Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => FRED Academy => Topic started by: karajorma on September 05, 2004, 03:51:29 pm

Title: [FA] - Getting the ball rolling
Post by: karajorma on September 05, 2004, 03:51:29 pm
Here's the big thread we've been waiting for. :D

The two campaigns choosen were Black Wolf's NTF campaign and Singh's trapped in the nebula campaign.

How things will work

Basically I've assigned everyone to a campaign. If I messed up tell me and I'll reassign you. Everyone on the Retail campaign has to use FRED2 retail. Those of you on the FS2_Open campaign can use whatever build of FS2_Open you like (Tell me if you use the Kazan and Taylor fixed FRED build though since I use an older build than that).

Missions are assigned on a first come, first served basis. Pick a mission you like the look of. Announce that you've done so clearly in the thread below and then get to work. If you've got problems post a topic and people will help out. Once you've got a working mission either upload it or request that someone upload it for you. Can you please upload the mission zipped BTW. Some people (myself included) sometimes have problems opening missions that weren't zipped in FRED).

 Make a new thread for each mission. Start the thread name with [FA] so that people not interested in playtesting or being spoiled can avoid it. I'm expecting all the FREDders to playtest each others missions. This project will fail really fast if you leave it up to the experts to playtest everything. We simply don't have the time for that.
 When playtesting be a little nasty. Try to break missions by jumping out at the wrong point, blowing up ships you were told to disable etc. It's the best way to check that the events were properly written.

When you play someones missions note any bugs down and post them on that mission's thread. The designer can then correct them.

The Experts

Right obviously I'm not expecting the experts to go over every mission with a fine tooth comb looking for mistakes very time a version of the mission is posted. What I need to the experts to do is to load the missions into FRED and look for the obvious mistakes. It only takes 5 seconds to notice if the Y-axis is being left unused. It takes a similar amount of time to notice that all the events are called Event Name.  Basically you're looking for mistakes in FREDding style more than mistakes in the actual code. If you have the time and want to point them out too feel free though.

The big job I'm expecting from the Experts is for you to be on hand to answer questions and show how to do things in FRED. This isn't going to be too big a difference from what we do on the boards.

When a FREDder is happy with the mission I want a slightly more detailed check. I'm still not expecting you to check through the logic of every SEXP but we all know the big faults that can be made so have a quick poke around and see if you can spot any.

The Campaigns


Campaign 1 - FRED2 Retail

Staff :

Akalabeth Angel, Pilot of the US, Fergus, Ghostavo, ShadowFox, z3r0_tr0jAn and Freespacegundam. You guys get Black Wolf's campaign.

Black Wolf has promised me a more detailed version of the plotline sometime soon but I'll post the simple version to get things rolling.

The campaign uses a vp which is available from http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=539759

Spoiler:


Campaign Description : http://www.swooh.com/peon/BlackWolf/Archives/Damocles.htm

 Mission 1 - (ASSIGNED to Ghostavo) - NTR (Neo Terran Remnant) have been raiding cargo depots in the Polaris system. Intel has pinpointed several likely future targets, and has rotating shifts watching them. Your squadron (luckily enough) happens to be there when the NTF make their move.
 
 Mission 2 - (ASSIGNED to ShadowFox) - Intel has received an anonymous tipoff about a smuggler filling an NTR contract for highly restricted materials (high level decoding and cryptography computers). It is believed they are trying to crack GTVA ciphers to gain a tactical advantage within the region. The computers use a unique powersource that can be detected through simple scanning, but the smuggler is moving as part of a huge convoy. Once detected, the vessel must be captured intact. NTR vessels do their best to prevent this should the freighter be discovered.
 
 Mission 3 - (ASSIGNED to Akalabeth Angel) - The NTR as been trying desperately to recruit other capital ships in the region, but until now had been unsuccessful. However, recent intel on the Aeolus class GTC Alexander suggests it destroyed the (Aten Class) GVC Khem. Alpha wing escorts bombers tasked with disabling and disarming the Alexander, but things become more complex when the Damocles arrives.
 
 Mission 4 - (ASSIGNED to Fergus) The NTR has attacked and boarded the Adur research installation (Black Wolf suggested Robin Varleys Archeron (With weaker weapons of course) for this. If we decide to use mods we'll add them in but until now just use an Arcadia) . The player arrives too late to prevent their transports from escaping, but the NTR are trying desperately to eliminate the installation and the science vessels around it, apparently to cover up what exactly they stole. The NTC Perilous should escape with the transports here as a set up for the next mission.
 
 Mission 5 - (ASSIGNED to z3r0_tr0jAn) Information from the Adur confirms what some had already begun to suspect. The NTR stole the prototype for a subspace communications device that was being developed to send subspace messages through destabilized nodes and re-establish some contact with Earth. It is theorized that Staker plans to use this device to contact someone possibly on the other side of Capella, either Bosch or the Shivans themselves. Nobody really knows what thatll mean, but theyre pretty sure they dont want it to happen. The GTVA needs to keep up the pressure and disrupt Stakers timeline. The NTC Perilous was recently confirmed as operating within the system, and its present location has been confirmed. Your mission here is two fold - destroy the Perilous, and capture at least two of the three wing leaders of the fighters guarding it. They will be interrogated and the location of the cache hopefully disclosed. (Black Wolf's suggestion was to use special table entries to make Uberlokis - however I've recently written a disabiling mission and believe me it's not easy to disable an enemy fighter. We'll stick to using standard craft (The Ares sounds suitable to me as it's an offshoot of the Herc II (Which the NTF had) and it's a real bastard to disable ).
 
 Mission 6 - (ASSIGNED to FreespaceGundam) Acting on information gleaned from our captives, A GTVA ground force raided and took the NTRs main cache, but many of the fighters and bombers escaped into space, presumably to join Staker. Without the Perilous or his cache, theres nothing holding him in Polaris, and hes attempting to escape into EP. You try to prevent him, but this mission should really echo mission 3. The Damocles escapes and youre left fighting its entourage.
 
 Mission 7 (ASSIGNED to Pilot of the US)  - the GTVA has scrambled the GVCv Sopedu to intercept it at the EP- Capella node. Your job is to guard the Sopedu, take out turrets and also the communications subsystems on the Damocles (Add a few to make this part more challenging).




Campaign 2 - FRED2_Open (Any build)

Staff :  Magatsu, Singh, JR2000Z, mr.WHO, Deepstar, Culando, Cobra and Mongoose.

You've got Singh's campaign and fortunately he's on the staff to answer plotline questions rather than me. :D

The plot was posted on the campaign ideas thread but here it is again.

Spoiler:

(ASSIGNED to Singh) You play Alpha wing, sent into the Gamma Draconis nebula to rescue a damaged GTVA Battlegroup, the only survivors of which are an Orion Class Destroyer , the GTD Ionas, and two damaged Corvettes, The GTCv Julius and the GVCv Annatet. The group has been missing for several days after a fierce encounter with a large Shivan fleet. Due to the nebula, contact with command was lost for the time period, and the fleet has been drifting and trying to repair itself.
Initially, the rescue attempt suceeds and the first mission sees the Ionas jumping out to safety after repelling several shivan assaults. Ive actually managed to FRED this mission; only left with beta testing it and what-not.

The Second mission (ASSIGNED to Magatsu)  is where things start to go downwards. Alpha wing and the Ionas are approaching the jump node back to Gamma Draconis when the Shivans arrive - this time in force. They encounter a retreating Aquitaine as it heads for the node. Command re-establishes contact and informs them that another Sathanas has been found, and more are inbound for Gamma Draconis. Alpha must now defend the Battlegroup as it heads to the node (which is now empty as the Aquitaine has jumped out) and as it comes under fierce attack from the Shivans. Just before the Ionas can make it through the node - A Sathanas jumps in from behind and rips it to shreds, throwing the Julius and the Annatet off-course. Alpha wing is ordered to retreat and re-group with the Julius as it jumps out.

Mission three (ASSIGNED to JR2000Z) sees the rendevouz with the Julius. They are badly damaged after the previous encounter. The commander forms a plan to make a run for the node, along with the Annatet once they reach the rendevouz point. But when the Annatet reaches the point, it is badly damaged and is able to send only a distress signal before a large force jumps in behind it and obliterates it. Alpha cannot do anything much to save it; and is ordered to jump out again with the Julius.

Mission four (ASSIGNED to Cobra) is in Subspace. The Shivans have followed both Alpha wing and the Julius into subspace. Only a few fighters and bombers have managed to follow them in, and strangely the main fleet seems lacking. After the fighters and bombers a dispatched off; its comms chatter time. A plan is hatched and a secret is revealed: The Battlegroup had actually gone in to rescue a SOC transport, which had been the base for several scout operations within the nebula and beyond. Recently, a lone wing had come in from of the nodes leading systems beyond the Nebula, where the Shivans were gathering all the Sathani to invade. But what was more interesting is the node next to this one. It leads to a crossroads which in turn leads back to Gamma Draconis and at the time, an undiscovered node.
The transport's signal was lost and it was assumed destroyed; but recently the SOC recieved it's distress signal again, and sent the Ionas in to rescue it. The Shivans were about to close in onto the Transport when the Ionas arrived, but they managed to distract it enough for it to escape. The transport is still in the nebula and around the same co-ordinates, so if they can find the Transport, they might just be able to find a safe haven of sorts. The plan is to find the transport and get a way out of there.

Mission five takes place back in the Nebula. Alpha wing is searching around for the transport and its quite...seemingly too quite. Alpha wing find a few shivan wings and destroy them before they eventually find the transport - its barely functioning and only a single survivor is left. The Julius jumps in and the transport docks. It then undocks and leaves along with the Julius. Alpha is ordered to leave as well. Thats about it - mostly a talking mission more than anything else.

Mission six is where things get interesting. The subspace node to the gamma draconis system is not too far away from the one leading to the system the Sathanas is coming from. The transport pilots says that scout wings went into this system and came out the other side near the outer parts of the Gamma Draconis system, but far away from actual GTVA presence. The node is too unstable for Destroyers to use, but a Corvette and a few small ships should be able to get through allright. The plan is simple. First, the Transport goes in laden with heavy explosives some distance from the node. Alpha is ordered to keep some distance from the transport as the Shivans attack and destroy it, causing a large explosion and damage to ships all around. The Julius then jumps in and makes a run for the node. The Shivans have a small presence near the node (which Alpha has to clear), but things tend to get interesting as a group of corvettes follows the Julius in as it departs.

Mission seven is again in subspace. The trio of corvettes, designations Flaga, Isthar and Ereshkigal, have followed the Julius through subspace. Fortunately, it is almost at the end of its journey through the node when the Corvettes come through. The Isthar tries to take a pot shot at it, and hits, but then doesn't fire after that. Alpha must now intercept bombers and fighters as they try to destroy the Julius (again)

Mission eight is red alert from Mission seven. Turns out the node doesn't go to Gamma Draconis - nothing could be further from the truth. The node leads all the way to the Capella system, skipping Gamma Draconis totally. It turns out that the subspace corridor was unstable, and kept on switching from the nodes in both systems; with an ever-changing exit point the chances of the trio of corvettes following is quite low. But now the problem is that the Julius has emerged smack bang in the middle of a battle between GTVA and Shivan forces. The Julius (and Alpha 1) runs through beam fire, GTVA ships, Shivan ships and whatever else you can think of in an attempt to get away from the crossfire. GTVA forces cover the Julius's retreat as they themselves start to retreat and head to the node to Epsilon Pegasi. Alpha 1 leaves just as the trio of corvettes show up nearby.

Mission 9 is simple. The Julius has reached the Epsilon Pegasi node - it moves past the convoys in an attempt to reach the node (maybe insert complaints from the civvys that the GTVA are cowards) and gets there whilst protecting them against shivan attacks as well. Red Alert to Mission 9a.

Mission 9a is VERY simple. Julius jumps into the node, so does Alpha 1. Their moving along when they recieved a signal from a bouy on the other side - the GTVA are about to close the Node; the Bastion is on its way in. General cursing and shouting and "OH CRAP! WE'RE GONNA DIE!! ARRGH! RUN!!!" sort of a thing as the Julius turns around and makes a run back for the entrance. It warns off the Civvies that come in as well; and is about 5 seconds out when the Bastion arrives in the node. Cue command starting the remote detonation sequence. Alpha 1 and the Julius make it out barely in time.

Mission 10 is the last mission. The Julius jumps in...only to see the entire fleet being annihalated by the Shivans - including the Trio of corvettes mentioned earlier. All are extremely damaged, but all open fire on the Julius (enter more messages about "Oh crap!! We aint gonna make it!! stuff) and it goes down. Their are other GTVA ships here; but they are behind the shivan vessels. Alpha one is now ordered to jump out ASAP to rendevouz with the retreating task force, but has to jump in behind the Shivan vessels. Basically running through all the way to a nav bouy.
Now Cue Supernova, end-mission and debrief. The debrief is a log entry from the Captain of the GTCv Actium, which was one of the few ships that made it into the nebula. The captain laments on their current situation, stranded behind enemy lines and what-not. In the log the captain mentions the presence of the Julius and what an aid the information it was holding might have been - and also mentions that a fighter tried to escape from there, but was destroyed in the Supernova before it could reach them. Also mention on how hopeless the situation is for the survivors; faced with an overwelhming shivan force and nowhere to go.
Title: [FA] - Getting the ball rolling
Post by: magatsu1 on September 05, 2004, 04:04:41 pm
*bags mission2*

yoik!
Title: [FA] - Getting the ball rolling
Post by: Hippo on September 05, 2004, 04:14:38 pm
As i said in the other thread, i'll inspect and stuff, for either version...
Title: [FA] - Getting the ball rolling
Post by: Ghostavo on September 05, 2004, 05:06:59 pm
Mission 1 :)
Title: [FA] - Getting the ball rolling
Post by: ShadowFox on September 05, 2004, 06:05:14 pm
I call mission 2.
Title: [FA] - Getting the ball rolling
Post by: JR2000Z on September 05, 2004, 06:52:14 pm
I'll try out mission 3.
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 05, 2004, 08:45:08 pm
I'll do mission 3 for the retail version; though I'd like a few more details (either that or I'll just do my own thing, but I assume the creator had some specifics in mind)
Title: Re: [FA] - Getting the ball rolling
Post by: Goober5000 on September 05, 2004, 09:41:58 pm
Quote
Originally posted by karajorma
Robin Varleys Archeron...Uberlokis
I thought we weren't using mods?
Title: [FA] - Getting the ball rolling
Post by: Black Wolf on September 05, 2004, 11:26:23 pm
I wrote that up without knowing whether mods were allowed or not. There's also supposed to be additional communications subsystems added to the enemy capital ship in the final mission. I talked with Karajorma on ICQ and he basically figured he could do without the mods.

That said, If tey are eventually allowed to be used, I can set up a single VP file which'll have everything the staffers need to make it with mods. There's really not that much work involved.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 06, 2004, 03:46:37 am
Okay I'm going to be adding a third campaign since there are too many people signed up for the ones we have.

Campaign 3 - FS2_Open (any build)

The team for this one will be ngtmlr, InfernoGod, GoulMiester, AqueousShadow, Aphenicus, RedMenace,  Grass69er, and Ransom Arceihn.

This one is FreespaceGundam's plot which you won't have seen before  as he PM'd it to me. It's much longer than the other two but you'll probably be getting reinforcements as the other campaigns finish.

Spoiler:
Setting: Ross 128,Laramis, N362
Plot: Assigned to special operation command GTVI Phantoms, you fly missions to protect the security of the GTVA. Against remnant NTF, mysterious conspirators, and even the shivans.

Mission 1: Oh **** (ASSIGNED to GoulMiester)
Briefing: GTSC Minerva attacked and disabled, Alpha wing flies in and secures the area. After a scan, the GTT Vagabond jumps in and docks. Alpha then fights off five more successive wings, with itermittent transmissions between Alpha 2 and the Vagabond, and command. Vagabond determines Minerva was attacked, but vital data was not accessed(or so it seems), Vagabond undocks, but is destroyed when NTCv Bosch jumps in and destroys it. Command orders Alpha to destroy the Minerva, and a hasty getaway ensues.

Mission 2: Aren't we curious? (ASSIGNED to ngtm1r)
Briefing: Intelligence tracks the Bosch deeper into the system, hiding out in a hidden asteroid staging ground. Alpha, Beta, and Delta are sent in to capture the Bosch. Arriving just in time to see it jump, they see a rogue cruiser, the NTC Alexus, guarding cargo containers. The pilots engage the enemy forces, and a reassigned to capture the Alexus and the cargo. After disabling the Alexus and destroying the escort, the GTT Eschelon and three freighters jump in to collect the cargo and ships. The Eschelon finds the crew dead, and a self destruct in progress. Set for five minutes, the freighters collect the cargo as Alpha looks on, waiting for the Eschelon to undock. The Eschelon downloads the Alexus's mainframe information and undocks, jumping out just as the ship explodes. Alpha then does likewise.

Mission 3: The Plot Thickens (ASSIGNED to AqueousShadow)
Briefing: Data retrieved from the Alexus reveals that it and the Bosch rendevous with a supply company called Tetrarch Conglomorate, who also supply the GTVA forces in the area. An analysis of the information reveals a secret location of supply exchange. Alpha 1 is put in a pegasus stealth fighter and dropped in, waiting for the exchange to take place. Three transports arrive, and Alpha 1 scans them. Then the Bosch arrives and the transports dock one by one, as Alpha listens to their transmissions. As the transports attemtp to leave however, they are destroyed by the Bosch, which claims they broke the agreement. Fighters of the regular GTVA arrive to investigate, and engage the Bosch and its forces. Alpha one is ordered to jump out.

Mission 4: (ASSIGNED to Ransom Arceihn) Aren't You Dead Already?
Briefing: The Bosch is cornered by GTVA regulars, and consequently devestates them when its backup arrives. Alpha, Delta, Epsilon, and Zeta wings arrive, jumping the Bosch and destroying it completely. The regular wings of Beta and Charlie wonder who you are, but are called back for debriefing.

At this point you are offered a covert operation for SOC

Branch 1 = You accept.

Mission 5: Accomplices. (ASSIGNED to Aphenicus)
Briefing: Since Tetrarch supplied the rogue NTF, they seem to have some hidden agenda. Since they're hiring pilots to defend their transports(what with the Bosch destroying three of them and all), Alpha 1 can volunteer for this mission. If he doesn't, he goes on to the second plot line. If he does, his first task is to guard a convoy of six ships heading to the GTI Boone. You get attacked by a few straggling NTF fighters, who don't quite get that they're done. You eliminate them and move on.

Mission 6: Wolves in the Fields (ASSIGNED to Aphenicus)
Breifing: Second part of Accomplices. Alpha wing escorts the convoy to the Boone, and oversees the docking, along with a few patrolling wings from the station. A convoy from a rival company arrives, one that also supplies the station. Supposed rebel fighters jump in, destroying the rival convoy. Your employers order you not to engage until attacked, and you do so. The fighters are revealed to be mindless drones, and you destroy them completely.

Mission 7: Follow the leader (ASSIGNED to InfernoGod)
Briefing: Alpha wing is ordered to escort the corporate corvette Apos to while it meets with a mysterious buyer. A few pirate wings show up, but you handle them easily. Eventually, a shivan transport jumps in, but does not appear hostile. A mysterious person aboard the ship,(who may or may not be Bosch!), talks with the Apos and agrees to supply something called, the Thanatos. GTVA forces arrive, having detected the Shivan signal. You feign ignorance, and the transport jumps out.

Mission 8: Buddying Up (ASSIGNED to Grass69er)
Briefing: The Apos meets up with a wing of dragon class fighters, who are piloted by terrans oddly enough. A Shivan cruiser arrives and transmits data, as GTVA regulars attack. You fight them off, killing as few as possible, or not. You and the Apos jump to the Laramis system.

Mission 9: The Masks Come Off. (ASSIGNED to ngtm1r)
Briefing: You finally are allowed to betray the Apos, and do so at an opportune time. You attack it during a scheduled meeting with another unknown contact. You disable it, then the Ravana jumps in and screws everything up, destroying the Apos. This ends the covert assignment.

Branch 2 = You decline.

Mission 5A: Aggressive Requisitioning.
Briefing: Instead of escorting a convoy, Alpha 1 is assigned to attack and capture a CEO of Tetrarch company, in order to find out what his companies involvement is. You destroy the mercenary escorts and capture it, destroying his transport and waiting for the regular GTVA to arrive. Beta wing does so, and you inform them that the NTF destroyed it, and you arrived in time only to destroy the fleeing enemy fighters.

Mission 6A: Corporate Payback
Briefing: The CEO reveals that Tetrarch is attempting to monopolize its trade in the outer systems, and has been using the NTF to attack rival convoys. Other ships were attacked just to throw off the GTVA. In a payback move, Alpha wing ends up destroy the convoy it would've guarded had it taken the covert op. Its escort, being your operatives, assists. As the convoy is destroyed, however, a mysterious ship, the TCv Apos, arrives and destroys a passing rival convoy(yet again), and jumps out.

Mission 7A: Where do they Get These Toys?
Briefing: Alpha wing follows the Apos to its meeting place, this time with no escorts, and spots the Shivan transport escaping. The Apos summons twelve wings of fighters, and you fight for your life. As you do, it makes it escape. The enemy fighers are revealed to be drones.

Mission 8A: Someone's Been Bad.
Briefing: You come upon the same situation as the loop, but the Apos once again gets away. You attack and disable the cruiser, the Ecmus, and are just about get away when a Ravana destroyer arrives to smoke it. The Ravana then runs off

Mission 9A: All Loose Threads
Briefing: The Apos is cornered, just as in the loop, but this time has a cruiser guarding it. You blow up the cruiser, and then try to capture the Apos. Once again, the Ravana shows up to destroy it before disappearing into the Laramis system jump node.

At this point the two threads join

Mission 10: Excuse me?
Briefing: The Ravana's appearance sends shockwaves throughout the alliance, with your unit being mandated to destroy it at all costs. The destroyer makes little effort to hide itself, launching an attack on a GTVA installation in the system. The station is hammered by the time you get there, though strangely its weapons seem not to be fully charged. You duke it out with Shivan bombers and fighters, but having no bombs you can't harm the Ravana. The GTCv Orestes jumps in behind the Ravana, its beam cannons doing a bit more damage than they rightly should. The Ravana finishes off the station and retreats, leaving you with more questions than answers.

Mission 11: It Gets Better
Briefing: The Ravana sets course for the Ross 128 jump node, sending allied forces into a frantic panic. The GTID Acumen attempts to catch up to it, only to be ambushed by Shivan fighters with terran weaponry. The Acumen's engines are damaged, leaving it vulnerable. A pair of Molochs jump in, but like the Ravana, their weapons seem puny. After a pitched battle in which the Acumen blows the two corvettes away, a transmission is received indicating the Ravana made it to the node. The Acumen jumps out and you follow, hoping to catch up.

Mission 12: Punic Victory
Briefing: The Ravana is spotted near GTVA HQ in Ross 128, which means things are getting worse. Ross is only one jump away from the terran capital. Fighters are launched to intercept, but when you arrive the battle is already nearly one. Mjolinir beam cannons are ripping the Ravana to shreds, and HQs own protectors are having an easy time. As the Ravana is destroyed, a battered Fenris cruiser, the Pollux, arrives with grim news. An attack was launched in Luyten that destroyed the remaining defenders, and the ships were under the banner of the NTF. Analysis of the Ravana debris reveals terran materials, and power sources. The fleet is scrambled, with you jumping out to rejoin the Acumen.

Mission 13: Agendas
Briefing: The Acumen is first back into the Luyten system, where scouting reveals an NTF stronghold deep within the asteroid belt you visited earlier. A strike mission is launched, coming upon a small vanguard of cruisers and a Bodecia installation. Realizing that it could turn out to be another Iceni, command orders you to wipe out all enemy ships and installations. Just as you are about to finish the base off, two corvettes, identifying themselves as the NTF vessels Athos and Porthos, come in with multiple wings of fighters. The Bodecia reveals itself as the NTCv Terra, under the command of Marshall Richard Gelmeth, who is revealed as the Bosch look alike. He muses about how easy it was to manipulate corporate interests to suit his goals(i,e. Tetrarch), and then promptly jumps out. You follow suit, heading back to the Acumen.

Mission 14: Grand Scheme
Briefing: A hidden Acadia installation is located at the edge of the system, with a large gathering of NTF warships approaching it. Command sends you in in a lone Pegasus class stealth fighter to scope out the situation. You find at least twenty warships, with more jumping in and out all the time. Intercepting transmissions, you learn that the NTF has already sent forces into Laramis and other systems, and is massing its forces in Ross 128. Marshall Gelmeth addresses his fleet, revealing his plan to build a new Neo-Terra, free from the influences of the decrepit alliance. As he speaks, two Demon destroyer look alikes jump in, with a small freighter following suit. Docked with it is a meson bomb. The NTF revels in its fearsome ships and how the fear of the shivans led the GTVA to pull their forces out of Wolf 359 leaving the systems beyond Luyten poorly defended. Their plan is simple, to detonate a meson bomb at the Laramis node and seal themselves off all the while leaving the alliance to ponder their shivan 'allies'. A passive scan reveals your prescence, and you are forced to jump out.

Mission 15: Double-edged Sword
Briefing: A small task force of NTF ships is spotted, consisting of eight ships. Four corvettes, three cruisers, and one Hecate class destroyer, the NTD Chaldean. The Chaldean carries with it the meson bomb, bound for the node. Because the Acumen is still the only vessel in system, it has no choice but to intervene. All of its fighters are launched, assaulting the defending ships. The forces are evenly matched, due to the timely arrival of NTF fighters. Flying a Boangares bomber, you and Alpha wing fight for your lives to destroy the Chaldean, to no avail. Then, the Acumen orders you to disable it, and then get out of there. You do just that, and the rest of your fighters jump out, but due to a malfunction, you can't. The disabled Chaldean is on the verge of blowing up, but her captain laughs as he thinks they can just load it onto another ships. The Acumen arrives, informing them that their time has come. You are ordered to move as far away from the enemy as possible, while the Acumen fires on the Chaldean. The explosion destroys the NTF ships and damages the Acumen, but the battle is won.
Title: [FA] - Getting the ball rolling
Post by: magatsu1 on September 06, 2004, 01:34:51 pm
this is probably directed towards Singh more than anyone but I've been wondering about a few details:

Should our Battle Group have the latest kit ? I reckon them being lost in the nebula (cut off and all that) would mean they wouldn't have all the latest stuff (Kaysers, Trebs; Erinyes etc) We should proably decide now before all the work gets done ( find weapons make a big difference to the mission balance) And the Campaign should be consistent.

And for my mission, are the Corvettes present during the whole battle ?
And I am doing a Nebula mission right ?
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 06, 2004, 03:54:47 pm
I doubt you'd have the latest kit either but this is Singh's idea so I'll let him have the last word :)

BTW guys. Don't work too hard on the backgrounds for now. We'll have to put our heads together and make sure we have consistant backgrounds for all the missions that are set in the same system.

I'd nominate Singh to do them all cause personally I'm in awe of the great stuff he gets done with LightSpeed's Nebs but it's up to him to decide. I'm only a technical adviser now that the campaigns are rolling. I don't get to order the staff around :D
Title: [FA] - Getting the ball rolling
Post by: Mongoose on September 06, 2004, 04:02:55 pm
I'll give the first mission in the second campaign group a try.  I can't promise I'll be quick about it, since college has to come first (unfortunately :p), but hopefully I'll get something laid out soon :).
Title: [FA] - Getting the ball rolling
Post by: Fergus on September 06, 2004, 04:06:18 pm
Mission 4 retail, I've already got a similar mission semi-mapped out.  (Board station and retrail security codes before it defects)
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 06, 2004, 04:31:06 pm
im taking mission one and starting work right now.
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 06, 2004, 04:33:50 pm
what ships and weapons should i enable
Title: [FA] - Getting the ball rolling
Post by: Singh on September 06, 2004, 04:41:04 pm
Quote
Originally posted by Mongoose
I'll give the first mission in the second campaign group a try.  I can't promise I'll be quick about it, since college has to come first (unfortunately :p), but hopefully I'll get something laid out soon :).


if you mean my campaign ive already bagged that, since I have a half-completed version on my desktop already :p
Title: [FA] - Getting the ball rolling
Post by: Singh on September 06, 2004, 04:44:08 pm
Quote
Originally posted by magatsu1
this is probably directed towards Singh more than anyone but I've been wondering about a few details:

Should our Battle Group have the latest kit ? I reckon them being lost in the nebula (cut off and all that) would mean they wouldn't have all the latest stuff (Kaysers, Trebs; Erinyes etc) We should proably decide now before all the work gets done ( find weapons make a big difference to the mission balance) And the Campaign should be consistent.

And for my mission, are the Corvettes present during the whole battle ?
And I am doing a Nebula mission right ?


It wont have the latest kit per se but it will be advanced since it was an SOC group. No Erinyes for sure, but most likely it will have Kayers and other weapons.

The Corvettes are there throughout the mission, and yes, its in the Nebula. dont forget the reteating Aquitaine :)
Title: [FA] - Getting the ball rolling
Post by: magatsu1 on September 06, 2004, 05:09:03 pm
Heh. I 've got something cool planned for the flagship...

Thanks for the info.
Title: [FA] - Getting the ball rolling
Post by: InfernoGod on September 06, 2004, 05:32:25 pm
so, I'll be working with FRED_open and the SCP. When do I start? And is there free food with it?
EDIT: lol, oi, my uber-not-reading-mood has caused me to miss that i'm already working, lol *smacks head again*
OK, sign me up for mission 7.
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 06, 2004, 06:06:16 pm
how do i get a ship to undock?
Title: [FA] - Getting the ball rolling
Post by: Ghostavo on September 06, 2004, 06:11:37 pm
change

add goals

ai-undock
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 06, 2004, 06:21:07 pm
ok
Title: [FA] - Getting the ball rolling
Post by: JR2000Z on September 06, 2004, 07:06:03 pm
Talking about keeping things constant, how are we going to know how many fighter wings are are we going to use and how many pilots per wing? What fighers we're using? And what about the personas?
Title: [FA] - Getting the ball rolling
Post by: NGTM-1R on September 06, 2004, 08:58:13 pm
I'll take mission 2.

Exactly how dense an asteroid field do we want here? Normal FS2-dense or Derelict-superdense?
Title: [FA] - Getting the ball rolling
Post by: Mongoose on September 06, 2004, 08:58:31 pm
Quote
Originally posted by Singh
if you mean my campaign ive already bagged that, since I have a half-completed version on my desktop already :p

So would you prefer that I choose a different mission, or is it all right if I try out the mission on my own?
Title: [FA] - Getting the ball rolling
Post by: AqueousShadow on September 06, 2004, 09:58:06 pm
EDIT: Holy crap...the first mission was already taken and it wasn't updated in the spoiler yet! So....I'm gonna take mission 2 and see what I can do with it now.

uhh...exactly what types of ships are we going for, and what types of weapons? I'm assuming this is post-capella, which means we have every weapon and ship at our disposal? And what ships will the NTF be flying, usually? Old junky crates, or the newer models?

I can change details as they come along, but I'm starting the mission soon.
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 06, 2004, 10:01:01 pm
ive already done it.
Title: [FA] - Getting the ball rolling
Post by: AqueousShadow on September 06, 2004, 10:05:32 pm
I saw that.
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 06, 2004, 10:08:25 pm
ngtm1r took mission 2 aswell, a few posts up
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 06, 2004, 10:09:42 pm
and infernogod took 7
Title: [FA] - Getting the ball rolling
Post by: Singh on September 06, 2004, 11:34:07 pm
Quote
Originally posted by Mongoose

So would you prefer that I choose a different mission, or is it all right if I try out the mission on my own?


The former option would be better. This way I can focus on getting an intro into the campaign along with a general feel of it done :)
Title: [FA] - Getting the ball rolling
Post by: Mongoose on September 06, 2004, 11:46:31 pm
That sounds good :).  I'll try mission 6 instead.  I'm not ready to try my hand at balancing a subspace mission just yet :p.
Title: [FA] - Getting the ball rolling
Post by: Singh on September 07, 2004, 12:08:43 am
Quote
Originally posted by karajorma

I'd nominate Singh to do them all cause personally I'm in awe of the great stuff he gets done with LightSpeed's Nebs but it's up to him to decide. I'm only a technical adviser now that the campaigns are rolling. I don't get to order the staff around :D


Just saw this.
urrr.......you sure bout that? Campaign 1 is in FRED2 retail, and wont support any nebs. Campaign 2 is mostly in nebula (except one mission) so I doubt its gonna help much :P

Campaign 3 on the other hand :drevil:
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 07, 2004, 12:14:06 am
Quote

Just saw this.
urrr.......you sure bout that? Campaign 1 is in FRED2 retail, and wont support any nebs. Campaign 2 is mostly in nebula (except one mission) so I doubt its gonna help much :P

Campaign 3 on the other hand


      I assumed that by 'nebulas' he was referring to the background nebulas, planets moons and so forth, as opposed to missions within a nebula environment.
Title: FRED 2 Retail - Mission Signup
Post by: Pilot Of The US on September 07, 2004, 01:13:00 am
hmm, I'll take mission 7 for FRED2 Retail .
(Blackwolf's \ Campaign 1)
Title: [FA] - Getting the ball rolling
Post by: Ransom on September 07, 2004, 03:31:00 am
I'll take mission 4. (Campaign 3)
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 07, 2004, 04:56:00 am
Wish I'd updated the spoilers last night now. Sorry to cause you a problem AqueousShadow. Fortunately there are plenty of missions to go around on your campaign.

Singh : Akalabeth is correct. I meant the backgrounds. I'm pretty much in awe of your skills with LightSpeeds nebs and any background designed by you would look great in campaign 3.
 If you're skills extend to the retail nebulae you might also want to look at campaign 1.

ngtm1r : The asteroid belt should be fairly dense at the point the player is at (about normal for FS2). In a later mission I think we get to see a denser part.

BTW can I ask that people zip or rar their missions when they upload them. They never seem to work in FRED when I download them.
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 07, 2004, 05:05:25 am
Hey, kara, have i got mission 7 for the retail campaign???

Coz you havent updated your first post, so im not sure if i should start on the mission or even if i have it.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 07, 2004, 07:11:25 am
It's updated. Your name is on there.

You must have checked just before I updated it.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 07, 2004, 07:16:46 am
I'll take a mission 8 from camp. 2.
It looks like there will be big capship battle :)
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 07, 2004, 07:19:18 am
If you take mission 8 you have to take mission 7 (or at least wait for someone to make it first).

Red alerts are fun to make but you have to get the same person to make both so that the ships match up.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 07, 2004, 07:29:13 am
Ok, it's even better ( I need to wait anyway), I'll wait to the weekend, if somebody will not take mission 7 , I'll take both.
Title: [FA] - Getting the ball rolling
Post by: AqueousShadow on September 07, 2004, 06:26:56 pm
Lol, I'm being beaten to everything :mad2:

I guess I'm stuck with mission 3 then. Now, one question: Is the Bosch a Deimos class corvette or what? Cuz I'm kinda lost on the whole "the Bosch" thing.

I'll start on the mission now.
Title: [FA] - Getting the ball rolling
Post by: freespacegundam on September 07, 2004, 06:55:28 pm
I'll give mission 5 for campaign 1 a shot.  What class of cruiser is the Perilous?

And Aqueous, it should be Deimos, NTF wouldn't use anything else.
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 07, 2004, 07:41:57 pm
its an iceni class frigate
Title: [FA] - Getting the ball rolling
Post by: AqueousShadow on September 07, 2004, 07:46:42 pm
Well, I forgot to mention one thing. Why was it put that the ship is the GTCv Bosch...Isn't it the NTF Bosch? And are you sure it's an Iceni?

Oh, and I ran into a problem with making my mission: How do you get ships to do things after they have reached their waypoint? Like, I have the Tetrarch transports going to a waypoint, and once they have completed they're waypoints, I want them to dock, one by one, to the NTF ship. How can I do this?
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 07, 2004, 07:47:20 pm
Perilous is a Fenris Cruiser.

Everyone who is working on the retail campaign (campaign 1), click on the link in the spoiler in the other thread and read the page or so of fluff.

Perilous = Fenris
Damocles = Iceni Class

EDIT - my bad, it's at the start of this thread. Here it is for your convenience: http://www.swooh.com/peon/BlackWolf/Archives/Damocles.htm :rolleyes:
Title: [FA] - Getting the ball rolling
Post by: Hippo on September 07, 2004, 07:53:44 pm
Heh... This is getting to look like fun... Anyone mind if a seasoned FREDer takes up an extra one? I'm thinking the last one of #3... :nervous:
Title: [FA] - Getting the ball rolling
Post by: JR2000Z on September 07, 2004, 08:10:27 pm
Quote
Originally posted by AqueousShadow
Well, I forgot to mention one thing. Why was it put that the ship is the GTCv Bosch...Isn't it the NTF Bosch? And are you sure it's an Iceni?

Oh, and I ran into a problem with making my mission: How do you get ships to do things after they have reached their waypoint? Like, I have the Tetrarch transports going to a waypoint, and once they have completed they're waypoints, I want them to dock, one by one, to the NTF ship. How can I do this?


I think it's:

When
-waypoints done delay
- -trapsport/path/time
-Add goal
--Transport
--Ai dock
---NTF Ship
---whatever
Title: [FA] - Getting the ball rolling
Post by: Hippo on September 07, 2004, 08:18:18 pm
for one by one, see the shipyard-completed walkthrough part on sequential docking...
Title: [FA] - Getting the ball rolling
Post by: AqueousShadow on September 07, 2004, 10:50:27 pm
Quote
Originally posted by Hippo
for one by one, see the shipyard-completed walkthrough part on sequential docking...


huh?

I've finally finished my mission. However, I have not play-tested it yet, but I will do so tomorrow before posting it. I have one last question.

The mission is sort of hard to fail...and since it's a stealth mission, how can I get the player to fail the mission if they, say attack one of the ships, or get too close to one of the fighters? This would complete my mission. Thanks.
Title: [FA] - Getting the ball rolling
Post by: NGTM-1R on September 08, 2004, 01:05:04 am
The reason it's a Deimos is because we were given the name "NTCv Bosch" for it. The Iceni uses an NTF designator, but Neo-Terran corvettes use NTCv.

So, IS it an Iceni? I'm rather confused...and to be honest, blowing up the Iceni-lookalike so early in the campaign seems a little off...
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 08, 2004, 02:29:03 am
My question is, because the Iceni was a unique ship in canon FS2 understanding, does the NTF designation stand for Neo-Terran Front or does it stand for Neo Terran Frigate?

Based on the GTVA Colossus I would guess the former.  Unless GTVA Colossus stands for Galatic Terran-Vasudan A**kicker. But probably not.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 08, 2004, 06:25:21 am
Sorry about the Iceni confusion that's my bad.

[V] used the designation NTF Iceni which I hadn't noticed so when I noticed NTF I changed it to NTCv. I probably should have changed it to NTFg which is less ambiguous but pushes the Iceni into the unofficial Frigate class (Which is probably where it should go anyway). I don't particularly like NTF Iceni much since NTF is the designation for fighters too.

The ship however is definately meant to be Iceni class. Sorry for any confusion caused.
Title: [FA] - Getting the ball rolling
Post by: AqueousShadow on September 08, 2004, 11:56:10 am
I wonder how that will affect my mission...changing from Deimos to Iceni...
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 08, 2004, 12:03:58 pm
The Iceni is a more powerful one ... Balance issues.
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on September 08, 2004, 12:21:33 pm
Quote
Originally posted by karajorma
Sorry about the Iceni confusion that's my bad.

[V] used the designation NTF Iceni which I hadn't noticed so when I noticed NTF I changed it to NTCv. I probably should have changed it to NTFg which is less ambiguous but pushes the Iceni into the unofficial Frigate class (Which is probably where it should go anyway). I don't particularly like NTF Iceni much since NTF is the designation for fighters too.
Ah, but FS2 explicitly refers to it as "Bosch's command frigate".  Thus the frigate designation is canon. :D I'm fine with Fg to distinguish it from F, though... that's what we're using in TVWP.
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 08, 2004, 12:21:48 pm
Just on beams alone, the Iceni has 3 BGreen while the Deimos has 4 Terran Slash. It's a considerable difference. Also note that the Iceni has a really stupid weapon setup. Weapons are non-symmetrical and placed in different types of turrets. I recommend that anyone using the ship in their mission change the weapon setup around with the ship editor.
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 08, 2004, 12:22:52 pm
How about Ff or Fi
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on September 08, 2004, 12:33:35 pm
Ff is weird-looking, and Fi isn't unique (it could stand for Fighter, too).
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 08, 2004, 12:46:50 pm
What's abbreviation Ff should be?
Title: [FA] - Getting the ball rolling
Post by: Fergus on September 08, 2004, 01:01:39 pm
If we are going to change beam set up on Damocles for campaign, should we first get a sort of 'standardised' version.  So we don't end up with in mission 2 it having something like 6 cannons and only 4 in mine (4).
Title: [FA] - Getting the ball rolling
Post by: NGTM-1R on September 08, 2004, 01:31:12 pm
Ff was the abbreviation that..well, whoever made Derelict came up with to designate the Sapah-class frigates.

FF is also the real-life designation for frigate, but shrinking the second F makes it fit better with other FS designations, like Fr for freighter or Cv for corvette.

The Iceni's beam configuration has always bugged me. I personally settled on a four BGreen configuration with one to a broadside and two up front. This fits the "pocket destroyer" concept firepower requirement, and gives it good arcs of fire. I can dig out the exact turrets, if you like.
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 08, 2004, 01:44:43 pm
Well I think it should keep the same weapons, just put them in consistent turrets. I don't have time to do it right now, but I'll do something up for my mission after work.
Title: [FA] - Getting the ball rolling
Post by: Aphenicus on September 08, 2004, 02:32:20 pm
Hmm, Ill give Campaign 3, Mission 5 a go
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 08, 2004, 02:50:20 pm
Sure :)

Time to sign off and play some of these missions :D
Title: [FA] - Getting the ball rolling
Post by: Aphenicus on September 08, 2004, 10:11:31 pm
karajorma, Ive got a question about Campaign 3....In mission 5, did you want me to have it so the mission ends off with you "downloading new orders"?....if so, I could also do mission 6 after Im finished 5....Because Ive got a few ideas....I can PM you them if you want, or if youve got some ideas youd like to have in, you can let me know by PMing me...which ever.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 09, 2004, 02:46:25 am
GoulMiester was the one behind the plot outline not me (although we did bounce ideas about). It certainly looks like it's meant to be a red-alert mission though but I'll always give the author's last word on their own plots :D
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 09, 2004, 03:35:23 am
Suggested Iceni Weapons Loadout

This is the weapons load I'll be using for my mission anyway. It's nearly identical to what we have in FS2, just that it's placed with a little more sense and purpose rather than randomness.  The only difference is +1 Terran Huge, -1 Terran Turret

Turrets:
1]  Terran Huge
2]  BGreen
3]  Piranha
4]  Terran Turret
5]  Terran Turret
6]  Terran Turret
7]  Terran Huge
8]  Terran Turret
9]  Terran Huge
10]  MX-52
11]  Terran Huge
12]  BGreen
13]  Piranha
14]  Terran Turret
15]  BGreen
16]  Terran Turret
17]  Terran Turret
18]  Terran Turret
19]  Terran Huge
20]  MX-52
21]  Standard Flak
22]  Standard Flak
23]  Terran Huge
24]  Terran Huge
25]  Terran Huge

     Basically, BGreens are mounted on either side blister on the head of the ship, the third is mounted on the underside of the tail. Piranhas are on either side of the neck, MX-52s on either side of the tail. Huge Terran Turrets are in the forward blisters, and the smaller turrets. Standard Flak are in the two larger dorsal turrets, and Terran Turrets fill the remaining blisters mounted on either side, one  on underside and a last on the upper tail.

     Anyway, that seems to make the most sense to me in terms of consistency with what we see on other ships, and the original Iceni (in terms of Beam placement + number anyway).
     Hmmn, the dumb ship doesn't even have any AAAf batteries either. oh well. If people decided to add them, I'd probably swap them out for either the side/leg Terran Turrets or the MX-52s (which kinda suck anyway)

EDIT - DOH, it seems you can't change a primary weapon turret to a secondary in Fred alone. Which means that any changes would need to be done in the ships.tbl. Which is pretty dumb because as the Iceni stands normally, there's a Piranha out of a stbd blister, another out of the stbd tail blister, an MX-52 out of the stbd leg turret and the other out of the stbd leg blister (ie, all missiles stbd).
Mega-dumb
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 09, 2004, 09:19:07 am
The Iceni's canon weapon loadout is designed for balancing the main campaign missions you meet the Iceni.
Title: [FA] - Getting the ball rolling
Post by: aldo_14 on September 09, 2004, 09:25:41 am
Quote
Originally posted by AqueousShadow


huh?

I've finally finished my mission. However, I have not play-tested it yet, but I will do so tomorrow before posting it. I have one last question.

The mission is sort of hard to fail...and since it's a stealth mission, how can I get the player to fail the mission if they, say attack one of the ships, or get too close to one of the fighters? This would complete my mission. Thanks.


There's a distance SEXP that measures the distance between 2 ships/objects IIRC.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 09, 2004, 10:44:47 am
OK, I'm taking both missions (7 and 8 from camp.2). I'll star work tomorrow.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 09, 2004, 11:23:49 am
Quote
Originally posted by aldo_14
There's a distance SEXP that measures the distance between 2 ships/objects IIRC.


I gave a longer explaination for how to solve that problem on the thread devoted to his mission. I didn't miss the question completely :D
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 09, 2004, 02:08:22 pm
Quote
The Iceni's canon weapon loadout is designed for balancing the main campaign missions you meet the Iceni.


     Designed for balancing the missions? The missiles are all stbd, the flak are all port, the turrets/blisters are a mix of Terran Huge and Terran Turrets, and there seems to be little rhyme or reason as to the actual numbering of the turrets.
     
      Many missions have been balanced using ships with normal weapons loadouts. There are only a few missions where the Iceni actually fires any weapons. Those being the Asteroid bit, and perhaps when they run the blockade. Aside from balancing the ship against the Vasudan Mentu + Sobek in the asteriods, I'm not sure why it would be neccesary as the most unbalancing aspect (the BGreens) can be controlled with Sexps.
Title: [FA] - Getting the ball rolling
Post by: magatsu1 on September 09, 2004, 02:34:45 pm
Edit: deleted so I don't look like an idiot :nervous:
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on September 09, 2004, 02:42:23 pm
The iceni sounds really unbalanced, we should decide on a new weapon setup and stick with that.
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 09, 2004, 04:16:03 pm
Doh, I've been working on my mission where Alpha is supposed to escort another wing in disabling a ship. However, the bombers just get their a**es beat down by the target without even scratching it, even though I gave 'em all stilettos, Akhetons and an approach vector with the target clearly in sight. I used Artemis bombers, is this a bad idea? The other thought was to try out Medusas, though I don't think any other bomber would fit the bill.

    Hell, I haven't even beam-freed the target.

     Anyway, is there a trick to trick the AI into doing something you want it to do, instead of just having it chase a ship while it gets blown apart.
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on September 09, 2004, 04:59:01 pm
The AI isn't Alpha 1. :p You could try Zeuses... the GTVA still uses them, after all.

Sounds like you're trying to disable an Aeolus.  Maybe you could turret-lock certain weapons, or have the AI disarm it before it disables it.  Or you could try good-secondary-time... sometimes the AI won't fire its missiles without it.
Title: [FA] - Getting the ball rolling
Post by: Mongoose on September 09, 2004, 07:15:54 pm
Singh, I have a question regarding the second campaign, particularly the sixth mission that I'm going to be working on.  Am I correct in understanding that the GTVA has found another node in the nebula that can lead to either Capella or Gamma Draconis, depending on the subspace configuration?  And is this node near the Knossos that the Sathanes are coming through?  I just wanted to make sure that the mission should be in the nebula; things are a little unclear.  Also, is the first subspace mission supposed to take place during the intersystem jump between the nebula and Gamma Draconis?  With the wording, I almost thought it was during an intrasystem jump, which wouldn't make any sense, seeing as how those are almost instantaneous.

One more question :P.  Do you just want one wing of ships, Alpha wing?  That's the idea I get from the description.  Also, I'm assuming that they wouldn't have access to Erinyes/Kayser technology, but correct me if I'm wrong.
Title: [FA] - Getting the ball rolling
Post by: Singh on September 09, 2004, 11:22:13 pm
Quote
Originally posted by Mongoose
Singh, I have a question regarding the second campaign, particularly the sixth mission that I'm going to be working on.  Am I correct in understanding that the GTVA has found another node in the nebula that can lead to either Capella or Gamma Draconis, depending on the subspace configuration?  And is this node near the Knossos that the Sathanes are coming through?  I just wanted to make sure that the mission should be in the nebula; things are a little unclear.  Also, is the first subspace mission supposed to take place during the intersystem jump between the nebula and Gamma Draconis?  With the wording, I almost thought it was during an intrasystem jump, which wouldn't make any sense, seeing as how those are almost instantaneous.

One more question :P.  Do you just want one wing of ships, Alpha wing?  That's the idea I get from the description.  Also, I'm assuming that they wouldn't have access to Erinyes/Kayser technology, but correct me if I'm wrong.


It is indeed inside the Nebula, and yes, it is near the knossos. The subspace jump is from the Neb to Gamma Draconis, (although it ends at Capella, due to the instability) :)

edit: almost forgot. Kaysers will be available, but definately no Erinyes.
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 10, 2004, 06:38:01 am
ok, now for my mission (7, campaign 1). Im not totaly sure about the enviroment. Is the ship that the player has to disable, heading for capella? which would mean the player would be in EP or is it the other way around?

And is there anything that is present in the main campaign, that i should add into the mission?? (eg. reaseach lab, that could've been mentioned, suns, previously used  backgrounds, etc...? or something like that)
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 10, 2004, 08:45:54 am
I'm not sure but there was a bug in one FS_open. When you're at subspace there was a problem with background. Is it fixed in 3.5.5?
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 10, 2004, 08:50:55 am
What was the problem? Describe it.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 10, 2004, 08:58:47 am
Well, when I have no target then I see only a background( no ships) but when I target something then the backgound become totaly black but I see ships. It was in Infeno build and one normal FS_open.
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 10, 2004, 09:10:21 am
It used to happen to me. I don't know how I managed to solve it by now.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 10, 2004, 09:17:45 am
It's something with fs2_open356.vp file, when I removed it everything looks fine, but no new effects(like engines) :( where I can find new media vp. file?
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 10, 2004, 09:46:16 am
The problem was an FS2_Open one not a FRED one :)

The media.vp files are available from the wiki

http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/media%20VP
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 10, 2004, 10:34:31 am
Everything is fine now, thanks. :)
maybe it's a stupid qestion but what I need to know, to (how) do a red alert mission (it will be my first)? Is it at FRED tutorial?
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 10, 2004, 10:38:52 am
No need for Tutorial. :D
The first mission should have an event using the 'red-alert' SEXP. It changes to the next mission that is set to be the next in the branch of the campaign. The second/third missions should have the 'Red Alert' flag set in the SHIFT-N wndow.
That's it. On a side note, you can set the 'Red Alert Carry Status' flag to a ship in the Misc option of the Ship selection window. It says that a ship will appear in the condition it ended previous mission in the next mission.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 10, 2004, 10:48:40 am
TopAce forgot to mention it but you need to make a campaign file to test red alert missions. They won't work from the simulator.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 10, 2004, 12:10:43 pm
Somebody wants to make me hate to subspace, next problem.
When I select subspace at background editor and then I want to save the mission, it showing me an error and crashind FRED(3.5.5):
Can't open palatte file
File: E:\Languages\Visual studio projects\Visual C++\fs2_open\code\Palman\PalMan.cpp
line:342
HELP!!! or I'll gone mad :)
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 10, 2004, 12:11:53 pm
Is the MediaVP faulty?
turn on the -fredhtl flag.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 10, 2004, 12:42:00 pm
When I press Error checker it shows me no error but when I try to save or load it the FRED is crashing :(
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 10, 2004, 02:01:29 pm
Quote
Originally posted by mr.WHO
Somebody wants to make me hate to subspace, next problem.
When I select subspace at background editor and then I want to save the mission, it showing me an error and crashind FRED(3.5.5):
Can't open palatte file
File: E:\Languages\Visual studio projects\Visual C++\fs2_open\code\Palman\PalMan.cpp
line:342
HELP!!! or I'll gone mad :)


It shouldn't be giving you this error as the bug was solved in FS2 a long time ago but try this. Get an 8-bit PCX from a mod or by extracting it from a vp and call it gamepalette-subspace.pcx. Put it in the data\effects folder.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 10, 2004, 02:27:09 pm
At last, thanks karajorma, I don't know what would I do without you.
To bad that I'm from other side of europe, because could send you a box of beer :)
Thanks again.
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 10, 2004, 03:29:39 pm
Quote
Originally posted by karajorma

It shouldn't be giving you this error as the bug was solved in FS2 a long time ago but try this. Get an 8-bit PCX from a mod or by extracting it from a vp and call it gamepalette-subspace.pcx. Put it in the data\effects folder.


I also wanted to advise this, I simply did not want to say 'Use rather retail stuff instead of SCP ones.' because I would have got a terrible amount of flame.
Title: [FA] - Getting the ball rolling
Post by: StratComm on September 10, 2004, 03:42:38 pm
Was there any point to that at all TopAce?  He's working on an SCP campaign, he's using SCP Fred.  Makes perfect sense to me.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 10, 2004, 03:42:38 pm
Quote
Originally posted by TopAce
I also wanted to advise this, I simply did not want to say 'Use rather retail stuff instead of SCP ones.' because I would have got a terrible amount of flame.


And you'd deserve it.
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 10, 2004, 03:44:18 pm
Quote
Originally posted by StratComm
Was there any point to that at all TopAce?  He's working on an SCP campaign, he's using SCP Fred.  Makes perfect sense to me.


You know, your beloved FRED_Open cannot catch up with the development of the FS engine itself. Even the newest FREDs are unable to read JPG files. There should be a PCX file anyway. :p I don't know how much time the JPG-TGA support has been implemented, but I am pretty sure the SCPers had enough time to have FRED support it.
Title: [FA] - Getting the ball rolling
Post by: StratComm on September 10, 2004, 03:55:21 pm
That doesn't matter.  He still needs the newer fred if he's going to be using any of the new SEXP's, the #2 reason (after spec) that FSO is supposed to be so much of an improvement.  Technically, you should have a set of PCX files around for any tga (non-glow, non-spec), jpg, or dds files simply to allow FSO to run without any flags should you need it to, but that's another discussion for another day.  If you can't help him resolve his mission difficulties (and if it requires that he learn Fred_Open then, by God, he needs to learn on Fred_Open) then don't comment in the threads.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 10, 2004, 04:09:10 pm
And lets not ignore the fact that FRED2 and FS2 Retail  would have had EXACTLY THE SAME PROBLEM!
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 10, 2004, 05:18:51 pm
Yeah . . . just a few days ago I asked about this exact same error in making an FS2 retail mission.
Title: [FA] - Getting the ball rolling
Post by: magatsu1 on September 10, 2004, 05:28:33 pm
Quote
Originally posted by TopAce
I don't know how much time the JPG-TGA support has been implemented, but I am pretty sure the SCPers had enough time to have FRED support it.


maybe they had better things to do...:rolleyes:
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on September 10, 2004, 05:43:35 pm
Or maybe Bobboau and Kazan both quit and now we're looking for graphics coders... :rolleyes:
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 10, 2004, 06:47:54 pm
Quote
Originally posted by Akalabeth Angel
Yeah . . . just a few days ago I asked about this exact same error in making an FS2 retail mission.


Which is why I remember the problem's solution so vividly :D
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 11, 2004, 07:41:02 am
anybody gonna answer my question??
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 11, 2004, 08:18:28 am
Mission 7 is ready, now I'll start mission 8 but I have two major problems:
1) I have alpha wing in mission 7 which is completly destroyed at the end. When I start mission 8 (red alert) they appear as dead in wing window, but in the mission THEY ARE ALIVE with 0% hull.
2) I've a red alert flag at GTCv Julius, he's ending mission 7 with about 90% hull, but In mission 8 it have full 100% hull, Do I do something wrong?
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 11, 2004, 12:32:12 pm
Quote
Originally posted by Pilot Of The US
ok, now for my mission (7, campaign 1). Im not totaly sure about the enviroment. Is the ship that the player has to disable, heading for capella? which would mean the player would be in EP or is it the other way around?


Missed this one. Since the previous mission was in Polaris I'd guess that you're in EP with the ship heading for Capella.

Black Wolf is of course the ultimate authority on the subject since he wrote the mission brief :)
Title: [FA] - Getting the ball rolling
Post by: Black Wolf on September 11, 2004, 12:41:23 pm
Quote
Originally posted by karajorma


Missed this one. Since the previous mission was in Polaris I'd guess that you're in EP with the ship heading for Capella.

Black Wolf is of course the ultimate authority on the subject since he wrote the mission brief :)


The ship is heading for the Capella node in EP, aiming to use the device and ETAK to send a message through.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 11, 2004, 12:47:38 pm
Quote
Originally posted by mr.WHO
Mission 7 is ready, now I'll start mission 8 but I have two major problems:
1) I have alpha wing in mission 7 which is completly destroyed at the end. When I start mission 8 (red alert) they appear as dead in wing window, but in the mission THEY ARE ALIVE with 0% hull.
2) I've a red alert flag at GTCv Julius, he's ending mission 7 with about 90% hull, but In mission 8 it have full 100% hull, Do I do something wrong?


I suspect that both of those may be due to bugs rather than anything you've done wrong. I'm not that skilled with red-alerts as I've never written a mission with one in (or at least written and tested one) so I'll leave it to someone more skilled to figure it out.
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 11, 2004, 12:50:30 pm
The thing about the wingmen showing up with 0% status is a FS2 bug as far as I know. If you do some of the red alert missions at the very end of the campaign you can see them in action . . . Maybe you can just put in some sex p to make them go away (ie if hits = 0 then self destruct?)
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 11, 2004, 02:14:16 pm
Sounds like a reasonable idea. Don't know how well it would work in practice though.

I'd suggest using ship-vanish rather than self destruct though. Much cleaner.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 11, 2004, 04:05:16 pm
hits = 0 then self destruct it's not working, they don't want to self detruct. I deciede myself to set red alert flag only for Alpha 1, the rest of the squad will be dead.
Mission 8 is almost done, I only need to do debriefing ,whole mission looks like the battle from FS2 Outro.
Title: [FA] - Getting the ball rolling
Post by: Fergus on September 11, 2004, 04:22:04 pm
I can do Retail mission 6, depening of course if my mission 4 turns out to be complete rubbish in its currently finished(hopefully) state.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 11, 2004, 05:45:22 pm
Quote
Originally posted by mr.WHO
hits = 0 then self destruct it's not working, they don't want to self detruct. I deciede myself to set red alert flag only for Alpha 1, the rest of the squad will be dead.


Try Hits less than 1 rather than equals 0. Basically you should only ever use the = operator when working with variables. Almost everywhere else use the greater than and less than operators instead.

And use ship vanish rather than self-destruct.
Title: [FA] - Getting the ball rolling
Post by: Singh on September 12, 2004, 03:50:57 am
[rant]
now this just sucks. Really. I created a full-blown mission, and then FRED goes and #_)$(@)_%*_)@#%) things up and now i cant even access the backup!! Which means I have to go and create everything all over again, but then it also means it can get corrupted again because #)$@()$ FRED refuses to do any #$@#$ thing without screwing it up!!!
[/rant]
[proper thinking]
Some help in getting this darn thing running again? :(
[/proper thinking]
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 12, 2004, 04:33:21 am
I'm looking into it already Singh :)
Title: [FA] - Getting the ball rolling
Post by: JR2000Z on September 12, 2004, 07:49:15 pm
Singh, I got a question with the storyline for Campaign 2 Mission 3.


Spoiler:
In mission two they were going for the Nebula - Gamma Draconis node. In mission 3, is it the same node?
Title: [FA] - Getting the ball rolling
Post by: Singh on September 12, 2004, 11:13:02 pm
The original plan is to go for that node - but it changes after the Annatet goes boom, so the answer (for mission 3 at least) is yes. ;)
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 14, 2004, 11:48:27 pm
ive got another question. If the damocles is heading for Capella and the mission takes place in EP, then where is the damocles comming from?

Also are we trying to capture or destroy the damocles. or should it be destroyed while we are trying to capture it, eg self destruct.

Is it possible to have a ship warp out before the mission starts, so as soon as you're in the mission all you see is a warp hole closing?  because i could use this to extend the campaign if anyone wanted it to last a couple of mission longer (3-5).
Title: [FA] - Getting the ball rolling
Post by: Akalabeth Angel on September 15, 2004, 12:58:17 am
Well in my mission the Damocles is in Polaris, so that'd be my guess.
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 15, 2004, 01:04:36 am
ok, ill use Polaris. anyone got any help for me on my other questions.

oh and how about this new question. How do you clear directives?
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 15, 2004, 05:45:32 am
Quote
Originally posted by Pilot Of The US
oh and how about this new question. How do you clear directives?


Not quite certain what you mean by clearing directives.

Directives work like this.

You make an Event in the Events editor. You add some text to the Directives Text box (which is what appears on screen in the mission.

If the event looks like this

Destroy Damocles
-when
--is-destroyed-delay
---5
---NTfg Damocles
--do-nothing

When the damocles has been destroyed for 5 seconds the directive will turn blue (i.e completed). If the damocles can't be destroyed (i.e it jumps out) the directive will turn red (failed).  Until either of those two happen the directive will remain in the white, incomplete stage.
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 15, 2004, 06:14:47 am
yes, i now realise my mistake. I thought that you had to activate the directive by using:

Disable Damocles
-when
--is-has-arrived
---5
---NTF Damocles
--do-nothing

Then i had to deactivate it somehow (complete the directive) when the player disabled the Damocles.

but now i see that the directive is always there and should be worked like this:

Disable Damocles
-when
--is-disabled-delay
---5
---NTF Damocles
--do-nothing

Oh and im using NTF instead of NTfg, should i change it? and also could someone help me with my other questions. ill repost them now.

If the damocles is heading for Capella and the mission takes place in EP, then where is the damocles comming from?
- (Akalabeth Angel suggests Polaris, so ive used that, but i need to be 100% sure)

Also are we trying to capture or destroy the damocles. or should it be destroyed while we are trying to capture it, eg self destruct.

Is it possible to have a ship warp out before the mission starts, so as soon as you're in the mission all you see is a warp hole closing? because i could use this to extend the campaign if anyone wanted it to last a couple of mission longer (3-5).
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 15, 2004, 06:47:35 am
Quote
Originally posted by Pilot Of The US
Oh and im using NTF instead of NTfg, should i change it?  


Yep. NTF was the designation used for the Iceni in FS2 but that never sat well with me as it is also the designation for Neo-Terran Fighters. The NTFg is the frigate definition that people on decided on.

Quote
Originally posted by Pilot Of The US
If the damocles is heading for Capella and the mission takes place in EP, then where is the damocles comming from?
- (Akalabeth Angel suggests Polaris, so ive used that, but i need to be 100% sure)


Had a quick look at the plot and that definately seems to point at Polaris being where the Damocles came from.  Black Wolf has the last word on these matters but I'd say Polaris.

Quote
Originally posted by Pilot Of The US
Also are we trying to capture or destroy the damocles. or should it be destroyed while we are trying to capture it, eg self destruct.


Capture it as far as I can tell.

Quote
Originally posted by Pilot Of The US
Is it possible to have a ship warp out before the mission starts, so as soon as you're in the mission all you see is a warp hole closing? because i could use this to extend the campaign if anyone wanted it to last a couple of mission longer (3-5).


I'd simply have the player jump in not facing the Damocles and give it orders to jump out as soon as the mission starts.  That's about as close as you can get in FS2 Retail.  FS2_Open has some features that could do this a bit better but you obviously can't use them in a retail campaign.
Title: [FA] - Getting the ball rolling
Post by: Black Wolf on September 15, 2004, 07:21:24 am
Yep, it's coming from Polaris. And ultimaely the aim is to just destroy its communications subsystems to stop it sending a message through to Capella. If it flips out and kills people after that, then the GTVA will obviously haveto take it down. It's the end of the campaign, so a big explosion might be nice, but then they also want to take back the subspace communicator. Maybe have both options available.
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 15, 2004, 11:58:57 pm
hmmm, ok. Polaris it is!  

Now for the extened campaign, ive got a NTF corvette (NTCv Arckangel) jumping out, and the player is facing away from the ship (it seems it's the best i can do. too bad there isnt a warp out before mission starts option like the explode before mission starts s-exp).

So you can have some more missions where you have to take down the corrvette. The subspace communicater could also be actually on the correvtte and not on the Damocles, and command sends in a SOC strike team (including you) to disable and capture the corvette/communicater.
(even after the capture of the corrvette, you could twist the storyline somemore, eg, heavy unexpected NTF resistance, running trying to get back, it's a bit like homesick)

wut do you say?
Title: [FA] - Getting the ball rolling
Post by: Grass69er on September 16, 2004, 01:31:31 pm
hi all,
I just finished speaking to karajorma on ICQ.
hes said I can start work on Campaign 1, Mission 6.
so glad to meet ya all, I have been around here b4, as I was learning Fred a few months back.
btw anyone here played Battlezone 2, I used to make maps for that too.

GRASS!
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 17, 2004, 03:45:12 am
Problem is that as you noticed Mission 6 is already assigned to FreespaceGundam (My bad for not updating the front page).

Anyway following our chat on ICQ you're now on the campaign 3 team, doing mission 8. You don't need to use FRED2_Open as I said but unless you have FS2_Open installed you won't be able to play the campaign you're working on.
Title: [FA] - Getting the ball rolling
Post by: mr.WHO on September 17, 2004, 01:23:24 pm
Woopss, I forgot to finish my missions, I'll finish and send for test them tomorrow :)
Title: [FA] - Getting the ball rolling
Post by: Grass69er on September 18, 2004, 01:06:52 pm
ok, I'm nearing completion of my mission,
Just need to get all the final things sorted out, like debrifing, objectives ect..
also need to make the mission tougher, right now I got 4 dragon wings, and they simply wipe out anything I put in there, I may hafta reduce their number abit.
anyway should have it done soon.

GRASS!
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 18, 2004, 01:53:47 pm
Post it in a new thread and I will test it.
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 18, 2004, 09:29:13 pm
im working on my mission but im not ready yet to release an alpha yet. Still getting meseges and cue to execute properly.

Oh i just wanted to know how does the send-messege-list s-exp work?

And i also need some infomation about the team loadout sepcs -(what weapons and ships to disable, as so to be consistent with the campaign)

I really want to leave the Mymirdon, Herc 2, Ulysess and Persues interceptor, available to fly or available to use in the campaign.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 19, 2004, 05:07:55 am
Quote
Originally posted by Pilot Of The US
Oh i just wanted to know how does the send-messege-list s-exp work?


Basically it works like the send-message SEXP except that you have to specify a time (in milliseconds) for the message to be played. Messages after the first one are added by right mouse clicking on the SEXP and using add-data. All messages must include all four nodes (location, priotiry, message name and time) or they won't work.  

Quote
Originally posted by Pilot Of The US
And i also need some infomation about the team loadout sepcs -(what weapons and ships to disable, as so to be consistent with the campaign)

I really want to leave the Mymirdon, Herc 2, Ulysess and Persues interceptor, available to fly or available to use in the campaign.


Since the campaign is set after Capella you can definately use all the common fighters you mentioned. It's up to the team to decide if other stuff is available.
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 19, 2004, 06:05:20 am
ok, now the send-messege-list seems to be very useful but because i find it easier to set messeges to appear when something happenes (eg. when-has-arrived, send-messege).

But thanks for explaining it to me. Now if blackwolf or anyone working on this campaign could give me an example, of wut weapons/ship they have allowed for selection.
Title: [FA] - Getting the ball rolling
Post by: karajorma on September 19, 2004, 07:04:59 am
Quote
Originally posted by Pilot Of The US
ok, now the send-messege-list seems to be very useful but because i find it easier to set messeges to appear when something happenes (eg. when-has-arrived, send-messege).


Send-message-list is best suited for situations where you've got pilot chatter during a calm point in the mission or where you've guardianed or invulnerabled all the participants (all of which are either in the mission or soon will be).

If there is a chance that the ship won't be in the mission because it's left or been destroyed you're better off using send-message and checking for those conditions.
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on September 19, 2004, 07:57:29 am
yeah i see your point.
Title: [FA] - Getting the ball rolling
Post by: TopAce on September 19, 2004, 09:41:19 am
Quote
Originally posted by karajorma
...
If there is a chance that the ship won't be in the mission because it's left or been destroyed you're better off using send-message and checking for those conditions.


It's the reason I do not like send-message-list very much.
Title: [FA] - Getting the ball rolling
Post by: NGTM-1R on October 02, 2004, 03:45:55 pm
Mission 9, Campaign 3
Title: [FA] - Getting the ball rolling
Post by: karajorma on October 02, 2004, 04:23:22 pm
Gotcha. Updating now.

Quote
Originally posted by TopAce
It's the reason I do not like send-message-list very much.


It has it's uses and it's very good at what it's supposed to do. Just never imagine that it's meant to be a replacement for send-message. :)
Title: [FA] - Getting the ball rolling
Post by: Pilot Of The US on October 03, 2004, 03:50:38 am
hmmmm, i think i might drop the mission im working on and let someone else do it, coz my comp is really screwing up.

Ill zipup all the mission that ive done so far and post here.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 18, 2004, 07:11:57 pm
Yo. Can you guys assign me a mission?
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on November 18, 2004, 07:13:55 pm
You know, you're allowed to pick your own mission...
Quote
Originally posted by karajorma in the other thread
pick out something you like the look of that hasn't been assigned.  Feel free to pick out something difficult as we'll help you get the hang of stuff you don't know how to do yet :)
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 19, 2004, 03:37:46 am
I prefer to let people pick a mission cause that way they can choose something they'd enjoy FREDding rather than simply being stuck with a mission they might not like.  

As I said before pick out something from campaign 3 you like the look of. Once I've confirmed it start FREDding the mission. If you have problem or once you've done as much as you can post a new topic in this forum with the title [FA] Campaign 3 Mission (whatever you pick).
Title: [FA] - Getting the ball rolling
Post by: TopAce on November 19, 2004, 09:35:19 am
Quote
Originally posted by karajorma
I prefer to let people pick a mission cause that way they can choose something they'd enjoy FREDding rather than simply being stuck with a mission they might not like.  
...


Are you on the same way of thinking at MindGames? I would not like to work on Mission 18c, if possible.
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 19, 2004, 04:07:41 pm
Feel free to pick something else if there is something you feel you could do better justice.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 19, 2004, 05:58:57 pm
I'm taking Campaign 2, Mission 4 (The one in subspace) :D How good is it?
Title: [FA] - Getting the ball rolling
Post by: JR2000Z on November 19, 2004, 06:12:59 pm
:blah:

Actually I belileve Singh did Campaign 2. The whole thing.
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 19, 2004, 06:49:35 pm
Don't let that stop you giving it a try though. We'll just see who makes the better version. Remember that Singh worked on his own while you'll have the help of the FA testers :)

Cobra I had suggested trying campaign 3 originally but the mission you picked is fine. I've adjusted the first post to assign you Campaign 2 like you asked.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 19, 2004, 07:06:10 pm
Quote
Originally posted by karajorma
Don't let that stop you giving it a try though. We'll just see who makes the better version. Remember that Singh worked on his own while you'll have the help of the FA testers :)

Cobra I had suggested trying campaign 3 originally but the mission you picked is fine. I've adjusted the first post to assign you Campaign 2 like you asked.


Whoops. I read fast, about a 150 words a minute, so I overlooked your suggesting of campaign 3.

:confused: So what, we actually MAKE the missions and campaigns? Maybe I'll take campaign 3... Is it too late???

And to add a little bit... My ****ing FRED2 program keeps crashing on the first mission of my new campaign. It's probably because I added a custom Orion nameplate. :doubt:
Title: [FA] - Getting the ball rolling
Post by: aldo_14 on November 19, 2004, 07:17:49 pm
Quote
Originally posted by Cobra

:confused: So what, we actually MAKE the missions and campaigns?
 


:nod:

The idea is to get a few of the more expert FREDers to help people get a bit of experience in mission making through collaborative development, whilst also creating some nifty campaigns.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 19, 2004, 07:21:49 pm
Oooohhh, right. ;)
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 19, 2004, 07:28:18 pm
Quote
Originally posted by Cobra
And to add a little bit... My ****ing FRED2 program keeps crashing on the first mission of my new campaign. It's probably because I added a custom Orion nameplate. :doubt:


There are two options to the nameplate replacement system. One replaces the model. Use that one.
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on November 19, 2004, 08:08:15 pm
I've really got to get the other one fixed...
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 19, 2004, 09:57:10 pm
Ye gods and damnation, my browser SUCKS! The spoilers don't show up so I can't really tell what they are!
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on November 20, 2004, 03:07:49 am
Um... the spoilers are meant to not show up.  They're spoilers.  Do you know what a spoiler is?

If you want to read the spoiler, simply highlight the black area.

And please watch your language.  Both here and in your other threads.  This is a family-friendly forum.
Title: [FA] - Getting the ball rolling
Post by: TopAce on November 20, 2004, 04:02:31 am
Quote
Originally posted by Cobra
..
And to add a little bit... My ****ing FRED2 program keeps crashing on the first mission of my new campaign. It's probably because I added a custom Orion nameplate. :doubt:


There are several reasons FRED can crash. Are you sure this is the problem?
If you do not want to struggle on, create a new thread and give us that mission. One of us could actually fix the problem for you, if you are not enough persistant. Otherwise, keep up with patience. You learn twice more if you hunt down and kill a bug on your own than with help.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 20, 2004, 10:29:16 am
Quote
Originally posted by Goober5000
Um... the spoilers are meant to not show up.  They're spoilers.  Do you know what a spoiler is?

If you want to read the spoiler, simply highlight the black area.

And please watch your language.  Both here and in your other threads.  This is a family-friendly forum.


Sorry. And how was I supposed to know that? I'm new to forums, remember???
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 20, 2004, 10:31:36 am
Quote
Originally posted by TopAce


There are several reasons FRED can crash. Are you sure this is the problem?
If you do not want to struggle on, create a new thread and give us that mission. One of us could actually fix the problem for you, if you are not enough persistant. Otherwise, keep up with patience. You learn twice more if you hunt down and kill a bug on your own than with help.


Well, yeah, it never started crashing before I made the nameplate.
Title: [FA] - Getting the ball rolling
Post by: TopAce on November 20, 2004, 10:47:05 am
Open your mission with WordPad, go to the section of the changed-nameplated Orion and erase the lines which tell FRED that its nameplate has been changed.
Look for something like this:

$Duplicate Model Texture Replace:
+old: capital01-05a
+new: [nameplate texture name]
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 20, 2004, 05:19:48 pm
Quote
Originally posted by TopAce
Open your mission with WordPad, go to the section of the changed-nameplated Orion and erase the lines which tell FRED that its nameplate has been changed.
Look for something like this:

$Duplicate Model Texture Replace:
+old: capital01-05a
+new: [nameplate texture name]


I know all that. I just thought it wouldn't hurt to just give the Orions a nameplate instead of a blank one.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 20, 2004, 05:21:16 pm
Quote
Originally posted by TopAce
Open your mission with WordPad, go to the section of the changed-nameplated Orion and erase the lines which tell FRED that its nameplate has been changed.
Look for something like this:

$Duplicate Model Texture Replace:
+old: capital01-05a
+new: [nameplate texture name]


I DID IT AGAIN!! GRRR!
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on November 20, 2004, 05:45:34 pm
Quote
Originally posted by Cobra
Sorry. And how was I supposed to know that? I'm new to forums, remember???
Since you know you're new to forums, you should tread cautiously.  Be careful.  Don't go in with guns blazing.  Ask questions before making assumptions.  Don't yell at everybody you see.  Think before speaking.  Be polite.

You should do this if you're new anywhere, not just in a forum.
Title: [FA] - Getting the ball rolling
Post by: Lightspeed on November 20, 2004, 05:55:34 pm
You mean the legend of real life is true?
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 20, 2004, 06:15:51 pm
Quote
Originally posted by Goober5000
Since you know you're new to forums, you should tread cautiously.  Be careful.  Don't go in with guns blazing.  Ask questions before making assumptions.  Don't yell at everybody you see.  Think before speaking.  Be polite.

You should do this if you're new anywhere, not just in a forum.


*clears throat, remembers not to yell, and thinks before he speaks* I really don't yell at everybody, I just have trouble expressing myself online. Heh. And I do try to be polite, I just wanna fit in with you guys. (Which I probably, do, and iIunderstand the message: tone it down a bit; I'm too rambunctious :) ) *logs off and goes to playing Medal of Honor Allied Assault*
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on November 20, 2004, 06:20:19 pm
Exactly. :)

But you're not fitting in just yet.  It would probably be better for you to stop posting for a while and just read the forum for a few days - or better yet, a few weeks.  That's called "lurking".  It helps you fit in better when you begin posting later.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 20, 2004, 06:27:48 pm
Okey-dokey. Although I'm joining the 158 Banshee Squadron Campaign, so I'm going to be in that forum. *logs off to lurk, since he never got offline*
Title: [FA] - Getting the ball rolling
Post by: TopAce on November 21, 2004, 03:10:59 am
I haven't spent more than 2 minutes lurking before registering and starting posting. Was I impatient or inexperienced? :)
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on November 21, 2004, 06:31:39 am
I guess it varies with the individual.  Some people learn more quickly than others. :)
Title: [FA] - Getting the ball rolling
Post by: GoulMeister on November 21, 2004, 05:41:24 pm
if you think my mission is complete enough i will start mission 5a camp 3.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 21, 2004, 08:57:42 pm
I can't control myself!
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 21, 2004, 08:58:26 pm
I can't control myself! :lol:
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 21, 2004, 08:59:55 pm
Edit posting doesn't do diddly squat for me.
Title: [FA] - Getting the ball rolling
Post by: willy_principal on November 22, 2004, 12:42:18 am
hey!
i want participate too..but.......
i gotta a serious problem...
i got an entire thread talking about it...............
HELP!!!
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 22, 2004, 12:24:59 pm
I've posted again on the other thread. If we manage to sort out your FRED problems I'll add you to the list.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 22, 2004, 11:43:54 pm
Ya know, I can help out with FREDing, too, but no hard stuff, please. I just finished a mission that I've been working on for 3 days. The problem: faulty map editing. This is my third version. Now I'm just tweaking it so it'll be more impressive.
Title: [FA] - Getting the ball rolling
Post by: willy_principal on November 25, 2004, 11:48:39 pm
I'M READY TO GO...
JUST ASSIGN ME A MISSION TO DO...
TELL ME:
PLOT...
BACKGROUND...
SHIPS INVOLVED...
FORCES INVOLVED...
ETC...

IF THIS MISSION WORKS...I WILL FINALLY BEGIN MY CAMPAIGN...
BTW, IT'S NAME WILL BE: homeworld

one last detail: i'm using the FRED2 retail version 1.0

anyway...what are the advantages of using the FSopen...???
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 26, 2004, 06:41:25 am
1) Don't type in capitals. It means you're shouting and it gets a little annoying after a while.

2) FRED2_Open has advantages and disadvantages over FRED 2 which is why I offered everyone the choice between the two. Firstly some people have trouble even running FS2_open so I didn't want to exclude people cause of that.  
 I consider FRED2_open 3.5.5 superior to FRED2 in every way. As far as I'm concerned if you can run FS2_Open you should probably be using this to FRED with at the very least. Some people prefered to get to grips with all the standard FRED options before moving on to FRED2_Open though and so choose the retail campaign.

FRED2_Open 3.5.5 offers new SEXPs, nameplates opn ships and a whole bunch of other options.

FRED2_Open versions above 3.5.5 use OpenGL so that they can deal with HTL models. This unfortunately introduced a whole new set of bugs which haven't been squashed yet. The most obvious ones are that waypoints and ships on the Y-axis don't display properly and nor do briefing icons. That said the latest version of FRED makes up for this with evem more new features including the new conditionals that can do in a single event what previously might have taken 10 or 20. (This is the version I use).

3) Go to this (http://www.hard-light.net/forums/index.php/topic,28122.msg568982.html#msg568982) thread and pick yourself out a mission from campaign 1 that you like the look off. If you've changed your mind based on the above and now want to use FRED2_open pick a mission from 2 or 3 instead.
Title: [FA] - Getting the ball rolling
Post by: TopAce on November 26, 2004, 08:30:07 am
Can't they use 3.6?
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 26, 2004, 09:08:40 am
Read the post again. Never said they couldn't use anything beyond 3.5.5. I did however advise not using anything below 3.5.5.  (with the possible exception of retail).
Title: [FA] - Getting the ball rolling
Post by: pecenipicek on November 26, 2004, 01:51:34 pm
funny kara.
i seem to be preffering retail fred than scp :D
though that change texture function is sweet :D
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 26, 2004, 03:21:51 pm
That's fine. People are welcome to use whatever they like but I'll tell you for free that I could never go back to retail.

Give up all the wonderful stuff in FS2_Open retail and go back to retail? Never! :D

Do a search for persistant variables and you'll see why I'm so sweet on FRED2_Open :D
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 26, 2004, 06:54:10 pm
I didn't know that you could put on nameplates with Fred Open. I gotta check 'zis out.
Title: [FA] - Getting the ball rolling
Post by: Singh on November 26, 2004, 08:36:44 pm
I like Retail FRED cause it doesnt look as screwed up as FRED2_open.

Fix all the stupid briefing icons and messed up bits and i'll go back to using FS2_open for all of my FREDding as opposed to just backgrounds and/or special bits :P

btw, anyone have the retail FRED2 exe? I really need it, as mine got deleted away by some stupid virus. I dont even have the CDs anymore either!
Title: [FA] - Getting the ball rolling
Post by: Hippo on November 26, 2004, 08:39:41 pm
Download the iso's...
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 26, 2004, 09:35:33 pm
Hey, do ya think you can convert the Shivan Comm Node sounds to FS1? I've been thinking about converting it...
Title: [FA] - Getting the ball rolling
Post by: Singh on November 26, 2004, 09:42:39 pm
Quote
Originally posted by Hippo
Download the iso's...


I just need the .exes with are a few MB...dont want to go and download the entire god-knows-how-much MB iso ya know :P
Title: [FA] - Getting the ball rolling
Post by: karajorma on November 27, 2004, 08:00:37 am
Try Fractux's FTP. It should be up on there.
Title: [FA] - Getting the ball rolling
Post by: pecenipicek on November 27, 2004, 02:11:24 pm
and i like fred2_open :D
i can "run" it
i just cant play any missions with it ... *sniff*
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 27, 2004, 02:28:40 pm
Quote
Originally posted by TopAce
Can't they use 3.6?


Where can I get 3.6? I checked where I got 3.5.5, but it wasn't there.
Title: [FA] - Getting the ball rolling
Post by: TopAce on November 27, 2004, 03:04:01 pm
From the sticky thread in the SCP forum.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 27, 2004, 03:18:01 pm
Right, thanks.
Title: [FA] - Getting the ball rolling
Post by: pecenipicek on November 27, 2004, 03:20:42 pm
**** fso! :D
LONG LIVE FRED2_Retail !!!
Title: [FA] - Getting the ball rolling
Post by: willy_principal on November 27, 2004, 08:52:05 pm
i'm installing the FS1 port and the FS2_OPEN

"D3D8.DLL is missing"?!
WTF?!?!!?.-..
i'm trying to download it from the internet now.............it's somethin' related to the DirectX............
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 27, 2004, 11:00:35 pm
It means you don't have DirectX 8. Man, I practically taught myself (with a little help from Dad) how to use the computer and you still don't know that?? :wtf: Jeez... I taught myself how to use the computer an I know a hell of a lot about the computer and how to use it. (No offense, of course ;) )
Title: [FA] - Getting the ball rolling
Post by: willy_principal on November 28, 2004, 02:01:32 am
errrr............................you are absolutely right.........
i recently formatted my PC....(erased the disk and reinstalled everything)............and forgot to install the latest DirectX............
Title: [FA] - Getting the ball rolling
Post by: pecenipicek on November 28, 2004, 03:14:43 am
hate you cobra...
the same thing with me...
about teh pc's of course...
you know how to solve mfc42.dll issue?
is it os related? i've got win98 right now(not SE)
if its needed i can switch to ME but i hate em for killing the dos
Title: [FA] - Getting the ball rolling
Post by: Hippo on November 28, 2004, 08:11:53 am
Quote
Originally posted by Cobra
Hey, do ya think you can convert the Shivan Comm Node sounds to FS1? I've been thinking about converting it...


They're the same things. But why would you want to? I thought you said that you didn't own FS1...


Now, to quote from years ago:

Quote
"Dude, you just said in the other thread that you have Freespace 1. Shivan Comm Nodes are only in Freespace 2. Would you please figure out which version of Freespace you own, and then stick to that story?" --ZylonBane, VBB.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 28, 2004, 06:28:06 pm
I never said that. At least, I don't remember saying that. I think that was someone else. I've got every Freespace game known to man. FS1, Silent Threat, and FS2. Besides, converting Shivan CommNode sounds would make FS1 user campaigns better. ;)
Title: [FA] - Getting the ball rolling
Post by: Hippo on November 28, 2004, 06:30:53 pm
Perhaps it was someone else... Anyway, there's only 3 of us left that mod FS1... Myself, Goober5000, and Grey Wolf 2009 (http://fs2.kissifrot.com/index_fs.php)...
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 28, 2004, 06:55:45 pm
Quote
Originally posted by pecenipicek
you know how to solve mfc42.dll issue?
is it os related? i've got win98 right now(not SE)


Eh, don't know. The XP doesn't have that component. I used to have a '98 too, but I never had that problem. My suggestion is to access 'Run" from the start menu and type in "DXDIAG.exe". Check the DirectX section or higher. If you see mfc42.dll with an exclamation point next to it, it's messed up. My only other suggestion would be to restore your computer. If you are willing to restore it, save all data you don't want deleted on a blank disc.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 28, 2004, 06:56:52 pm
Quote
Originally posted by Hippo
Perhaps it was someone else... Anyway, there's only 3 of us left that mod FS1... Myself, Goober5000, and Grey Wolf 2009 (http://fs2.kissifrot.com/index_fs.php)...


Don't forget me!
Title: [FA] - Getting the ball rolling
Post by: Hippo on November 28, 2004, 06:59:15 pm
Actively mods, as in, puts making a campaign in FS1 before making it in FS2...
Title: [FA] - Getting the ball rolling
Post by: Goober5000 on November 28, 2004, 10:42:14 pm
Quote
Originally posted by Cobra
Hey, do ya think you can convert the Shivan Comm Node sounds to FS1? I've been thinking about converting it...
You don't need to convert the sound.  Both FS1 and FS2 play WAV just fine.
Title: [FA] - Getting the ball rolling
Post by: Cobra on November 29, 2004, 07:19:22 pm
What I meant was to move the WAV to the FS1 folder.
Title: [FA] - Getting the ball rolling
Post by: Hippo on November 29, 2004, 07:23:40 pm
Thats... moving...