Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Art Kelson on March 04, 2007, 12:52:21 pm

Title: New Campaign/Mod - FSAR
Post by: Art Kelson on March 04, 2007, 12:52:21 pm
(http://img107.imageshack.us/img107/9782/fsarjd6.jpg) (http://imageshack.us)

Version: 0.0.7
Game Files needed: Freespace 2 Retail, Freespace 2 Open_3.6.9 and VP Files
Build up Machine: Sempron 64 Bit 3000+ (1.81 GHz), 1.5 Gigs RAM, ATI X1300-EE
Mods included: 5 new Bases, 6 new Capitals, 1 new Fighter descripted in the Credits Section
Campaign Status: 1 Mission

Installation:

1. Make sure you have FS2 and FCP 3.6.9 with all extra VPs installed (3.6.8z)
2. extract the downloaded File in a Folder of your Choice
3. copy the FSAR (Mod)-Folder into your Freespace2 Folder, like you did with "mediavps" Folder from FCP Download
4. Start the FCP Launcher and click the Table "Mod"
5. Choose FSAR as your Mod and click OK (usage of FCP and its Mediavps is already enabled, via Mod.ini File)
6. Start FS2 via the FCP_3.6.9 Starter
7. Have Fun !!!

Content:

(http://img444.imageshack.us/img444/6761/screen0097ex8.th.png) (http://img444.imageshack.us/my.php?image=screen0097ex8.png)

- First Mission settled in the FSAR Universe
- Complete Overhaul of Story, Universe and Timeline now included into Ingames History Description
- Completely redesigned Designation for Spacevessels now included into Ingames Tech Description
- Starmaps included as Goodie
- 13 new Spacevessels, primary Installations and Capital Ships
- 8 new Weapons, installed on the new Vessels
- Dozens of new FRED Backgrounds, including Sol System and fire Nebulas

Content when done:

- 13 new Star Sectors with 80+ Star Systems for lots of Mission making Space (90%)
- Complete Overhaul of Story, Universe and Timeline imported to the Ingame History and Expression (95%)
- Complete redesigned Designation for Spacevessels imported into Ingame Ship Description (95%)
- Complete redesigned Designation for Weapons imported into the Ingame Weapons Description (0%)
- Campaign settled in the FSAR Universe (3%)

Story:

Stardate 8.8.2374. Battle at Olympos. The united Terran, Vasudan and smaller Cultures Fleets, in struggle with the Shivans. Theyr Hive has finally been found and the Federation has already started theyr Invasion of Olympos IV, about 18000 Lightyears away from Sol. Terran Marines try to bring a new invented Virus into the Shivans Hive and so any of them might be infected. The Shivans Queen starts its last affort for Counter Measures and orders theyr Satanus Ships to create a Supernova, destroying the Olympos Sector Star at Hand. If they know they die, they kill everything with them.

This is where this Part of the Story begins (ends). Long Time has passed since the Humanoids have spoke out the Word Victory. Milliards of Lifes have been extincted, departured or killed whilst Galactic Warfare, even Sol was once in the Grasp of the ultimative Agony, the Shivan Thread, the Hordes that came in Masses, like Locusts eatin up the World and leaving any System plank and without Life.

To that Date the Shivans have been thrown back, an Empire has to fall, a Lightbringer has to die and a whole Galaxy has to be unified, to End that surreal Battle against a cold and doubtless Foe. A less mistified and a more horrible, monstrous and furious Campaign needs to take Place and a young Pilot has to tell his Story, about the dark Time.

Can you hear them crying ?...Voices of the dead Souls floating through the Vacuum, beging for relief.

This Campaign is set up in a totally alternated Freespace Universe. A new Galaxy with more then 80 unique Systems giving lots of Mission making Space. All Shiptechdetails, completely overhauled and every Spacevessel with a new technical Designation. Completely rearranged History and a complete new Story, independent from the original Freespace Universe.

The first Mission:

You are Egon. Egon Mariner, based on the infamous Outpost Garrison in Homebound System, Sol Sector. You have been send to the Outpost to enforce the 128. Homeguard Division, which is responsible for Security in the inner Empire Sectors. Its just a normal Day, with a normal Patrol. Nothing Special at all. Well, its just the Life of a Marine.

I was always wondered ???. Why do Pilots know of the latest intelligence Information, whilst parts of the Command doesnt even have a Clue off. Well, Egon gets a really rough Introduction into his Duty, commanded by an annoyed Lieutnant (Tooner) and a even more annoyed Outpost Command Communicator, which obviously dont like to Babysit Navy Academian Newbies.

(http://img76.imageshack.us/img76/3200/screen0108dq7.th.png) (http://img76.imageshack.us/my.php?image=screen0108dq7.png)(http://img374.imageshack.us/img374/9502/screen0109ks3.th.png) (http://img374.imageshack.us/my.php?image=screen0109ks3.png)(http://img374.imageshack.us/img374/3268/screen0110wx0.th.png) (http://img374.imageshack.us/my.php?image=screen0110wx0.png)(http://img374.imageshack.us/img374/9868/screen0111ym2.th.png) (http://img374.imageshack.us/my.php?image=screen0111ym2.png)(http://img444.imageshack.us/img444/497/screen0112ia8.th.png) (http://img444.imageshack.us/my.php?image=screen0112ia8.png)(http://img76.imageshack.us/img76/9974/screen0113qg0.th.png) (http://img76.imageshack.us/my.php?image=screen0113qg0.png)(http://img374.imageshack.us/img374/1128/screen0114pn9.th.png) (http://img374.imageshack.us/my.php?image=screen0114pn9.png)(http://img374.imageshack.us/img374/1825/screen0115xs4.th.png) (http://img374.imageshack.us/my.php?image=screen0115xs4.png)

Starmaps:

(http://img114.imageshack.us/img114/7361/sectormaprr6.th.jpg) (http://img114.imageshack.us/my.php?image=sectormaprr6.jpg)(http://img168.imageshack.us/img168/3551/systemmapks1.th.jpg) (http://img168.imageshack.us/my.php?image=systemmapks1.jpg)(http://img260.imageshack.us/img260/9291/3solzw8.th.jpg) (http://img260.imageshack.us/my.php?image=3solzw8.jpg)(http://img114.imageshack.us/img114/9553/4alphacentauriun3.th.jpg) (http://img114.imageshack.us/my.php?image=4alphacentauriun3.jpg)(http://img114.imageshack.us/img114/4836/5proximacentaurikw2.th.jpg) (http://img114.imageshack.us/my.php?image=5proximacentaurikw2.jpg)(http://img213.imageshack.us/img213/7377/6homeboundga4.th.jpg) (http://img213.imageshack.us/my.php?image=6homeboundga4.jpg)(http://img213.imageshack.us/img213/2867/7taucetiby0.th.jpg) (http://img213.imageshack.us/my.php?image=7taucetiby0.jpg)(http://img213.imageshack.us/img213/8526/8nsc1093gk7.th.jpg) (http://img213.imageshack.us/my.php?image=8nsc1093gk7.jpg)(http://img146.imageshack.us/img146/7633/9alphapiscisyt5.th.jpg) (http://img146.imageshack.us/my.php?image=9alphapiscisyt5.jpg)(http://img146.imageshack.us/img146/4710/10polluxvv6.th.jpg) (http://img146.imageshack.us/my.php?image=10polluxvv6.jpg)

Download Version 0.0.7 Alpha

http://www.file-upload.net/download-887649/FSAR.7z.html

In 0.0.7 all the Background Info is imported into the Game. There are some Placeholder .Ani Files which will be replaced by real Anis, once i found a more comfortable Way to make .MVE and .ANI or .EFF Files. The "tstring.Tbl" has been set up for booth, English and German Language, so theyr shouldnt be any Conflicts.

Credits included into Readme.
Title: Re: New Campaign - FSAR
Post by: jr2 on March 04, 2007, 01:13:41 pm
... and I hope there are still People playing FS2 Open...and watching for new Campaigns...
-ROFLMArseO
:lol: :wakka: :lol:
Cya...

...Not so fast...


Gunnery Control, target Art Kelson.  Begin plasma core insertion.  Sensor lock aquired, commence firing sequence...
:welcome:
Welcome to the the HLP Forums.  Exits are to the sides and rear.  Don't plan on using them though, someone let the hosted projects put all their stuff in there so they're all but inaccessible.  In the event of an emergency, flamethrowers are stowed under your seat but due to budget cuts, they are now filled with holy water.  There are pulse rifles and assorted heavy weapons in the lockers up front; these can be opened only by admins, a :v: - god, or a hyper-intelligent shade of the color blue.  These weapons are reserved for the Apocalypse, bad April Fools jokes, and the mention of eF eS thr33, in that order, so don't get your hopes up about using them.  In the event of a water landing, your seat cushion can be used as a flotation device, and you'll find a week's supply of Bosch Beer hidden inside.  There's a 95% probability that the beer isn't actually beer, and no one is really sure why you'd need a flotation device in deep space, but hopefully these will provide some small comfort.

Feel free to get acquainted with the place while you're here, and do be careful when exploring the ventilation systems.  If you encounter a large 5-limbed creature, don't panic.  Just set down your lunch and back away very slowly.  If you're lucky it will just be Carl, our resident shivan, who responds quite well to bribes of food.  If it's not Carl, and it's in a good mood, at least your death should be quick and painless.  If you're particularly unlucky though you might get dragged into a religion or politics thread, in which case may God have mercy on your soul. 

:D
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 05, 2007, 06:13:08 am
Well my English is a bit...rusty...so it took me a while to understand what you actually mean... :D

But now that I understand,I have to say...I never ever had such an funny Welcome on any other Forum,I was before...fasten youre Seat Belts...Emergency Exits to the Rear and Sides...ROOFFLLOLMUAARR... :wakka:

So there are still People playing it ???...really im asking cause I dont know...

So what about these Gods...to I have to be afraid... :D

As you can see...im really planning a new Campaign for FS2 Open...even that I know there are Multiple others on your Wiki Site...well I guess I played them all (not all actually...but most of them... :D).

Im doing this cause i ever want to make a Campaign...so why dont post it here in the Forum...

The Campaign is completely different from the vanilla Freespace 2 Story...I did that,cause I was binded to the original Story,that have been continued for about thousands of Times...so I created a new Universe,that let me do my complete own Story...

I have made a Downloadpackage and will upload it somewhere sometime at Todays late Afternoon...I still have to do the modified Shipdetailslist and the Ship.tbl...but then I can do an Alpha Release...I also did a Trailer...but I have to do it again...because it just su:ick:...

be Back later...
CYA...
Title: Re: New Campaign - FSAR
Post by: karajorma on March 05, 2007, 12:58:48 pm
People still play FS1 and FS2. Thanks to FS2_Open they're actually increasing in popularity over the last couple of years. :)


Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 05, 2007, 03:30:22 pm
Quote
People still play FS1 and FS2. Thanks to FS2_Open they're actually increasing in popularity over the last couple of years. 

Nice to hear that...its quite a while since FCP has been released,so I just dint know...

OK People I think this is getting Serious...i finally found out that I can clean up my Ships.tbl,and now its 250 Kb of Size...you´re Wiki and that FS Oracle are pretty usefull... :D

I already have my Set of .3Ds Ship Files...the Problem...I dont know how to .Pof them...is that much of work,can I learn it fast ???...or is anyone able to do,it if its not much of Work ???

The second Think...about the Shipnames...I could actually modifie the Ships.Tbl´s Terran+Vasudan Bomber and Fighters...after I modified the Shivan Bomber and Fighters,it crashed...is the amount of renamed Ships limited,or are there any Ships that shouldnt have an alternative Name ???...Sry to ask,but im not half as good in modding FS,like fredding it... :confused:

The Error File says "SF Mara" as this was one of the Shivan Fighters i have altered...also the Terran "Mara"...is this compared to another ???

I hope someone can Help,cause I want to get the most out of the Campaign,if possible...THX...
Title: Re: New Campaign - FSAR
Post by: karajorma on March 05, 2007, 03:49:56 pm
What build of FSO are you using? You're not using the one from the big FS2+SCP all in one torrent download by any chance?
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 05, 2007, 03:59:50 pm
My Freespace 2 Version is from a German Game Magazine called Gamestar...so its the German Version,but it let me play the Main and several Custom Campaigns without any Problems...

I got FSO(FCP) directly from they´re Site...i downloaded the 3.6.7 Core,the 3.6.9 Installer and the MVz.Pack...installed it and thats it...

By the way i rather decided to take some already made .Pof Ships,then importing new .3Ds´s...the Files I downloaded where corrupt...,it all where WC Ships.I think I import some from FS 1,so I can finally do the complete "alternate History" Mod... :D

I have uploaded the first Package...feel free to post any Comment,in what you think about the Idea...
Title: Re: New Campaign - FSAR
Post by: jr2 on March 06, 2007, 03:56:04 am
I got FSO(FCP) directly from they´re Site...i downloaded the 3.6.7 Core,the 3.6.9 Installer and the MVz.Pack...installed it and thats it...
You don't still have the core files hanging around your FreeSpace dir, do you?
I mean, the 3.6.7 core.vp isn't in your FS dir, is it?
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 05:09:18 am
Quote
You don't still have the core files hanging around your FreeSpace dir, do you?
I mean, the 3.6.7 core.vp isn't in your FS dir, is it?

I have the Core,Effects,Roots and all the other VPs in my Freespace 2 Folder...because the FCP 3.6.9 ReadMe told me to do so...by the Way the Directories in my Data Folder are completely empty...what they wasnt before...

another Weird think is that I set in about 6 new Ships...making my Ships.tbl greater then 415 Kb...and it didnt Crash... :confused:...im totally confused,since almost every FS Site tells me,not to grow the Ships.tbl above 400 Kb...

Im asking again...isnt it possible to change the Ship Names ???
Title: Re: New Campaign - FSAR
Post by: Wanderer on March 06, 2007, 09:15:10 am
Please do not use 3.6.7 mediavps. Use the much more recent 3.6.8 Zeta mediavps with their patches instead.

http://www.hard-light.net/forums/index.php/topic,39905.0.html

And place those files into 'mediavps' directory (freespace2/mediavps). Create it if you havent already got it.

http://homepage.ntlworld.com/karajorma/FAQ/intro.html

Ships.tbl file size limit does not exists any longer with SCP (FS Open) builds but in the current release the number of the shipclasses is still limited to 130. Names of the shipclasses can be edited.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 09:32:45 am
Quote
the number of the shipclasses is still limited to 130

I have put in 12 new Ships...the best I could get....Tbl is now 380 Kb,no Problems

Quote
Names of the shipclasses can be edited.

Do you mean this Entry...$Name:

or one of thoose...$Short name:...+Type:

Quote
Please do not use 3.6.7 mediavps. Use the much more recent 3.6.8 Zeta mediavps with their patches instead.And place those files into 'mediavps' directory (freespace2/mediavps). Create it if you havent already got it.

I have put in the 3.6.7 Files,the MZV Pack...and THEN I installed 3.6.9 Installer,via Internet it downloaded a Tons of Files...about 4 Hours...arent they up to Date ???

Thats the Start Text of the ReadMe lying in the mediaVps Folder...

================================
==  FS2_OPEN MEDIA VP ( 3.6.8 ) ==
================================
Title: Re: New Campaign - FSAR
Post by: Wanderer on March 06, 2007, 10:21:55 am
As said... With current FreeSpace Open the file size does not matter.

And i mean the $Name: as that is what 'begins' a ship's table entry. Though all of those can be edited.

http://www.hard-light.net/wiki/index.php/Ships.tbl

The files downloaded via the installer should be up to date. All mediavp files ought to be their own directory (named 'mediavps') to avoid possible issues with mods/retail FS.
Title: Re: New Campaign - FSAR
Post by: jr2 on March 06, 2007, 12:34:00 pm
Art Kelson,
the open installer put the new vps in <fs2dir>\mediavps
You just need to make sure the old 3.6.7 files aren't hanging around.
If you're not sure, then open a command prompt (in 2K, XP, 2K3 its Start>Run>cmd Enter, in 9x its command Enter)
switch to your FS2 dir.  type:
Code: [Select]
cd\games\freespace2ENTER
as long as your FS2 is in the same drive as your windows.  If not, type (replace "c" with "your FS2 drive letter")
Code: [Select]
c:ENTER
then switch to your FS2 dir.
Now, type in:
Code: [Select]
dir /ogm /b /s>FS2dir.txtThen, attach the file FS2dir.txt to your next post (FS2dir.txt will be in your FS2 root directory, unless you typed in something like
Code: [Select]
dir /ogm /b /s>%userprofile%\My Documents\FS2dir.txtin which case, the file would be in your "My Documents" folder.
:D
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 01:18:45 pm
Ok first to say...thanks for that CMD Stuff...i figured out that I dont have the 3.6.7 Media VPs...heres the .Txt File...

http://www.megaupload.com/?d=12384TUC

Quote
You just need to make sure the old 3.6.7 files aren't hanging around.

there was some misunderstanding of the upper Post...a Smiley prevent you to see that the Media Read Me says 3.6.8...I corrected that...

Quote
And i mean the $Name: as that is what 'begins' a ship's table entry. Though all of those can be edited.

Thats the Problem...i read the Wiki,but it doesnt said anything about which Name I can alter...i manipulated the $Name:,to give the Ships new Names...it worked with Terran+Vasudan Fighters+Bombers...but not with Shivans...didnt tested Capitals yet...thats why I asked,if there are Ships that shouldn´t be renamed...

Title: Re: New Campaign - FSAR
Post by: Wanderer on March 06, 2007, 01:31:45 pm
Looking at your file listing...

NEVER EVER make/install mods into the main FreeSpace 2 data directory. Use separate mod directories instead. And do not install/leave any mediavps or other mods into the main FreeSpace 2 directory.

And there arent any ships that can not be renamed. How else would total conversions such as The Babylon Project or Wing Commander Saga be possible.

These seem to be in the wrong place
Code: [Select]
D:\Games\FreeSpace2\Mafdet.vp
D:\Games\FreeSpace2\mv_core.vp
D:\Games\FreeSpace2\mv_effects.vp
D:\Games\FreeSpace2\mv_models.vp
D:\Games\FreeSpace2\mv_music.vp
D:\Games\FreeSpace2\mv_textures.vp
D:\Games\FreeSpace2\Sirona.vp
Title: Re: New Campaign - FSAR
Post by: jr2 on March 06, 2007, 01:35:28 pm
@Art:
Delete these files:
Code: [Select]
D:\Games\FreeSpace2\mv_core.vp
D:\Games\FreeSpace2\mv_effects.vp
D:\Games\FreeSpace2\mv_models.vp
D:\Games\FreeSpace2\mv_music.vp
D:\Games\FreeSpace2\mv_textures.vp

You already have the newest versions here:

Code: [Select]
D:\Games\FreeSpace2\mediavps\mv_core.vp
D:\Games\FreeSpace2\mediavps\mv_effects.vp
D:\Games\FreeSpace2\mediavps\mv_models.vp
D:\Games\FreeSpace2\mediavps\mv_music.vp
D:\Games\FreeSpace2\mediavps\mv_textures.vp

EDIT: @Wanderer: dang!  You beat me! ;)

EDIT2: @Art: Sirona.vp and Mafdet.vp , what are those?
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 03:43:43 pm
THX...So I deleted theese...

Code: [Select]
D:\Games\FreeSpace2\mv_core.vp
D:\Games\FreeSpace2\mv_effects.vp
D:\Games\FreeSpace2\mv_models.vp
D:\Games\FreeSpace2\mv_music.vp
D:\Games\FreeSpace2\mv_textures.vp

I also deleted the 3.6.7 MZv Pack since I dont need it at all...everythings fine... :o

Quote
Sirona.vp and Mafdet.vp , what are those?

Theese are Custom Made Ship .Vp´s...the TCa Sirona and the VCa Mafdet...:D

Quote
NEVER EVER make/install mods into the main FreeSpace 2 data directory. Use separate mod directories instead. And do not install/leave any mediavps or other mods into the main FreeSpace 2 directory.

Im already learning how to pack my own .Vp´s with VPMage...but i have Problems with the Hirarchie...

Quote
And there arent any ships that can not be renamed. How else would total conversions such as The Babylon Project or Wing Commander Saga be possible.

Ill start a new Try...maybe I did something wrong...




Title: Re: New Campaign - FSAR
Post by: jr2 on March 06, 2007, 03:52:48 pm
...those custom ships you built.. the custom ships.tbl is in your FreeSpace2\data\tables folder?
You could make your own mod directory, eg:
FreeSpace2\<FSAR>\
your .vp s would go in the above dir; your custom tables, etc (until you put them in a .vp file) would go in
FreeSpace2\<FSAR>\data\tables
FreeSpace2\<FSAR>\data\models
etc...
Then you'd want to create a mod.ini file in the
FreeSpace2\<FSAR>\
directory.
Code: [Select]
[launcher]
image255x112 = <FSARpic.bmp if you want one>;
infotext     = <FSAR description and or storyline if you want.>;
website      = <FSAR website>;
forum        = http://www.hard-light.net/forums/index.php/topic,45802.0.html;

[multimod]
primarylist  = ;
secondarylist = mediavps;

[settings]
flags = <FSAR needed flags here, eg -spec; , kara says none needed, so leave blank>;
This will configure FSAR to load mediavps when you select it from the Launcher, also it will add the flags you specify to the command line.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 04:02:28 pm
Im beginning to wonder why im still consulting the Tutorials...it seems they are pretty old and not up to Date with FCP...but who needs the Wiki,if there´s a jr2... :D

Quote
those custom ships you built

ehhrrmm...I didn´t made them...theese are Custom made Community Ships,besides the 10 other I want to implement,which are .Pof Files...

Quote
the custom ships.tbl is in your FreeSpace2\data\tables folder?

Not anylonger... :D

Title: Re: New Campaign - FSAR
Post by: Mobius on March 06, 2007, 04:26:56 pm
GVC Mafdet, by Aldo I think.

DL Inferno...you may change the number of ships you actually want to insert.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 04:35:11 pm
Quote
Code: [Select]
flags = <FSAR needed flags here, eg -spec>;

...should I use the Flag Settings from the original .Ini ???

Quote
GVC Mafdet, by Aldo I think.

DL Inferno...you may change the number of ships you actually want to insert

You mean this isnt free to use ?...if so i will instantly remove it...

 
Title: Re: New Campaign - FSAR
Post by: karajorma on March 06, 2007, 04:55:22 pm
The Flags line is neither needed nor even used. You can delete the whole

[settings]
flags = <FSAR needed flags here, eg -spec>;

Section if you want.
Title: Re: New Campaign - FSAR
Post by: Mobius on March 06, 2007, 05:03:25 pm
?

The Mafdet is a cruiser, not a carrier...

And everything is free here...
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 05:13:34 pm
Sorry misunderstanding...

Quote
you may change the number of ships you actually want to insert

I thought you said I should better remove it... :D

I did everything like you´d advice to...FSAR Folder and Mod.ini is set up...im already drawing a FSAR Picture... :D

Quote
The Mafdet is a cruiser, not a carrier...

Thats right...but in FSAR its the...VLCa.2e Antlion-Class...a light Carrier... :nod:

Title: Re: New Campaign - FSAR
Post by: Mobius on March 06, 2007, 05:19:54 pm
The Mafdet...turned into a light carrier?!?

Inferno builds of FS Open allow you to use about 250 ships....I don't know if your ship renaming spree will make your mod incompatible or something...
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 05:33:29 pm
Quote
The Mafdet...turned into a light carrier?!?

Its bigger then 2000 Meters and smaller as 2500 Meters...it has fighter Bays...so its a light Carrier in FSAR...

Quote
Inferno builds of FS Open allow you to use about 250 ships....I don't know if your ship renaming spree will make your mod incompatible or something...

No the Mafdet was a single Download...i dont have Inferno installed...well I had...until I had to reinstall FS2...
Title: Re: New Campaign - FSAR
Post by: Mobius on March 06, 2007, 05:41:20 pm
Are you sure? The Mafdet model I have is a normal Vasudan cruiser...

You can find the Mafdet in Inferno:Alliance.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 06, 2007, 05:47:58 pm
I got it from here...

http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=151

Yes i know its in Inferno:Alliance,and its a Cruiser...but I thought about a different Classification...thats why it is no Cruiser anymore...to be Honest i din´t classified it yet...but if its about that Size it´s a light Carrier... ;7

This is how the Ships in FSAR are classified...based on they´re Size and/or the Armament...in my Imagination,a Destroyer doesn´t have Fighter Bays and isn´t bigger then a Carrier...

Military Vessels:

TF=Fighter
TB=Bomber
TGB=Gunboat
TCo=Corvette
TFr=Frigate
TDe=Destroyer
TLCr=light Cruiser
TCr=Cruiser
TBCr=Battle Cruiser
TDN=Dreadnaught
TLCa=light Carrier
TCa=Carrier
TBC=Battlecarrier
TBS=Battleship
TSBS=Superbattleship

other Vessels:

TCO=Comm Device
TSC=Stationary Gun(Beam)
TT=Transport
TTG=Turret Gun
TEP=Escape Pod
TFD=Fighter Drone
TMB=Mining Base
TSB=Star Base
TSD=Space Dock
TSS=Support Ship
TTD=Transporter Drone
TIF=Industrial Frigate
TOP=Outpost

...is there a Flag,so I can see ALL Ships in the Ingame Tech Description ?

And thanks again for the Help...after I deleted the 3.6.7 Stuff...FS2 works about 5 Times faster...and the weird Bumb Mapings are also gone... :D

Title: Re: New Campaign - FSAR
Post by: TrashMan on March 07, 2007, 06:56:11 am
a lot of differnt ship classes..the ships you listed you're gona use make up for only a small portion of them.

Where are the other ships? Plan on makig them yourself or using some other ships? And which ships?
Title: Re: New Campaign - FSAR
Post by: jr2 on March 07, 2007, 07:27:39 am
The Flags line is neither needed nor even used. You can delete the whole

[settings]
flags = <FSAR needed flags here, eg -spec>;

Section if you want.
Quote from: \FreeSpace2\derelict\mod.ini
Code: [Select]
[settings]
flags = -spec;

I realize the flag might not be necessary, but doesn't it improve the look of ships (enable specular lighting, right)?
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 07, 2007, 08:34:50 am
Quote
I realize the flag might not be necessary, but doesn't it improve the look of ships (enable specular lighting, right)?

It made an extra "settings.Ini",right after I started the Mod,for first Time...everythings inside that (speculars etc.)

Quote
a lot of differnt ship classes..the ships you listed you're gona use make up for only a small portion of them.

No ALL Ships have been completely rearranged...not only the Class,but the Type sometimes too...Ships are FIRST classified by Size...they get special Definitions if they are somehow modified...everything that has Fighter Bays are in Fact light Carriers,Carriers,Battlecarriers,Dreadnaughts or Baseships(Flagships)...here the Size Definition...

up to 200   Meters = Gunboat
up to 350   Meters = Corvette
up to 750   Meters = Frigate
up to 1000 Meters = Destroyer
up to 1500 Meters = light Cruiser
up to 2000 Meters = Cruiser
up to 3000 Meters = Battlecruiser
up to 3500 Meters = Battleship
over  3500 Meters = Superbattleship,Flagship

Vessels with fighter Bays:

under 2000 Meters = light Carrier
under 2500 Meters = Dreadnaught
up to  3000 Meters = Carrier
up to  6000 Meters = Battlecarrier
over   6000 Meters = Baseship

Quote
Where are the other ships? Plan on makig them yourself or using some other ships? And which ships?

No I don´t plan to get in Ships by myself,cause I suck at .poffing .3Ds Models...the other Ships are listed in the ReadMe ,or in the first Post of that Thread...

Title: Re: New Campaign - FSAR
Post by: karajorma on March 07, 2007, 09:19:07 am
I realize the flag might not be necessary, but doesn't it improve the look of ships (enable specular lighting, right)?

I think you're misunderstanding me. The -spec flag itself isn't pointless. Putting it in the mod.ini file is however. The entire settings section will be completely ignored by the launcher. Settings are parsed from the launcher6.ini not the mod.ini or settings.ini. 
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 07, 2007, 10:25:54 am
I guess I let it like it is...if Problems occuring,I can still change it...

I also finally found the Problem with the renaming of Ships...its the "Sobek"...if I alter its Name in any Way,the Game crashes...



Title: Re: New Campaign - FSAR
Post by: Mobius on March 07, 2007, 12:17:14 pm
I don't know why you want to change the designation.
Title: Re: New Campaign - FSAR
Post by: Wanderer on March 07, 2007, 01:11:35 pm
When does it crash? In mission load?

As you probably shouldnt even be trying to run the old missions without editing anyway
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 07, 2007, 01:28:55 pm
Quote
I don't know why you want to change the designation.

I dont change theyr ingame Designation...only theyr Tech descripted Designation...a Ship with Fighter Bay should be something like a Carrier,not a Destroyer or Corvette...that´s what I thought...just an Idea...

Quote
When does it crash? In mission load?

exactly...the "Sobek",the "Mara" and almost every Shivan Ship...

Quote
As you probably shouldnt even be trying to run the old missions without editing anyway

I have 3 Different Games in different Stages...everytime the Same,also in my own made Testmissions...

I have uploaded the whole new Stuff...all Vasudan and Terran Vessels renamed,7 new Ship Vessels,4 new Bases...and the best everythings packed into a Modfile...look in the first Post of that Thread... :cool:
Title: Re: New Campaign - FSAR
Post by: Wanderer on March 07, 2007, 02:23:44 pm
Just try first editing the tables and then making new missions in fred (missions that use Sobek).
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 07, 2007, 02:32:44 pm
OK THX again...i cleaned up the Structure-Mess,put everything in an appropriate Folder and now it works...it even let me rename the Asteroid to "twisting Rock"...what was completely impossible before...

There´s only one Limit...to build the Campaign with the Mod Files,I have to put them into the Freespace/Data Folders...otherwise Fred Open won´t read it...is there a Way around this ???

I playtest the Missions only within the FSAR Folder,so there shouldn´t be any Problems... :confused:

 
Title: Re: New Campaign - FSAR
Post by: karajorma on March 08, 2007, 02:32:50 am
Create a shortcut to FRED. Rightmouse click -> Properties. You should add -fredhtl -mod foldername where foldername is the name of the folder you've played your mod in. Then the game will look in foldername\Data\Missions instead of Data\Missions
Title: Re: New Campaign - FSAR
Post by: jr2 on March 08, 2007, 03:14:54 am
There´s only one Limit...to build the Campaign with the Mod Files,I have to put them into the Freespace/Data Folders...otherwise Fred Open won´t read it...is there a Way around this ???

I playtest the Missions only within the FSAR Folder,so there shouldn´t be any Problems... :confused:
fred2_open_3_6_9.exe  -fredhtl -mod FSAR,mediavps
@kara:  you beat me!  :D
EDIT: oops, should be -fredhtl, not -htl... found that in the wiki under FRED Command Line Reference (http://www.hard-light.net/wiki/index.php/FRED_Command_Line_Reference).  Of course, since kara had already posted it, I should have just looked at his post...
Also, @kara, does adding the ,mediavps have any effect when using FRED?  eg, aren't a few ships changed some, eg the Lucifer?
EDIT2: oops again, the -mod switch has to be last in the switch list..  I'm batting a thousand here.
Title: Re: New Campaign - FSAR
Post by: karajorma on March 08, 2007, 04:23:15 am
Using -fredhtl, -mod FSAR,mediavps would let the FREDder use the media VP models for development. I wasn't certain if Art was using them though so I didn't mention that.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 08, 2007, 06:56:49 am
Should I now use...

-fredhtl -mod FSAR,mediavps

or...

-fredhtl -mod FSAR

... :confused:

Im building the Missions with my Mod Files based on Fred Open...all you need is FCP and FSAR-Mod Files,so you can play my Campaigns,I thought...

Quote
Using -fredhtl, -mod FSAR,mediavps would let the FREDder use the media VP models for development. I wasn't certain if Art was using them though so I didn't mention that.

I want to make a Campaign,based on my FSAR Mod-Files and FCP...not the Retail Version...

And what do you exactly mean with Development...is fredding and modding,developing... :confused:
Title: Re: New Campaign - FSAR
Post by: jr2 on March 08, 2007, 07:12:03 am
Basically, the way the -mod switch works, is it tells either FRED or FreeSpace Open where to look for their files.  Using the switch -mod FSAR,mediavps will tell FRED to look for its files in the folder FSAR first.  To do this, it first checks the actual folder for the files.  Then, it checks the vp folder for the files.  For example, \FreeSpace2\FSAR\data\tables\ships.tbl would override \FreeSpace2\FSAR\FSARtables.vp/data/tables/ships.tbl
Then, FRED looks in mediavps the same way, actual folder first, then the .vp folder
Last, FRED looks in the FreeSpace2 root actual directory, then .vp directory

Also keep in mind, that if more than one .vp in the current level (FSAR, mediavps, or the FS2 root dir) has the same file, eg ships.tbl, the .vp with the highest level name overrides the other(s).  eg, 1FSARtables.vp overrides FSARtables.vp  This can come in handy.

There is also a way to modify or add to a table file, without overriding it, using a .tbm file.  Ask kara how that works if you're interested, I'm not sure of the specifics yet.

To summarize,
-fredhtl -mod FSAR
*would load files in FSAR first, actual then .vp
  after that, the FS2 root dir actual then .vp
-fredhtl -mod FSAR,mediavps
*would load files in FSAR first, actual then .vp
  after that, mediavps actual then .vp
  after that, the FS2 root dir actual then .vp

-keep in mind that if you're not using mediavps enhanced ships, you should remove ",mediavps" in your mod.ini file after "secondrylist = "

-also, if you for example wanted to use FSPort ships, you could use -fredhtl -mod FSAR,fsport,mediavps  Just make sure you put ",fsport,mediavps;" in your mod.ini file after "secondrylist = "
Examples:
Code: [Select]
[multimod]
primarylist  = ;
secondrylist = ;

Code: [Select]
[multimod]
primarylist  = ;
secondrylist = ,mediavps;


Code: [Select]
[multimod]
primarylist  = ;
secondrylist = ,fsport,mediavps;
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 08, 2007, 08:24:27 am
Nice Description...that help a lot...

The Fred Open Shortcut has only the...-fredhtl...Entry,but it uses the FCP Models...otherwise my Missions would look like Retail...or am I wrong ?

Title: Re: New Campaign - FSAR
Post by: jr2 on March 08, 2007, 08:27:50 am
Hmm, kara?  :nervous: 
I"m not sure about that one, I'm afraid.  Sorry.
EDIT: Wait, I do know.  It's because you have the mediavps enabled in your mod.ini file, remember?  So when you play, the files in the mediavps directory override the files in FS2root, so mediavps files are used.  To see this in FRED, however, you have to use the switch.  Right, karajorma?
Also, take a look at the FRED command line options listed in FRED Command Line Reference (http://www.hard-light.net/wiki/index.php/FRED_Command_Line_Reference) from the FSwiki.  I guess you can actually enable specular lighting and glowpoints and stuff with the right switches.  To see the effects, hit View>Show Ship Models
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 08, 2007, 08:42:35 am
Quote
To see this in FRED, however, you have to use the switch.

I do see the FCP Models and Stuff...but not the FSAR Mod Stuff...in Fred Open...

So am I right when I say I don´t need to define them at all...as long as I define them in the Mod...cause if anyone uses the FSAR Campaign(Mod),without FCP...it wouldn´t work at all...right... 8)

that says I only need...

-fredhtl -mod FSAR

cause the Mediavps are already defined in my Mod Folder...



Title: Re: New Campaign - FSAR
Post by: karajorma on March 08, 2007, 08:52:12 am
The correct place to have installed your mediavps is to a folder called mediavps in your main Freespace2 folder.

If you used Turey's installer or ShivanSPS's install they will already be in the right place. When you run your mod you'll need to tell the game to look in mediavps or it will ignore it and will only use the retail data. You do this using a mod.ini file as jr2 explained above. The mod.ini file goes in your mods folder and tells FS2 the names of all the other places FS2 has to look.

So if your mod is in Freespace2/FSAR and your copy of FRED has -mod FSAR,mediavps your mod.ini will need this line

Code: [Select]
secondarylist = mediavps;
If you had say -mod FSAR,fs1port,mediavps for FRED then you'd need

Code: [Select]
secondarylist = fs1port,mediavps;
if you had only -mod FSAR you wouldn't need a mod.ini at all since all the game would be looking at would be your mod and the retail files.

The first option is the one you want to be using I suspect (-mod FSAR,mediavps and the corresponding mod.ini file).


@jr2 - You're using the old syntax for mod.ini files there. Although that will work you should start spelling secondary correctly and drop the initial comma as Launcher 5.5a can now deal with the correct syntax as well as the older incorrect one.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 08, 2007, 08:59:06 am
OK THX...I finally understand it...

Its working...YESSS...OK some last fixes and Tech Decription redefinitions and im ready to Fred... :wakka:

What about a Mission,that introduces all the new Ships...anyone remembers TIE Fighter...the TI Mission on a Outpost where you have to identifie the incoming Ships,before they jump on to theyr next...well Jump Point... :D

I guess I do something like that...
Title: Re: New Campaign - FSAR
Post by: jr2 on March 08, 2007, 09:31:32 am
@karajorma: Thx  :D
@Art: You mean for like a test mission?
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 08, 2007, 09:50:31 am
Well first i´m going trough the Wiki again...cause of that Enhancemend Flags...theese are in my FSAR Settings.ini...

flags = -spec -glow -env -jpgtga -mipmap -nomotiondebris -2d_poof -missile_lighting -no_vsync -orbradar -ballistic_gauge -snd_preload -nomusic -alpha_env ;

The .ini also says I shouldn´t distribute the Settings.Ini with the Mod...seems like it does a Auto-Setting for every Player...

Yes I ment a First "Test" Mission...even though,the whole 35 Mission String is already set up... :D

Nope...you´re absolutely right jr2...I put the new Flags into the Fred Open-Shortcut and now I can see the glows,envs and specs...in Fred Open...
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 12, 2007, 05:26:45 am
Hy People,

Sry have to bumb this... :bump:

I have a Question about SEXPs...i just figured out that Beam Weapons are locked....now I want to know what else is locked when a Capital starts in a Mission...sry the Wiki doesn´t showed anything about that...only the Functions are descripted...

The second Problem was...I want to let 2 Crusiers attack my Base...after I destroy them,I want them to return as Waves...the Problem is,the SEXPs doesn´t work...which Bolean do I have to use then...???

Title: Re: New Campaign - FSAR
Post by: Mobius on March 12, 2007, 03:58:35 pm
1) Beams are shut down by default. Use beam-free-all or set the beams active by default(this is a FRED Open option...);
2) You don't need any kind of SEXPs for waves. Simply group the cruisers in a wing, and make sure that multiple waves will jump in. This is, however, a bit weird: are you sure you can't simply add two other cruisers and make them jump when the first two are destroyed?
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 12, 2007, 05:15:06 pm
1.I know that Beams are shut down...i wanted to know,if there´s something else that is locked by Default...
And how can I make Beams free by default in Fred Open...that´s interesting...

2.I just asked cause the Tutorial once telled me to do it with a SEXPs,but it didn´t work...I just wanted to sort that out,as I already did it like you mentioned...
Title: Re: New Campaign - FSAR
Post by: jr2 on March 12, 2007, 05:16:34 pm
Yah, it is possible, something like "when xyz is true, then beam-free-all <shipname>"  I forget, someone else help him.  *bangs head against wall*
Title: Re: New Campaign - FSAR
Post by: Wanderer on March 13, 2007, 11:35:25 am
If you are using SCP then in in FRED go to Mission Specs editor.. toggle 'all ships beam-freed by default'
Title: Re: New Campaign - FSAR
Post by: Mobius on March 13, 2007, 05:45:01 pm
I don't know what kind of SEXPs is connected to wings waving. Maybe you're confusing it with arrival and departure cues, that function with SEXPs...
Title: Re: New Campaign - FSAR
Post by: jr2 on March 13, 2007, 06:05:54 pm
@Art Kelson:
Go to the FRED Academy (http://www.hard-light.net/forums/index.php/board,125.0.html) thread, then use the HLP search function; this will search within the FRED Academy child board.  Also, I suppose you could post questions there... karajorma is the moderator there.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 14, 2007, 05:16:52 am
Yeah THX People...im already reading the Academy Thread...but it won´t answer any Question...

I found the Problem with the Waves...I have to define it as "Event" not as Ship-SEXPs...but it workes better if I just let jump in two new Ships...Beams are free by Default now...so no Probs anymore...

But another Question about the FSAR Universe...what do you think about making Systems that are embeded into Star Sectors...ehrmm a bit complicated to descripe,if English isn´t you´re normal Language...

What I thought was...the Nav Buyos...theese are the "Nav-Nodes" inside a Star Sector.They are needed to give a "Direction" a "Course",where Ships have to set they´re Coordinates to...as mentioned smaller Vessels like Fighters,Bombers or Shuttles are NOT able to jump between two Sectors...but they are able to jump between the Systems inside a Sector...The Problem with that is...if i set up Nav-Nodes...every Ship has to perfectly set up its Course to the Direction of that Nav-Node...what somehow would bound the Way Ships can jump into another System...So i came up with that Idea...what if Nav-Nodes are only used,to let you know where to jump ???...to jump out of a System would then be possible almost everywhere...but if you got into a System,it would always be close to the Places,the Nav-Nodes are set up...

Hope you understand what im thinking,I know its complicated descripted...but I just wanted to know what you think about that Idea...

Ohh and by the Way...maybe im doing another DP this evening...with the promised first FSAR Mission... :D

Ok I made an example Picture to better show you what i´m up to...

(http://img206.imageshack.us/img206/6443/examplesystemub9.th.jpg) (http://img206.imageshack.us/my.php?image=examplesystemub9.jpg)

...and I forget...the Shivans can jump in and out anywhere...as long as they have propper Coordinates...
Title: Re: New Campaign - FSAR
Post by: karajorma on March 14, 2007, 08:06:56 am
If you're asking a question about how to do something in FRED you should ask it here not in the FA forum. The FA forum is only for questions about FA missions.

As for the actual question. You should not set up capships as a wing. Not only are you likely to run into some rather odd bugs due to that but also it looks odd to see a cruiser without a name. FS universe capships are always named.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 14, 2007, 09:17:29 am
No I won´t use FA Thread for Questions,I got through it a copple of Times before i started fredding seriously...

This was one of my first Thoughts when it´s about Capships...they all need Names...I did a complete Fleet and Civil Ship List...there are more then 1300 new named Ships...content of the first Mission for Example are the:

TCo.Bluefish-Class "T.S.S.Longrin"
TFri.Healer-Class "T.M.S.Mirinda"

Can I set up Freighters as Wings ?...or do they count as Capship...

Title: Re: New Campaign - FSAR
Post by: karajorma on March 14, 2007, 10:15:40 am
Ask someone else. I only ever put fighters and bombers in wings. You can get away with either transports or freighters (or both) but I can never remember exactly how it works.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 17, 2007, 10:00:18 am
I finished the first Test Mission...look in the first Post of this Thread...the FSAR Universe is also a bit reorganised...:cool:
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 21, 2007, 06:55:19 am
 :bump:

Hy People...

I just downloaded a PCX Converter to do some own Anifiles with Anibuilder...Now the Problem is...I dont know where the .Ani Files for the Ingame History,are descript ???

Do I have to search in the "tstrings.tbl" or in the "strings.tbl"...sorry booth where empty,but im pretty sure that they have do be there...

The whole Background Info,is now implemented into the Game...now I want the Starmaps to be showen as Anifile...can Somone tell me where this History Ani Strings are ???
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 23, 2007, 10:50:46 am
Hello again...

I got trough anything...but there is a last Question about the Intro Video...

Where it is defined ???

I changed the .Ini to test it...but it didn´t worked out...I was able to change the Ingame Cutscenes...but not the Intro Video (.Mve)...can anyone tell me where ???
Title: Re: New Campaign - FSAR
Post by: jr2 on March 23, 2007, 11:03:08 am
Put your intro video into your FSAR\data\movies directory, label it intro.ogg or intro.avi or intro.mve , whichever format you used.  (Or put it in a VP with the same path).
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 23, 2007, 11:15:37 am
Wow thats so easy... :D

Thanks Jr2

By the Way...its funny to see the Game starting with the Endsequence Video... :D
Title: Re: New Campaign - FSAR
Post by: jr2 on March 23, 2007, 07:04:44 pm
Oh, is that what you did?  Hmm.  That would waste quite a bit of space to have the Endsequence copied...  ask someone else if there's a way to do it... I think you can call a video from a mission file, look at the retail campaign mission files to see how... then you could make a blank file, call it "Intro.ogg" to skip the intro video, then have the first mission call up the endgame video that you wanted.  If you need me to, I can find the setting out myself.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on March 24, 2007, 06:03:55 am
Yes I already implemented it...but now ???

Its about 90 MB of Size...and makes the DL more then 65 MB...thats too much...

Ill guess ill do what you adviced...a Placeholder...Sounds good... :D

This is what im permanently doing...Ive changed all the .Anis in History Description and did some for my own...damn it was quite a work too make 600 Pictures with the Term "Picoooo.pcx"...It almost drives me Nuts...

After I saw the Result wasnt what I wanted...I decided to just fit in some Pictures...with the benefit that it is of much smaller Size (about 6.6 MB with 7z)...

The Mod itself is finished...Everything has been changed,but the Introvideo and the "Main Hall" changes are still missing...it turns out pretty complicated to Mod booth the .Mve Files and the UI...so I better postbone this Ideas...

Dont be surprised if all the Pictures and Stuff look a bit...well..."trashy"...they are Placeholders...until I found a more comfortable Way to make .MVE,.ANI and .PCX Files...

I will put up the Download sometimes Today...with the enhanced Version of the first Mission...I put in lots of Talkings and that kind of Stuff...The Story beginns just like a normal Shift Patrol...no mystic Thinks and Pilots that talk about the newest intelligence Infos...no they talk about what they did last Night...until Command shows up and forbid them to talk...well what should I say...Terrans are an Emprie...and the Empires Rules are very Strict... ;7 

Oh and there are no Speech Files...only thoose of Ensign Mariner (yourself)...my Microphone is much to bad,to make some good Recordings with it...
Title: Re: New Campaign - FSAR
Post by: Art Kelson on June 23, 2007, 10:04:20 am
Project abandoned

1. dont wanna get sued
2. My Mod isnt better then the Original FS2
3. you wont recruit new Modders by pointing out so seriously that modding is illegal
4. I really dont wanna get sued

Tststs...honestly some People should think about what they post,or maybe open a "woohoo Modding is illegal,so you better beware not to get sued"-Thread... :lol:

Bye bye People...but theres nothing I owe to anyone and as I said,if you want new Mods...dont be so paranoid to post that Modders could get sued,if they Mod... :mad:
Title: Re: New Campaign - FSAR
Post by: jr2 on June 23, 2007, 03:54:51 pm
Eh.... WHAT?!?  What on earth are you on about??  Please explain... who has been pointing out that your campaign isn't as good as vanilla?  None of them are; stop listening to whoever the nutcase is that's disparaging you.  And, no, modding that seriously isn't illegal as far as I can tell... who said it was, and what reasoning did they give?  :confused:

:(

EDIT: Yeah... I really wanna know who's been talking to you... :mad: :mad2:  Load of BS as far as I can tell.  TCs are legal, campaigns are legal; heck, that's what FRED was included with retail FS for, and the source code for FS2 is Open Source, so ... grrr! :hopping:  Who is it?
Title: Re: New Campaign - FSAR
Post by: karajorma on June 25, 2007, 11:19:34 am
It's ME! :D

Feel free to judge for yourself if this (http://www.game-warden.com/forum/showthread.php?t=3370) isn't the biggest case of spitting out your dummy we've seen in a while. Notice that at no point did I say he would get sued. Just that technically he could be sued.

But then again pretty much every single modding team on this board could be too. I rate the probability of it happening as incredibly low. But if we had someone like Derek Smart in charge (who actually once threatened to sue) I'd put it much higher.
Title: Re: New Campaign - FSAR
Post by: jr2 on June 25, 2007, 06:50:39 pm
*puts 2 and 2 together... 4?*

Art Kelson = takashi??
Title: Re: New Campaign - FSAR
Post by: karajorma on June 26, 2007, 05:22:47 am
Not unless he suffers from multiple personality disorder and posted from a computer with a different IP address. It was Takashi's post that started off the whole problem.
Title: Re: New Campaign - FSAR
Post by: jr2 on June 26, 2007, 06:33:04 am
Hmm... but why would he want to make .MVE files?  They are inefficient and old.  :confused:
Title: Re: New Campaign - FSAR
Post by: Art Kelson on May 25, 2008, 07:48:31 am
Sorry Guys for bumbing that old Thread. But after reading through all that Stuff I posted here, i thought a Statement is needed.

I honestly don´t know what´s gotten into me to abandon this Project. Reading through my own Posts, it makes me think I acted like a Madman...and yeah, I think I was drunken when posting this, one Year ago. Well at least, it gave me a good Laugh about myself...Spaaarrrtttaaa... :nervous:

If i´m allowed, I will reborn FSAR...i´m going to change the first Post of this Thread. You ask why ?

I downloaded my own Project yesterday and looked through it and thought to myself..."Hey that´s pretty cool Stuff, you did there"...And decided that it´s totally dumb to just abandone it.
Title: Re: New Campaign - FSAR
Post by: Mobius on May 25, 2008, 07:53:58 am
You're honest. I appreciate that. :nod: :)
Title: Re: New Campaign - FSAR
Post by: Art Kelson on May 25, 2008, 08:04:05 am
I think I treated @Karajorma totally wrong...please accept i´m sorry @Kara...really, that was the most stupid Stuff posted by myself, I ever readed... :D

Oh and by the Way...

Quote
*puts 2 and 2 together... 4?*

Art Kelson = takashi??

No i´m not...;)

Title: Re: New Campaign - FSAR
Post by: karajorma on May 25, 2008, 11:44:41 am
No problem. As far as I'm concerned it's all water under the bridge long ago. :) Good luck and if you get stuck feel free to shout out.
Title: Re: New Campaign - FSAR
Post by: Art Kelson on May 27, 2008, 02:22:18 pm
THX Karajorma. I´ll try my Best.  :yes:

Ok. I think i´m lagging in Experience with Fred. So I have to start pretty much from the Scratch, as I forgot almost anything. So my first Option this Time, will be to completely finish the Mod, before I even start thinking about Fredding.

Reading through all the .Tbls, i found dozens of Typos and Grammas. Also the Anis are very bad and I think all that Stuff needs Improvement. I have an example Picture for one of my newest .Ani, also all the Sectormaps are 100% done.

So inside the next Download, you can find:

- Typo and Grammar Fixes
- First completely working .Ani (The complete rotating Milky Way Galaxy)
- All Goodies brought into Game.
- A slightly different Story, from the 0.0.6 Version
- improved Mission 1 (Morning Patrol)

I also got my Hands on new Ships, but there was a Size Limit of Ships.Tbl, right ? Is there a way around this ? I know it´s in Inferno. So if anyone has some Experiences with extended Ships.Tbl, I would appreciate your Opinion on this.

Theres also another Problem I have. I can´t put this Mod on Stage "Beta", if I can´t make it working with the Reteil Campaign. So I have just one Question, about this. Is it possible to Mod it so, that my Ships.tbl is working with Retail, or is this impossible ?

The Idea behind this is. Basically I want to make FSAR as an Mod, for others that want to use the FSAR Theme as Mission/Campaign Platform. So you can´t expect any new Missions, before the Mod is 100%...well let´s say 95% done. Fixes should fill up the last 5%, if Problems occuring.

So, heres the Picture I talked about. In Case your asking why theres so much open Space...there´s a Reason for this, I don´t wanna tell you yet...but I hope some of you remember WC Privateer...;)

FSAR Alpha Quadrant Sector Map

(http://img396.imageshack.us/img396/1482/fsaralphaquaduq2.th.jpg) (http://img396.imageshack.us/my.php?image=fsaralphaquaduq2.jpg)
Title: Re: New Campaign - FSAR
Post by: Mobius on May 28, 2008, 02:33:27 pm
Excellent! :D

There are a few mistakes, though...Aurigea and Lacertea should be Aurigae and Lacertae, respectively ;)
Title: Re: New Campaign/Mod - FSAR
Post by: Art Kelson on June 01, 2008, 11:22:33 am
Quote
Excellent!

There are a few mistakes, though...Aurigea and Lacertea should be Aurigae and Lacertae, respectively

You like them...nice... :D
I fixed thoose Typos, though in Europe they are named Lacertea and Aurigea.

New Version is uploaded. Changelog 0.0.7:

Code: [Select]
- Made new .Ani Placeholders (13)
- New Starmaps as Goodies. Corrected Positions of Star Systems as suppost to be (+/-1000 ly)
- Grammar and Typos fixed, but not the language Barriers
- Ship Description enhanced: Year of Build, Designation, altered Versions of Vessel
- first Mission overhauled: fixed Grammas and Typos, corrected "stick with your Wing Commander" Side Mission
- Altered the FSAR Story a bit:

1. No Date for first encounter with Shivans set, only Position
2. Jump Nodes corrected to create a more suitable Mission Path
3. Only two kinds of Spacetravel possible. Third Option included in normal Subspacetravel
4. First Encounter with Vasudans, Position and Date corrected
5. The Lightbringer is no longer a Clone

Some Things still missing:

- Ani Files (creates a much to big Download)...but the Placeholders have been imroved
- Weapon Designation Changes...it doesn´t work... :blah:
- Voice Acting (no Microphone)
- Retail Campaign playable

I will try to do the following to fix this Issues:

- use .eff Format for Animations and limit them to the absolute necessary, maybe not even animated at all. Sometimes Pictures show more Information, then Animations do.
- make completely new (altered retail) Weapons and define them in Fred.
- Search for free Soundfiles and embed them into the Missions...at least a little bit Sound... :nod:
- completely exclude the retail Campaign

Download for new Version in the first Post of this Thread.

I´m goin to make use of that Fred Thing now... :D

Title: Re: New Campaign/Mod - FSAR
Post by: Art Kelson on June 10, 2008, 06:41:45 am
I´m afraid to ask. But is someone willing to help me with some of the Missions ?

It´s nothing complex or complicatet. I just need some Mission " Templates", that I want to use as Template for Missions that occur in one and the same Place...for Example Sol. I could send you a copple of preworked Maps and Mission Plots. If you want to do some real Missions...just go on.

Interested ? If so, send me a PM...and i´ll send you the Material i have so far. Newbies are also accepted, as i´m also kind of a Newbie, that learns something new every Day...;)
Title: Re: New Campaign/Mod - FSAR
Post by: Art Kelson on April 27, 2011, 06:53:21 am
Hello folks,

this campaign can be officially considered to be on duty again. I've managed to install FS2 with the latest 3.6.12 Inferno built without to much problems. I've had a look at the files to see a difference and it's obvious that 3.6.12 made a giant step forward when comparing to 3.6.8-3.6.10. The ships look simply awesome...well they did before, but now they look double awesome... :D

However, when starting up the mod with 3.6.12 built, it notified me of 14 errors. Can anyone tell me if there is a chance to get an error log to see what exactly the errors are, so I can fix them?

Fortunately I found the changelog to version FSAR 0.0.7 in this thread, so my first try will concentrate on fixing thoose errors and put the old 0.0.6 version in your data library back to version 0.0.7.

Title: Re: New Campaign/Mod - FSAR
Post by: The E on April 27, 2011, 07:04:53 am
Sure. If you have followed the instructions, you should have debug builds for both FSO and FRED, their filenames being "fs2_open_3_6_12d_INF.exe" or variations thereof. The important part being the "d".

If you run them, the engine will create a file named fs2_open.log in <FreeSpace Directory>/data. Run your mod, click through the error messages until you get to the pilot select screen, then post the fs2_open.log file here. We'll be able to point out what is going wrong, and how to fix it.
Title: Re: New Campaign/Mod - FSAR
Post by: Art Kelson on April 27, 2011, 07:09:25 am
Sure. If you have followed the instructions, you should have debug builds for both FSO and FRED, their filenames being "fs2_open_3_6_12d_INF.exe" or variations thereof. The important part being the "d".

If you run them, the engine will create a file named fs2_open.log in <FreeSpace Directory>/data. Run your mod, click through the error messages until you get to the pilot select screen, then post the fs2_open.log file here. We'll be able to point out what is going wrong, and how to fix it.

Thanks a bunch friend. The debug builds...yeah sure, I could have figured that out by myself.

So here's the error log...seems there's something wrong with the ship.tbl:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod FSAR,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xa7037300
Found root pack 'd:\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'd:\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'd:\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'd:\tangoA_fs2.vp' with a checksum of 0x918ff2cc
Found root pack 'd:\tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack 'd:\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'C:\Games\FreeSpace2\FSAR\' ... 138 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 7 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 1777 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'd:\' ... 10 files
Searching root pack 'd:\tango1_fs2.vp' ... 32 files
Searching root pack 'd:\tango2_fs2.vp' ... 15 files
Searching root pack 'd:\tango3_fs2.vp' ... 10 files
Searching root pack 'd:\tangoA_fs2.vp' ... 0 files
Searching root pack 'd:\tangoB_fs2.vp' ... 0 files
Searching root pack 'd:\warble_fs2.vp' ... 52 files
Found 19 roots and 6681 files.
Setting language to German
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 4 (4)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
WARNING: "Cargo size of weapon FSGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
Int3(): From c:\temp\fs2_final_export\code\globalincs\windebug.cpp at line 1277
Title: Re: New Campaign/Mod - FSAR
Post by: The E on April 27, 2011, 09:10:37 am
Code: [Select]
  -mod FSAR,mediavps
This will cause problems if you do not have the 3.6.10 MediaVPs installed. Given that almost noone has these days, I would recommend altering your mods' mod.ini to use the 3.6.12 Mediavps, which are in a folder named mediavps_3612.

Code: [Select]
Initializing OpenGL graphics device at 1600x900 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.3.0

You should run the game with 32 bits of colour depth. It's just better that way (Also, there are a few issues with using 16 bit colour).

Code: [Select]
WARNING: "Cargo size of weapon FSGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
Here we go with the first warning. Look for your mods' weapons.tbl, and find the FSGreen weapon. It needs a $Cargo Size  (http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Cargo_Size:) entry, apparently.

Also, it would be easier if you clicked through the warnings instead of quitting, because dealing with issues one by one is rather inefficient.
Title: Re: New Campaign/Mod - FSAR
Post by: Art Kelson on April 27, 2011, 09:57:57 am
Oups, must have missed the rest of the log file. However, here's the complete error log:

Btw. it told me that it can't find the ships.tbl and when having a look at the media vps files it seem there was no file of such name. Did anyone renamed the ships.tbl and other .tbl files to something new?

I already changed the mod.ini to mediavps_3612 and the colour to 32 bit...without positive result.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod FSAR,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'C:\Games\FreeSpace2\FSAR\' ... 138 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 7 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 1777 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 12 roots and 6562 files.
Setting language to German
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 9600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 3.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 4 (4)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
WARNING: "Cargo size of weapon FSGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
WARNING: "Cargo size of weapon LRGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
WARNING: "Weapon name FSGreen already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at weapons.cpp:1051
WARNING: "Weapon name LRGreen already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at weapons.cpp:1051
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-9"  in ship: TF.Archangel-Class's primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terrna Turret"  in ship: TI.Atlantis-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI.Eden-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI.Eden-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "SVa"  in ship: VLCa.Antlion-Class's default primary banks." at parselo.cpp:2259
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 173
TrackIR Init Failed - 1
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Wed Apr 27 16:54:23 2011
Title: Re: New Campaign/Mod - FSAR
Post by: swamper123 on April 27, 2011, 09:59:31 am
Do you can upload the file again , it appear to have been expired
Title: Re: New Campaign/Mod - FSAR
Post by: General Battuta on April 27, 2011, 10:07:11 am
I believe there are some serious problems associated with German language modes.
Title: Re: New Campaign/Mod - FSAR
Post by: The E on April 27, 2011, 10:31:52 am
Oups, must have missed the rest of the log file. However, here's the complete error log:

Btw. it told me that it can't find the ships.tbl and when having a look at the media vps files it seem there was no file of such name. Did anyone renamed the ships.tbl and other .tbl files to something new?

Well.... Ummm.

You do have quite a bit of catching up to do. Look up modular tables on the wiki, that's the preferred way of modding FSO nowadays. Editing the retail ships.tbl, or having your own copy of it, is something that you should only do if you really know what you are doing.

Quote
I already changed the mod.ini to mediavps_3612 and the colour to 32 bit...without positive result.

Did you unload and then reload the mod in the Launcher? Because it won't read the updated settings until you do.

Code: [Select]
WARNING: "Cargo size of weapon LRGreen cannot be 0.  Setting to 1." at weapons.cpp:1682
Same as before.

Code: [Select]
WARNING: "Weapon name FSGreen already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at weapons.cpp:1051
WARNING: "Weapon name LRGreen already exists in weapons.tbl.  All weapon names must be unique; the second entry has been skipped" at weapons.cpp:1051

Weapons are found more than once in the tbl. You can't have several entries with the same name.

Code: [Select]
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-9"  in ship: TF.Archangel-Class's primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terrna Turret"  in ship: TI.Atlantis-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI.Eden-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI.Eden-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Terran Medium Turret"  in ship: TI-Troja-Class's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "SVa"  in ship: VLCa.Antlion-Class's default primary banks." at parselo.cpp:2259

These all mean that the weapons mentioned are not listed in weapons.tbl.
Title: Re: New Campaign/Mod - FSAR
Post by: Art Kelson on April 27, 2011, 11:00:11 am
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Do you can upload the file again , it appear to have been expired

You'll get the 0.0.6 version from here (http://www.megaupload.com/?d=LYV88P2Z)

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I believe there are some serious problems associated with German language modes.

You told me exactly the same thing when I initially started the campaign, can't remember? I ensure you, thoose issues have been adressed. There is no problem either you're using German or English version with this mod. It worked perfectly with booth localization with the latest 0.0.6 version.

@The E

Unloading and reloading fixed the mediavps_3612 not fully working. I can now see all the new models and what not inside my mod. Thanks.

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You do have quite a bit of catching up to do. Look up modular tables on the wiki, that's the preferred way of modding FSO nowadays. Editing the retail ships.tbl, or having your own copy of it, is something that you should only do if you really know what you are doing.

Modular tables were the prefered way of modding when I initially started the mod. And yes, I think I know what I'm doing.

Thoose errors related to the ships.tbl and weapons.tbl were probably in there when using the 3.6.9 FSO. The problem theese days was, nothing notified me of the problems.

As far as I can tell anything that I made is still inside and working, including the mission. I'll see from that point what I can do to fix the errors myself and will return once I got a grasp and/or stucked again. Thanks for the help...will return.