primaries and a bank full of tempest problem that someone else had. So it seams I must keep trying to defend the transport with 80 dumb fire missiles until there is a respons. :)
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I did, still playing it through.
It's pretty rockin' so far - Finally am able to take my beloved Ares out for a bit of long-range Tree-shooting :D
I get CTD's every few missions but this is likely down to these memory leaks everyone keeps talking about ;)
Seems stable so far; Am using the release version of v3.6, not other updates, with all the media vp's, and being launched via Launcher v5.0 and the -mod parameter (The Mod button doesn't work in Launcher v5; Keeps complaining about Spaces in the pathname!!)
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Actually, Edit to my previous post.
I was using a different build. When using 3.6 build, I can use the -mod RR tag to start the mission...but the same problem still happens. And if I die 5 times in a row, and skip the mission, I can then do things normally.
Only in the second mission, I can't warp out. I've tried using the support ship, but it still says my engines are broke.
This mod looks so neat, wish I could use it.
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The inability to warp out is a known bug that is explained on the 3.6 thread.
As for the other crash, Have you downloaded an avi version of the intro movie? If so remove it from your Freespace2 folder as that is currently causing problems.
If that doesn't solve your problems try making a new pilot.
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So many people have the loadout problem. I don't like it. Time to do some action!
I only wonder what.
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I didn't have any proplems
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The only source for the loadout problem I can think about may be that you have another weapons/ships.tbl in the root data/tables.
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Okay, just finished the campaign. I was beeing stupid and didn't make a new pilot.
I didn't even know you could download AVIs for cutscenes. I'm using the Underdogs version, so no cutscenes for me. :(
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Did you notice any bugs/missing nitpicks?
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Originally posted by CainFortea
I didn't even know you could download AVIs for cutscenes. I'm using the Underdogs version, so no cutscenes for me. :(
You can only use the AVI's with FS2_Open. The movie playing code seems to be broken at the moment though (although if you've never seen them there is nothing to stop you downloading them and watching them out of the game) :D
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Originally posted by karajorma
You can only use the AVI's with FS2_Open. The movie playing code seems to be broken at the moment though (although if you've never seen them there is nothing to stop you downloading them and watching them out of the game) :D
I don't supose you have any handy linkage where an industrious fan has them available for download? I havn't seen a single cutscene, and I'm dying to see them.
And I am using FS2_Open, now that I finally figured out how to install it. I like it more than normal FS, even with my GeForce 2, it looks nicer. My only beef is that the HUD is darker, so its harder to see my reticle.
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They are on Fractux's FTP. Molish should be putting them up too eventually.
See the Freespace FTP thread in general freespace for more details.
BTW the FS1 cutscenes are also on there. :D
As for FS2_Open :yes: I could never go back to retail now.
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As far as I know you, you don't need the retail anymore. :)
I thought Fractux's FTP only contains the .vps.
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Nope. He took down the FS2 avi files when the special edition was released by interplay but now that Interplay are in the toilet they are back up again :)
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I can see them. Are the FS1 movies uploaded somewhere?
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AFAIK the FS1 movies are on Fractux's server. There may be a few dotted about on swooh that were uploaded then forgotten about but I don't have any links.
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Originally posted by CainFortea
I don't supose you have any handy linkage where an industrious fan has them available for download? I havn't seen a single cutscene, and I'm dying to see them.
And I am using FS2_Open, now that I finally figured out how to install it. I like it more than normal FS, even with my GeForce 2, it looks nicer. My only beef is that the HUD is darker, so its harder to see my reticle.
Check your Gamma settings - they're reversed in the SCP (I used to have it at 1.80, now I have to set it to 0.30 :))
Still haven't completed this campaign, but dang it's good! :)
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*bump*
I am still open to any kind of feedback and suggestions. The feedback I have yet received is low in numbers and I would like more people to post anything either here or send me a PM.
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*re-bump*
OK, for those, who played it, please either post a longer feedback description either here or into the Wiki. Please, I definitely need feedback.
Renegade Ressurgence Wiki link:
http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Renegade%20Ressurgence
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Ok, here is my feedback. Sorry, I have just been too lazy to post it until now.
I thought the the new anti-fighter beams did not knock me around, and that is bad. Sometimes I could not even tell if I was being hit by a fighter or an anti-fighter beam because of that. They just were not getting the job done.
The storyline was ok. It wasn't the most original, but it was ok.
I liked the new AAA laser turrets. It made it a lot more difficult.
The new anti-capital ship beams really made the Hecate shine as a destroyer, but I thought that they were just a little too powerful. That was considering that the armor strength did not seem to have been changed.
The SOC modified ships were just too powerful. Those things were like flying tanks. The Ulysses design was considered to be obsolete, I do not see why they would be brought back into service.
There were still a number of minor mistakes in the english, but 99% of the time I could understand the meaning (but then again I hang around International students a lot so I'm used to it).
Overall, it was very enjoyable and a good compaign.
Do you want more detail?
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I played the game and it was most excellent. It was an intriuging (sp?) storyline, but I didn't like the part where you had to get to the Vasuda jump node. It was fine in FS1, because you knew that if you didn't make it to the Sol node in The Great Hunt in time, all humanity would be doomed. As for that... 'thank god for time compression!'
Overall Rating: 4/5:)
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Yeah I liked it :)
The change in some weapons and ships was fun, and I liked how you could actually dodge the bloody AAA beams in this campaign - It made flying a Myrm/Perseus around a capital ship actually viable!
There were a couple of buggy missions but I was too into the game to actually note 'em down :D
I'm playing Homesick now and one area where it's doing a lot better than RR is that it has a lot of very amusing dialog :)
It's almost as funny as Derelict; In fact, if it had voice-overs, it would be!! :)
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Whoa! At least some feedback.
@Kosh: Your feedbacking style is similiar to mine: I only post what I did not like. I didn't like the AAA knocking so I disabled it. I don't know how many people actually like AAA knocking. I am definitely not among them.
@InfernoGod: I actually received the cold shower about that. It is late too change it. My newest campaign will be much simpler, you won't have to do things like thet. :)
@Cyker: I would greatly appreciate if you could list some of the bugs you have found.
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I didn't like the AAA knocking so I disabled it. I don't know how many people actually like AAA knocking. I am definitely not among them.
I don't necissarily like it, but I think that is important. The AAA beams were just not effective without it (as in it was WAY too easy to get close to capital ships).
It made flying a Myrm/Perseus around a capital ship actually viable!
The whole point in having AAA beams in the first place is to keep that from happening as much as possible.
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I posted this in the mod database entry of Renegade Ressurgence (mods.moddb.com/2704)
Dear mod database visitors/user,
Renegade Ressurgence has received a sufficent amount of feedback to take the conclusion that a patch can even make it better. I put aside my actual ongoing project, The Journey to Epsilon Pegasi ( http://mods.moddb.com/3643 ) to give myself enough time to finish this patch as soon as possible. changes will include:
- The Vasudan jump node will be closer to the battle field in mission 6.
- Fighting capital ships will be much harder
- To the request of the community, changes will be made in the anti-fighter beam cannons.
- Bug fixes.
- Some of the new weapons will be reachable sooner to give you enough time and possibility to experience their powers.
These will be the major and mentionable changes.
Do you think RR will need this, or should I leave this as it is?
Note to the HLP community:
There will be new messages, as well as modified ones.
The next version will use any necessary FSO features and the missions will be saved in FSO format. It means that you won't be able to play the newest version with FS Retail. Considering everybody is making their campaigns with FSO features, I see no use of making any more Retail stuff. I think saving in FSO format only will drive some bugs aways, which are caused by the faulty SCP software of reading Retail stuff.
I am open to any suggestions what to improve in the newest version. I will try to do something to fix some of the bugs or solve problems people mentioned in this thread. The 'I received a sufficent amount of feedback' sentence does not mean you may stop posting feedback. I encourage people to post feedback to give me material what to improve in the newest version.
To the question 'Why are you making this?', my answer is: 'Because I don't want a one year-long development to sink into forgetting over three months. I know you all would be gladder(<- does a word like this exist?) to see FSO features everywhere. The usage of FSO features means Orion nameplates, entering hangar directives and enemy squadron logos and even more what I may add.
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I thought that the vasudan capital ships were much easier to attack because of the weakened anti-fighter beams. Suddenly, attacking a hatshepsut class destroyer doesn't seem so daunting.
The EMP turrets on the Terran capital ships did make them more difficult.
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TA. You already know my views on the SCP. SCP Uberisation=good.
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That's a reason why I want to implement some SCP features into it.
Originally posted by Kosh
I thought that the vasudan capital ships were much easier to attack because of the weakened anti-fighter beams. Suddenly, attacking a hatshepsut class destroyer doesn't seem so daunting.
The EMP turrets on the Terran capital ships did make them more difficult.
You certainly mean the HD Skull in mission 8. I weakened its turrets because of mission balance issues. I think I will have to rebalance that mission to make attacking that ship harder while keeping the mission still bearable.
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Even attacking other Vasudan destroyers seemed too easy. That was just an example.
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Fighting capital ships is going to be harder, I promise. :D
*realizes he didn't do anything for RR today*
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thought the the new anti-fighter beams did not knock me around, and that is bad. Sometimes I could not even tell if I was being hit by a fighter or an anti-fighter beam because of that. They just were not getting the job done.
Wait! Isn't that because you use some sort of FSO parameter? I do not find any flags in the weapons.tbl that says this is on.
-nobeampierce?
Ops, sorry for the double-post.
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*BUMP*
I just thought I'd mention that using FS2 retail v1.2, I tried out the campaign but couldn't get past the first mission because I had the same problems as Dough with Fish.
First I was flying a Myrmidon, but it was only packing Tempests with no primaries.
Then I renamed the file 1_RR . . .etcetera and then I was flying an Erinyes with nothing but Aligators. I didn't try that campaign file patch but I believe Dough said he couldn't get it to work with it, so I figured I'd have similar results.
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OK, I don't have a clue what the problem might be, it worked for me with both Retail and FSO. Try FreeSpace Open, then.
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Yeah I suppose I might have to download and install it. Seems that Blaise Russel's latest campaign is FSO only too. (or at least my FS2 doesn't run, at all, when I tried to play it on retail)
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Hey, I managed to get the campaign running by renaming the VP to 01RR . . yadda yadda (as you state in the readme) I don't know why 01RR would work and 1_RR wouldn't. Maybe the other guy that was having the same problems should try it as well.
EDIT - this is on Retail 2.1 btw
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Retail is bad about that. I never got the new campaign ships to work properly in Retail no matter what I did, so that was why I started using FS2_Open and the "Select MOD" function of the launcher.
I'm never going back. I can't. I won't.
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Hey, i know it´s a bit late about that, but i´m half the way through the campaign and i like it very much. Thanks a lot, Topace!!!!!!!!!!!
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No problem. :D Feedback is never late.
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The concept for the campaign: well, it's different. It's also a little crazy, since the HoL and NTF were essentially anti-other-species extremists. But I can overlook that, since the ones who survived to slink off into the shadows are probably the smart ones, not the fanatics.
English is not your first language. I know that already, but if I hadn't the campaign would have proved it. Mind you, the grammar and spelling are all technically correct, it's just the wording is a little strange to my sensiblities. So that's not really a fault.
I actually rather liked the new Vausdan cruiser design, the Somtus, both design-wise and in terms of armament. The new installation, though, that was a bit overarmed I think. It ate a GTVA battlegroup for breakfast, which is a bit much to believe even for a dedicated defense platform, let alone a multi-purpose installation.
The Antwerpen (spelling?) was an interesting design, I'm not sure where I stand on it. It has a slight resemblence to the Hippocrates; perhaps manufactured by the same shipyard or designed by the same people. It seemed somewhat underarmored, but other hand had rather powerful weaponry for its size: clear tradeoff of armor for weapons.
Only one mission really annoyed me: the scramble one in which the Aquitane was destroyed, where I suddenly found myself dealing with enemy fighters and flying a poorly outfitted Ulysses. I have nothing against the fighter: it's getting stuck with the default loadout I didn't like.
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The alliance between this HoL and NTF is a different one that you know from FS1 and 2. Destroying the GTVA and taking control over the Galaxy is a nobler goal for them than killing each other.
English is a problem for me, yes. But I am not ashamed of it, since it is my human right to make mistakes in a language that I do not speak natively. I had karajorma and Xelion do the bulk of the grammar/spelling check. Their job was difficult since the way I speak English is rather misunderstandable than non-understandable. I do not blame any of them for leaving strange sentences in, I still owe them that they fix almost all my stupid grammar mistakes. As for spelling, I know it is quite mixed up: I did not know that the British spelling is Defence or Neutralise, I wrote Defense and Neutralize. The ones I used are American spellings. I am not sure the british variant is used everywhere, since I had spelling/grammar checkers from all over the world):D).
I am glad you like the Somtus, it is a unique ship in my opinion.
The Antwerpen may seem taking after the Hippocrates because of the textures. I reduced its armour to balance its guns. That ship would be too powerful if it were even stronger than a Leviathan or a Lilith.
Not one told me he/she did not like the way I handled the mission the Aquitaine is destroyed. It is too late to do anything now.
I would like to ask all of you to add more comments and give feedback if you have any.
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Blame me for the british spelllings. I corrected them where ever I saw the American usage :D
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Some of the briefings were a bit confusing but I wouldn't worry about it. As someone who has delved into other languages, people should know that learning English isn't like learning geography.
English is likely one of the hardest languages to learn. It's a mix of germanic old-english of the Anglo saxons and french from the Norman invasions of england. It has two main roots which are very different, and along the way it continues to borrow words from all types of other languages.
Whereas languages like French, Spanish, Romanian, and Italin for instance all have common roots in Latin, so once you know one of them it's easier to learn one of the others because a lot of the rules of the language remain the same.
So I wouldn't kick yourself too much Top Ace, becoming fluent in English while living in a country or environment where English isn't the primary language is likely no easy task.
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Originally posted by karajorma
Blame me for the british spelllings. I corrected them where ever I saw the American usage :D
i don't blame anyone. It is impossible to make anything perfect.
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i don't blame anyone. It is impossible to make anything perfect.
Well if you're using British over American spellings, at least it's a little bit closer to perfection :)
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Meh. Didn't know where to put this, didn't want to necro this topic but it IS feedback. Kinda.
Campaign seems great so far, but I'm having the same Antwerpen prob as Mongoose. As soon as its halfway through jumping in the game CTDs. Trying to access its file in the Tech Room also causes an instant CTD. Mind you, I haven't any other problems in the Tech Room like Mongoose did.
Sadly, when trying to grab the fix given at the start of the topic I get a 404. Any other place to get the Antwerpen 'lite' model?
Edit: Oh, and I'm using retail FS2, FSO doesn't like me at ALL and I had to dump it :(
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It's 404ing, because the server it is on is temporarily down. I will try to see if I can find the file and attach it somewhere.
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Try this
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Originally posted by Solitaire
Edit: Oh, and I'm using retail FS2, FSO doesn't like me at ALL and I had to dump it :(
Post in the SCP forum and we'll try to solve that.
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I think it's rather a Mantis issue, but post in the forum anyway, at most they direct you to Mantis. Don't forget to post your specs, operating system and anything special.
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Originally posted by TopAce
I think it's rather a Mantis issue
Until he said what the problem was there was absolutely no way to know.
He could have simply have installed FS2_Open in a seperate folder or something trivial like that.
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Or try a newer build, or the most stable 3.6.
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TopAce: Thanks, the fix worked perfectly :) Just one more question: what's the trick for dealing with the escape pod in Warming Up? Is it supposed to be a special one-time Hermes with subsystems? If so, it's not loading :( I'm just getting a regular Hermes, which can't be disabled. And I'm following the instructions to the letter. Any tips?
Karma: Thanks, but the initial problem seemed to be with my copy of XP, I twiddled the settings to force it to run in XP native mode and its fine now (for some reason XP really wanted to run it in compatibility mode BAD WINDOWS! :lol: ) Now I've got a nice little problem with it CTDing before beam fire, either a problem with the textures or the specular, so I've just turned them of for the time being (I'm pretty sure I've seen something like that in Mantis already, I'll have a look there before reporting anything)
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I did include that Hermes in the main model pack, do you know how to open VP files? If so, then open the RR_v10.vp and see if there is a model name that reminds you of an escape pod.
Wait... let me see if it IS in MY copy of the VP.
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Ah, so it is a new Hermes with an engine. I didn't know whether you'd done that or made it a scripted event in the mission itself ("IF escape pod gets clouted up the bum with an MX70, THEN stop moving...")
There certainly seems to be the correct .pof present in the VP and a .tbl entry replacing the old Hermes with the new version; no worries there. Must be a problem with the mission script or a targetting bug in my copy only, otherwise someone would have said something about it earlier... I checked the master ships table in the VP and, voila! the Hermes in the table had its very own engine subsys. If the Hermes had been completely replaced tbl-wise by its twin with the subsystem for this mod then the new version must be spawning in the mission, so what else could have gone wrong to make the subsystem disappear? Is it a problem with having just one subsystem on a ship? :confused:
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No-one has already mentioned this problem. Can you target the subsystem anyway?
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Nope.
I made sure that the default /data/models was clear of any escapepod01.pof then fired up the mission again. Still no subsystems. But oddly enough I disbaled it anyway. Was the subsystem hidden slightly under the pod, on its 'base'? If so then I guessed the location myself :p And if it wasn't... then god alone knows how I disabled it :wtf: In any case, let's just pretend that incident never occured :lol:
In any case, great campaign, gotta find more now to satisfy my FS2 addiction... :D Although I still haven't worked out why those Shivan-loving HoL scum were backing up the NTF of all people :p
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TopAce/Solitaire,
I've encountered the main beam firing problem as well. In the beginning of the 3rd mission, I get a CTD when the Hecate's main beams are about to fire. Interestingly enough, it doesn't seem to be a problem if my ship is faced such that I cannot SEE the beams. Further, as long as I'm not looking at that first shot, looking at the beams doesn't matter when they fire again.
This is the only mission or campaign I've played (so far) where I've observed this. Most odd.
My settings, if that helps, are as follows.
FS2-SCP 3.6.7 (Happens on both the normal and the P4/XP/64 version.
mv_core.vp
mv_effects.vp
mv_models.vp
mv_textures.vp
And all the .vp's which came with the retail FS2.
Also have Lightspeed's nebulas installed under FS2/data/effects.
EDIT: Actually, I guess that should be "nebulae." Wouldn't want to lead the none-native speakers astray. :dizzy:
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That is not a problem with my campaign... you are using some untested beam effects.
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I don't exactly understand why, but the problem appears to be linked to using Renegade Ressurgence with the new texture packs running (jpg/tga/32bit pcx flags active). And its only the heavy and super-heavy class beams that cause the CTD - light/AAA and medium beams work properly. Only solution I found was to deactivate the new textures by resetting the two offending FSOpen flags (enable 32bit textures/enable jpg/tga textures) before any mission with a capship battle - this is by no means an ugly game even with the old textures. Of course it could be an all new problem I've not seen before...
Oh, and probably a little hypocritical for me to say this, but
:welcome:
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Ah. Right. I forgot to list the flags I was using, but you guessed correctly. I have most of the graphical options turned on. I did play with those a bit to see if one of them might be responsible, but I never tried turning off 32-bit textures entirely.
I DID verify that it doesn't matter whether you run in OGL or DX8, the problem remains.
TopAce, it appears that this is an issue you are familiar with, but I was unable to find mention of it other than in this thread. Could be I'm not using the right search parameters. I guess what I'm getting around to is, is this a bug with the SCP and has it already been investigated? If so, where might I be failing to look?
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I am not specifically familiar with the problem you mentioned. I am only familiar with the unstable SCP graphical add-ons. Play without the mediaVPs, that will most likely solve the problem.
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TopAce, I can't seem to find a working download link for the campaign...
The Mod database one doesn't seem to work...
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Try here (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=36).
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you just saved my life Spicious...thx for the link :D
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Error: Invalid subsystem name.
In sexpression: ( or
( is-destroyed-delay
( rand 14 25 )
"Capricorn"
)
( has-time-elapsed 165 )
( is-destroyed-delay 15 "Nequare" )
( is-subsystem-destroyed-delay
"Nequare"
"turret01"
5
)
)
(Error appears to be: turret01)
File:mission/missionparse.cpp
Line: 4688
[This filename points to the location of a file on the computer that built this executable]
Error: Invalid subsystem name.
In sexpression: ( when
( is-subsystem-destroyed-delay
"Nequare"
"turret01"
25
)
( add-goal
"Nequare"
( ai-waypoints-once
"Centauri node center"
80
)
)
)
(Error appears to be: turret01)
File:mission/missionparse.cpp
Line: 4688
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
This happens on the mission after the aquitaine is destroyed. Any idea what it means? Running 3.6.7 with media VPs and no other mods, with a fresh pilot to boot.
And, I did have the tempest as primaries problem in the first mission, but I just did the infinite ammo exploit and cheated my way through it :D.
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hey i got a problem and a question......(problem)..ok i d/l the campaign and try it, on the first mission i had no primary weapons....all i had was only 80 missles, so any ideas or suggestion........and the question is i need to clear the tables folder for this campaign like it said or something else??
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Originally posted by Depth_Charge
hey i got a problem and a question......(problem)..ok i d/l the campaign and try it, on the first mission i had no primary weapons....all i had was only 80 missles, so any ideas or suggestion........and the question is i need to clear the tables folder for this campaign like it said or something else??
Tell me which SCP build you are using. If it's retail, try the 3.6 SCP build.
Originally posted by MrBig101
Error: Invalid subsystem name.
In sexpression: ( or
( is-destroyed-delay
( rand 14 25 )
"Capricorn"
)
( has-time-elapsed 165 )
( is-destroyed-delay 15 "Nequare" )
( is-subsystem-destroyed-delay
"Nequare"
"turret01"
5
)
)
(Error appears to be: turret01)
File:mission/missionparse.cpp
Line: 4688
[This filename points to the location of a file on the computer that built this executable]
Error: Invalid subsystem name.
In sexpression: ( when
( is-subsystem-destroyed-delay
"Nequare"
"turret01"
25
)
( add-goal
"Nequare"
( ai-waypoints-once
"Centauri node center"
80
)
)
)
(Error appears to be: turret01)
File:mission/missionparse.cpp
Line: 4688
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
This happens on the mission after the aquitaine is destroyed. Any idea what it means? Running 3.6.7 with media VPs and no other mods, with a fresh pilot to boot.
And, I did have the tempest as primaries problem in the first mission, but I just did the infinite ammo exploit and cheated my way through it :D.
As far as I can remember, the Nequare is a Mentu. If you have some sort of upgraded HTL Mentu, remove it. If you have the stock Mentu, I don't know what the problem can be.
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well i'm using the new 3.6.7 build
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I have the stock mentu, and only HTL Aeolus and Fenris, so I dunno what the problem could be...
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hey i got another question, alright i think i'm on the last mission (taking out the NTI samson???) does anyone know where i can find the GTI Samson and the HC somtus???? i try search in the hades combines....
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The model is included in the main package. Where did you download the mod?
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i dl at hades combines, but i think i found the models somewhere in this forum.....
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So you finished the campaign without any trouble (after you have found the models)?
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i found it bout a week after i finish the campaign.......so most part was easy just some missions where difficult.......
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Alright, heres my story and why I thought it would be best for me to post here.
Had the retail FS2 for a long time now, but just recently have I been trying to get into all these other things, the SCP and player made missions. So, I have RR and I'm not even sure I installed it right, but since I can play it with the SCP(hope I installed that right too) I assume I got most of it right. In the beginning, like most people, I had just tempest missiles, after a while, I figured out that if you just call in the support ship, it fixes it, I don't think its the weapons I should have, but its something and makes you feel like you have an actual chance. So, I just do that when I don't have the right stuff but then, in the spy mission, not only do I not have weapon, the whole wing doesn't, I call support and I'm fixed but I just can't beat it...I also get some error message...some turret message thing. So, I came looking around and kinda already knew about hardlight but now I came into the forum, ran a search so I can find the stuff to d/l to fix my problems, but I mostly find dead links. So now, instead of just fixing it during gameplay, I was wondering if there have been some upgrades or something so that I could d/l that fix these problems...and I'm hoping that the post here would get some interest to help me out. Really, anything would help, I hope I get some posts.
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The issue about not having weapons in the first mission is not unheard of, but there is little I can do to fix, it works correctly for me EVERY TIME I run RR.
As for the files, I know that most of the RR links are broken, I lack a reliable FTP server: swooh is long gone, I often could not connect to GameWarden, and myftp.com is not free anymore.
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This campaign is great, but is there anything we can do to fix the planets being low quality for the SCP ? I tried replacing the planet files myself with the free downloads off game warden but they're not big enough, you can see the green placeholders. Since the rest of the campaign is so high quality, the planet issue is the only thing holding me back from fully enjoying it.
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What is your problem exactly? Do you see the low-res planets with their GREEN background or you cannot use Lightspeed's hi-res planets? Lightspeed's hi-res planets work fine for me. Or is it some kind of planet image that is made for RR?
Thanks for the positive feedback, anyway.
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Well, I'm getting some artifacting with the planets edges. They don't looks so bad, but the edges do. I tried just replacing the planets myself half-heartedly with some of the free planets off game warden, but obviously I ran into the size issues, and didn't spend any more time on it.
I feel it's a big deal because you're so close to the planets and looking at artifact edges kind of wrecks suspension of disbelief. Some of the smaller planets are okay, it's the Big ones (I've only played the first 2 missions) that seem to have problems.
Example :
(http://show.imagehosting.us/show/1373550/37375/user_37375/T0_37375_1373550.jpg) (http://www.imagehosting.us/index.php?action=show&ident=1373550)
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Screenshots would definitely help.
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There you go ;0P
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I see what you mean, that's a planet Staffer FreeTerran made for me using a Photoshop plugin (can't remember it's name). It is exactly what it looks for everyone. Since that PS plugin no longer works for me, I cannot even attempt to make a higher-res version. I regret that.
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yeah like I said, I guess I am spoiled by the planets in Derelict. Planets are very important because they really set the whole mood and when they don't look realistic, it kind of sets it off on a bad foot, especially considering how good the actual gameplay in this one is and the new weapons, etc. I think just a new planet there would be a nice upgrade to RR, I'm not sure if the other planets are this quality because I havent' gotten that far yet.
If this campaign sucked like so many others, I wouldn't care, but it doesn't, so it's kind of like seeing a crown with a missing jewel.
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That lava planet is the worst in the campaign, you'll only see better ones.
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I don't know if anyone has had this problem with freespace open, but when I play the mission, Open Cards, I get an error. When the NTF capital ships arrive, the game shuts down and the error is: Freespace has encountered a problem and needs to close. Is there amy fix to this or anyway around it?
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Run a debug build and see if it says anything different.
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It may be a modelling problem. I guess you're using a mix of MediaVPs and those might cause the crashes. I also had this problem in the first RR mission when I had messed with some of the Hecate files and tables. After reverting to vanilla FreeSpace, it all worked. It was during the time I didn't use any FSO whatsoever, so I don't know changing stuff in MediaVPs is different, or if it's anyway connected to the problem you're having.
My suggestion would be that you remove your MediaVP files and run a build that is the most stable for you. If it crashes then, too, then the problem is something else.