Added some text to explain how Mintaka is now a supernova remnant when it isn't in reality.
If we were to return to Capella the view outside would be very much the same. Perhaps this nebula is the result of the destruction of yet another sun by the Shivan Sathanas fleet hundreds of years ago.
If we were to return to Capella the view outside would be very much the same. Terran scientists were puzzled by the supernova of Mintaka Ab some 700 years ago, long before the star was expected to perish. Perhaps this nebula is the result of the destruction of yet another sun by the Shivan Sathanas fleet hundreds of years ago.
TO DO:
Create high rez custom planets to replace the low res ones supplied with the campaign
Yeah, the XSTRs are my fault, they come from grammar fixes in which I placed a semicolon into mission dialogue.Are you aware of the $semicolon feature in SCP? Or are we keeping this retail compatible?
Grammar nazis are certainly welcome. :)
The real issue here, I suppose, is what exactly constitutes "improvement." Warzone, for instance, is a pretty solid, classic campaign. It could stand minor bugfixing, voice acting, bringing its graphics up to date, and a few tweaks here and there. Not too much extra improving, really. Now the early Lightning Marshal campaigns are a different matter. There is quite a bit of improvement that could be done. Given where community interest seems to lie, perhaps the best thing to do is to play through the WIP Warzone and note down any and all issues / grammar problems or any other suggestions you might have. I am especially interested in the integrity of the failure / AWOL debriefings in this campaign. These suggestions will in turn produce some steps to fix, some of which can be assigned to you.
Let's see, my intention was to make the improved Terran1 look very similar to the original, only higher resolution and much more realistic-looking with a touch of some artistic license. So making a totally realistic habitable planet was not on my mind when I was recreating this planet, :).
When you talk about the borked terminator line, is the problem that the shadow does not blend too well? I wasn't quite sure what you meant by borked other than I ****ed up somewhere, ;). The same goes for the illuminated percentage of the planet. I was trying to make the total illumination very similar to the original. Should I make the planet less illuminated to better match the original?
As for the green, I was trying to keep the colors original, too. I noticed that on the original Terran1, there is a bluish region that I assumed to be a polar ice cap. So I did the same to the improved version. I also did the same with the vivid green hue of the terrain. If you would like, I can ease up on the green for a more realistic appearance.
The clouds.... same case :lol:. The original planet does not seem to have a tremendous amount of cloud cover, so I tried to do the same for the improved planet. I'll go back, add more cloud cover, and make the clouds more wispy. Finally, the atmospheric blur is a very light blue. I'll go back and add some more blue when I can.
(http://img368.imageshack.us/img368/4259/planetonblack10244725feer2.th.jpg) (http://img368.imageshack.us/my.php?image=planetonblack10244725feer2.jpg)That pic... is awesome!!!. The only beef I have with it is that the rivers are too bit, IMHO. Unless that's supposed to be that way (bigger rivers than Earth). Howsabout I post an image from Google Earth, and a few from NASA (or someone else can), so we can compare with the real thing? I think that pic comes extremely close to being indistinguishable from Earth by Sattellite.
(http://img164.imageshack.us/img164/8272/000000w000000syr9.th.png) (http://img164.imageshack.us/my.php?image=000000w000000syr9.png) | (http://img377.imageshack.us/img377/7965/1956875w771285nlh3.th.png) (http://img377.imageshack.us/my.php?image=1956875w771285nlh3.png) |
What I'm talking about is that a terminator line practically always divides a sphere in half: dark and illuminated sides. That means that looked from the side, the shadow line starts from the exact opposite sides of the planet; how it curves then is up to the placement of light sources.
I've got a bitmap for Warzone to use with the mod. I'm attaching the bitmap and mod file.War 2 One?
That is the way it was written on the original website.I've got a bitmap for Warzone to use with the mod. I'm attaching the bitmap and mod file.War 2 One?
You might want to find a different Z. :)
Well, years ago when Warzone was released, I'm sure the planets were really good. You see why they need to be made high rez for 2007.... :)
The spline path thing is related to models and not the missions. I am not sure which pack has fully correct models pending the next media vps.
Fixed the XSTR message.
Please check all directives when you test; I found in mission 2 one directive read "Destroy X" but the actual event attached to it was to protect the Valius. There have been a variety of similar problems. I have fixed another issue in the defend the Warlock mission in the nebula in which there is no abort mission directive, and possible trouble with the sequencing of certain messages.
Thanks for the advice on improving the planet's appearance; I am much more content with the appearance of this planet than the previous Terran1. After I read your post in the art section, it looks like I will be experimenting with gas giants again. :)
Ah, but the other planets in Warzone are all rocky moons.... :DI meant in general, ;) But hey, for any other campaign that needs restoration I would be glad to try to make some gas giants. I still need some practice.
I take the bright star in the background to be Gienah Cygni B. That's a dead on representation of the star's appearant brightness. Speaking of stars and such, I need to finish with the planet's lighting. Since Terran1 is habitable, it would have to be about 7.8 AU from Gienah Cygni A, since the giant star is about 61 times more luminous than the Sun. I don't want to make the planet too orange, otherwise it would not look like the habitable Earth-like planet that it is. I'll see what I can do.
Some more playtesting discoveries/comments:You probably need the latest version of Vasudan Admiral's cruiser to get rid of the turret spline messages. Perhaps a bonus goal for the wingmen and some rephrasing of the debriefing is best here.
Mission E1M4
-As already mentioned, the Equinox's delayed firing.
-More turret/spline errors.
-The debrief talks about what a great job you and your wingmen do, but it's rather easy to lose all your wingmen during the mission. Maybe another goal should be added with a comment if all your wingmen die?
Mission E1M5
-The Gemini destroyed bonus objective triggered for me even when Gemini had not been destroyed (only one of the transports was). Might have been some freakish thing, I didn't have time to replay it.
Mission E1M6
-Nothing in the debrief about losing the cruiser. Probably should be (though it's probably also bloody hard to keep it alive, maybe just a comment in the debrief).
E2M1This is very odd, given how the events are set up. However, all of these messages should really be in a single message list event anyways.
-Command's transmission about speculation among your wingmen's chatter came in out of order. Not a big deal. probably just the way the events triggered.
E2M2Mintaka Ab is the second component of the system. It is supposed to be the one the Shivan's destroyed. I'll rephrase to make it clearer.
-Says something about Mintaka AB in the briefing. I was wondering if AB was supposed to be the word "as."
E2M3 (And previous bombing missions).Makes sense.
-The Ptah is available. I don't think it should be, especially during the bombing missions previous to this (M4, 5, 6)
E2M4
-Nothing.
E2M5
-Nothing
E2M6
-Capricorn keeps jumping in, even after you're ordered to return to base after the fleet arrives.
-The directives list obscures some of the more important ones. Suggest a simple "Defend the Tatenen" and then a "Destroy Beam Turrets". The defend covers the bombers, you don't need a directive for each of the half-dozen bomber wings that jumps in.
OK...Yeah, good catch. The "let's party" debrief seems a bit much when the crew of this ship has just perished!
In E1M6, we have the GTC Eleris, Leviathan-class. It seems pretty much impossible to preserve it (if the Moloch doesn't nail it, the Ravanna does). No mention in the debrief. Might make sense to add a note about it's destruction.
Also in E1M6, you get a message from the Britannia about needing bomber support twice in a row when the Ravanna arrives. Identical message both times. Seems excessive =)
In E2M1, the GTC Nicholas warps in, but I'm so busy fighting off Dragons that I didn't see if the corvette nailed it or what. It isn't present a few minutes later, which makes me think it either jumps out or gets destroyed... I'm guessing the latter. The out of order transmissions are from command. It tells you the Warlock destroyed a shivan vessel, then tells Alpha 2 to stop speculating. Should be the other way around.
The Vidar Project was the first project that the then Lieutenant Russik worked on. It was a top secret operation being conducted by the rogue Galactic Terran Intelligence back in the era of the GTA. The objective: to meld Terran and Shivan physiology into a single hybrid for use in conjunction with Shivan communications technology..
The GTE Vidar was the only ship of it's class produced. It was designed along the lines of a Terran Explorer class, which is a very rare vessel. The design is old, but we can deduce that since the GTI was crushed, the ship had been refitted.
Its exact communications capabilities are unknown. However, it is believed that Admiral Russik integrated an ETAK device into Terran Shivan genetic hybrids on the ship, potentially giving it an unparalleled capability to communicate with the Shivans.
The Vidar Project was the first project that the then Lieutenant Russik worked on. It was a top secret operation being conducted by the rogue Galactic Terran Intelligence back in the era of the GTA. The objective was to meld Terran and Shivan physiology into a hybrid lifeform. The hybrids would then be used in conjunction with experimental Shivan communications technology. We suspect several may have actually been created..
The GTE Vidar was the only ship of it's class produced. It was designed along the lines of a Terran Explorer class, which is a very rare vessel. The design is old, but we can deduce that since the GTI was crushed, the ship had been refitted.
Its exact communications capabilities are unknown. However, it is believed that Admiral Russik integrated an ETAK device into the Terran-Shivan genetic hybrids on the ship, potentially giving it an unparalleled capability to communicate with the Shivans.
Lt. Commander Niven will also be in the area and will direct your actions. Intelligence also speculates that Admiral Russik may attempt to communicate with the Shivans. The Vidar and it's integrated ETAK technology with living beings may bridge the gap that Admiral Bosch had sought to jump. Monitor the situation and record everything.Suggested:
Lt. Commander Niven will also be in the area and will direct your actions. Intelligence speculates that Admiral Russik may attempt to communicate with the Shivans. The Vidar and it's Terran-Shivan hybrids coupled with integrated ETAK technology may well bridge the gap that Admiral Bosch sought to jump. Monitor the situation and record everything.
After hours of intelligence work aboard the GTE Vidar, we have finally learned of Russik's final plan.
Russik believes that a single Terran-Shivan hybrid holds the power to control Shivan ships. This theory is based on the idea that Shivans are controlled by a hive mind.
--
When he made contact with the Shivans, Russik not only contacted him, but he gained control of a small number of their forces. Intelligence believes that a central communications nexus in the Naos system may hold the key to his power over the Shivans. With the Shivan forces at his control, he could take over the GTVA in a matter of months.
After hours of intelligence work aboard the GTE Vidar, we have finally uncovered Russik's final plan.
Russik believes that a single Terran-Shivan hybrid is capable of controlling Shivan ships. This theory is based on the idea that Shivans are controlled by a hive mind.
--
Russik not only contacted the Shivans, but he gained control of a small number of their forces. Intelligence believes that a central communications nexus in the Naos system may hold the key to his power over the Shivans. With the Shivan forces at his control, he could take over the GTVA in a matter of mere months.
OK...
In E1M6, we have the GTC Eleris, Leviathan-class. It seems pretty much impossible to preserve it (if the Moloch doesn't nail it, the Ravanna does). No mention in the debrief. Might make sense to add a note about it's destruction.
OK...
In E1M6, we have the GTC Eleris, Leviathan-class. It seems pretty much impossible to preserve it (if the Moloch doesn't nail it, the Ravanna does). No mention in the debrief. Might make sense to add a note about it's destruction.
So, I have made protecting the Eleris a bonus goal. You only get the party debriefing if this ship survives. I also added messages from the ship when it is heavily damaged, and a message from Command when it goes down. It seems that Eleris was originally a Vasudan ship, changed sometime in development to a Leviathan. I am debating making survival of the Britannia a mandatory goal. The mission presently has no failure mode unless you just plain jump out early. Thoughts?
The dark side probably needs some atmospheric blurring at the edges? (Waits for Herra :) )
As for the atmospheric blur, I see what you all are saying now. I thought you meant that I need to make the atmosphere blue on the dark side of the planet. In that case, I'll go back and give the dark side a slight blur when I can. This last Terran1 should be the final one. :)
I'm back...school trip and interesting French girls to deal with <my sig has been updated! ;) > but now I can get back to work!
I played the campaign and noticed much less bugs than the ones you reported here, Admiral Nelson.good point, yes.
Most of the bugs you mentioned can be fixed easily. Also:
1) Knossos warpmaps for ships arriving or departing in a Knossos;
2) You added text about Mintaka. I think we shouldn't touch the texts at all, unless they're to be grammar checked;
3) I don't think that changing the orientation of the Tanen is the only way to solve that problem with the Moloch. Activating the rear BVas, changing the lower SVas to a BVas or simply setting a waypoint for the Moloch(and reduce it's speed) would solve the problem;Perhaps, but it works fine now.
4) What about the voice acting? I can redirect the voice acting for INFR1 to Warzone, but I have no time to copy and paste all the scripts so the voice actors can do their job.
5) What about some(voice acted!) single missions to release with the revamped campaign? All about events parallel to the storyline of Warzone. 2-4 single missions should be ok;Sure, but we should get the meat of the campaign done first.
Hey Nelson, when you've corrected some of the identified isues would you mind putting up another WIP file set? I'll go through the campaign one more time and mak sure the kinks got ironed out.
No problem :yes:Yeah this can be better wordsmithed.
Well, I went through the first mission and here's what I found:
During the very first briefing, right before the actual mission briefing, I noticed two redundancies and one punctuation error.
I have been seeing this whenever Capella is mentioned, and I don't think it's necessary to call Capella "the Capella star" in the second portion of the briefing. The proper noun does not need to be used as an adjective. I guess that would be similar to saying the Sun star or the Sol star, or the Earth planet.
The second redundancy occurs on the 6th portion of the briefing. When using military time, it's not necessary to specify morning or evening since the 24-hour time is used to avoid any confusion between the two. So I believe it should be 1100 hours tomorrow, without the morning at the end.It is redundant, but I heard this sort of usage all the time when I was on a USMC project.
Finally, I noticed on the same page that one sentence begins, "Squadron leader, Lt. Taine...." There needs to be a comma after Taine if I am not mistaken.okay.
Enough of the picky stuff, here are some more crucial (if not less picky) findings:FS1 has a faustus icon, but not FS2. Whenever the icon code gets changed to remove the present hardcoded limit, it could be brought into FS2.
During the actual mission briefing, the Disen is displayed as a cruiser. I don't remember if there is an icon for science vessels, so if there isn't disregard this finding.
After clicking on alpha wing, the 3D model is of a Hercules Mark II instead of the default Myrmidon used in the mission.oops...
For the actual mission itself, the only things I noticed were the planet images and the Faustus' debris. The planets are fine, but I think I have seen the same planet in plenty of other missions used in the FS universe. The same goes for its Callisto-like satellite. If you would like, I can make a new planetary system for Regulus after Terran1 (and the main-sequence stars!!!) are finished. As for the Faustus debris, some of the pieces have rotation axes which are way off the debris' actual center of mass. In fact, the rotation axes extend outside the object. Maybe this has to do with the "no motion debris" flag, but it's something I noticed.
It is redundant, but I heard this sort of usage all the time when I was on a USMC project.Oh really, what sort of Marine project were you on? I'm a military guy myself, and I am currently finishing up my sophomore semester in AFROTC. Looks like I'll be going through Field Training during the end of July. But about the statement, it's no big deal. I was only being picky.
The problem is that what you are doing is basically what I am doing. The file that I provided has a similar effect, with the exception that the atmosphere on Terran1 isn't as hazy and thick as the planet you have created. So I ended up with a final product with a dark atmosphere on the antisunward side, and a bluish atmosphere on the sunward side, yet whenever I save the image as a 32-bit TGA everything transparent turns white. What you are seeing in-game is not what I am seeing when I am ready to save the image.
The atmosphere, as far as I can see, is whiter than the final product and practically flushed out most of the blue that was there. The same goes for the dark side, and since it was black to begin with, it appears to be a bright gray color.
It seems like no matter what I do, the atmosphere either gets an extra hint of white when the image saves with a white background, or an extra hint of black when the planet is saved against a black background. The background is always transparent, but whenever I save, it turns opaque. For this particular planet, I did not use GIMP, but Paint Shop Pro XI (it came with my laptop so I decided to see what I could do with it). I've done all I could by checking up on tutorials and how-tos, but I can't seem to get the atmosphere working properly. Any ideas?
I have finally started working!Agreed.
That's basically what I have done:
1) Many ships(freighters, cruisers, corvettes, the Vidar)could receive orders from the player. Now they can't. There also are many fighter wings that can receive orders from the player(fighter wings that relieve the player from an escort duty, for example) and I don't know if you agree with me....normally, you jump out and you order your wingmen to do so after the arrival of these wings and they jump out as well, when they're supposed to escort a warship instead;
2) Sentry guns and cargo containers had default names. They have been changed with "Sentry X" and "Container X", respectively;Makes sense.
3) Some missions have the skybox "starfield01.pof". What should I do?;
4) Ships jumping to/coming from Knossos subspace portals have the Special Warp. I don't know if we should include the SW effect in the modpack;
5) E3M4. SSF Belial 13(now Sentry 9) had the alt name SCN Kali. Reset;
6) E2M5. Container 02 carries nothing. Should I leave it as it is?;
7) Since we're using skyboxes I have reduced the number of stars in the background to 100. They look weird when turning;
I will proceed with bugs...
Terran1 now looks done! :)PHEW!!! Finally... You could put Terran1 back where you had it before if you like. I only asked you to move it because I wanted to verify the cause of the extra white portions of the antisunward atmosphere. Thanks for posting the images. :)
Ok, I will UL a rar with all the mission. Tell me if I have to change "starfield01.pof" into "starfield.pof"(I have always used starfield.pof, I don't know if the other works).
Yep, once Mobius posts, you will own the missions next. We'll do round robin; Mobius owns it now, you are next, then when you are done back to me. We'll continue with that process until all of the issues are resolved.
Great, I'll go through it today. The wing errors have to do with the use of the change-iff sexp. In effect, FRED thinks some wings have been ordered to attack vessels on its own side. By the time those wings appear, the change-iff sexp has changed those vessels to the other side. Thus these are warnings that may be safely ignored.
A job well done, pilot. The convoy sucessfully made the jump to what's now been identified as the Mintaka system. If we're planning on mounting an expedition into that system we'll need all the supplies we can get.
In addition, the crew of the GTC Nicholas extends their thanks. While your mission objective was to protect the convoy, it is a testament to the skill and resourcefulness of you and your wing that you were able to preserve the convoy intact and come to the aid of a warship in distress. Well done!
Tomorrow's briefing will cover the details of this new system and our objectives in it. Until then, get some rest.
Recommendation text: Protecting the GTC Nicholas was above and beyond the call of duty. Well done!
A job well done pilot. The convoy sucessfully made the jump to what's now been identified as the Mintaka system. If we're planning on mounting an expedition into that system we'll need all the supplies we can get.
It is unfortunate that the GTC Nicholas was destroyed, but you were correct to defend the convoy and leave the Shivan corvette to our capital ships.
Tomorrow's briefing will cover the details of this new system and our objectives in it. Until then, get some rest.
No recommendation text.
While you managed to protect the GTC Nicholas, your primary objective to escort the convoy to the portal was a failure. Many died as a result of your careless escort. All GTVA pilots are required to follow the orders issued to them. If you cannot do that, then perhaps you are not cut out for this outfit.
Dismissed.
Recommendation text: Keep a close eye on the convoy. Priority targets are the bombers, but watch out for fast moving fighters as well. The GTC Nicholas is not your responsibility, although disarming the Shivan corvette may allow the Nicholas to escape.
Your primary objective to escort the convoy to the portal was a failure. Many died as a result of your careless escort. Perhaps you are not cut out for this outfit.
Dismissed.
Recommendation text: Keep a close eye on the convoy. Priority targets are the bombers, but watch out for fast moving fighters as well. The GTC Nicholas is not your responsibility, although disarming the Shivan corvette may allow the Nicholas to escape.
Ok, you can count on me.Yep... :)
Have you fixed Epsilon 1's alt name in E1M4? If not, I will fix it. Simple! :D
Uhm...so the Moloch has to fire with 2 SReds? One isn't enough for our purpose, if I understand well. beam protect ship and fire-beam should solve the problem ;)
Ok...something to say.
The Equinox acted strangely. If I remember well, it should simply point to its waypoint and then jump out. It turned, and then jump out. Weird.
Since it was the Nicolas the ship that we added, I have reduced the y coords of it and its waypoints of 100 meters so the Rehemas can use its beams. Unfortunately, only one of the two frontal beams has fired(I have to change the coords a bit...)but it has inflicted about 40% of damage to the Nicolas. We know that the cruiser was pursued by the Shivans, and it jumps in with its hull integrity at 100%. We can set some damage, and let the Rehemas use just one SRed. This would make the Nicolas vulnerable enough for the Manticores, that can generally inflict nothing but 10% of damage(considering the presence of the player escorting the Nicolas). Quite fair for me. Also, I prevent the Nicolas from being disabled using ship subsys guardian threshold. Since there are no messages or events about eventual repairs, it is wothwile to prevent the Nicolas from being disabled. If we set some damage and the Rehemas use just one SRed, I can reset the Nicolas' coords.
The first turret of the Tatenen has been set to use BVas beams. The Rehemas will surely be destroyed in a matter of seconds: two BVas, then another BVas in case the corvette goes under the destroyer.
Also, I noticed that there's a wing of Shivan spacecraft composed by Seraphim bombers and Manticores. I suggest to split this wing in two separate wings.
The Vasudan freighters are grouped in Theta wing, while the briefing mentions Iota wing...
Sure...
I will make additional changes. Once we discuss about the things I mentioned in the other post.
Sure. Do as you think best.
:yes:
Precisely. At this point we've gone beyond a simple restoration into a full upgrade. So long as the story and missions remain true to the original authors, I see nothing wrong with tinkering with the missions to increase immersiveness and produce better gameplay. Most of the Warzone missions are fantastic, but a few have a coupe glaring errors that we've managed to identify and fix...
:yes:
Precisely. At this point we've gone beyond a simple restoration into a full upgrade. So long as the story and missions remain true to the original authors, I see nothing wrong with tinkering with the missions to increase immersiveness and produce better gameplay. Most of the Warzone missions are fantastic, but a few have a coupe glaring errors that we've managed to identify and fix...
Yep. All of our changes have really amounted to a paint job and a couple nice coats of wax on a classic car. We don't need wholesale changes, just tweaks. The Nicolas itself is perhaps the biggest departure from the original, but even there from reading the mission in FRED it is clear that the ship had always been intended to be in mission.
I have a couple of more small tweaks I have found in E2M3. There are no "protect freighter" directives, so I will add these myself.
I'd also welcome any and all other feedback on any of these missions. I think we are close to nailing everything but the final mission down.
The mission didn't work properly the second time I ran through it -- Remehaz again turned back towards the Nicolas and beamed it to death. Perhaps Remehaz needs waypoints to force it to turn towards and stay focused upon the Tatenen.
Taurus problem was related to the fact that it was designated to appear near Theta 1 -- the first convoy ship to depart. Since I was stooging around and not properly killing things off, Theta 1 departed before the second wave of Taurus could arrive, causing that problem.
Well, I tried once more, and this time Remehaz again turned away from Tatenen and towards Nicolas. It fired its oher weapons at Nicolas but not its beams. Remehas really needs to be prevented from turning again to face Nicolas. It should focus on and attack with its beams Tatenen.
Might be a bit tight -- a Hatshepsut is BIG. Perhaps even setting the corvette to kamikaze would achieve the desired end? It really isn't there as a mission challenge, but just there to blow up dramatically.
The issue was really with the corvette flying the wrong way. Changing it to a kamikaze seem to have gotten the job done. It barrels in on the destroyer firing its beams and gets blasted to bits.
Attached are more revisions to E2M3 and M4. Changes to M3 as described before. In E2M4 the arrival of the Kirosi was only set to occur when the Shivan destroyer blows up. This meant that the Warlock could still be destroyed by Shivan bombers, and Russik would be having a nice chat with the Warlock's captain even as the ship explodes around him. Changed so that Kirosi only arrives if the destroyer and all bombers are destroyed and if the Warlock is still intact.
Here are the missions as they stand.
Kamikaze damage for the corvette is set to 0. In any case it doesn't have any hope of reaching the destroy without being blasted. Equinox needs to be fixed, and some dialog about the Nicolas added.
All the other missions but the last one could use another round of testing to see if there is anything else left.
WIP missions (http://files.filefront.com//;7215910;;/)
Edit: It seems these missions were edited at some point without the vidar.tbm, as the class for the Vidar was reset to GTF Ulysses in most missions. Fixed and reuploaded.
By the time all these messages are sent the Rehemas would be destroyed :)
Uhm...
Fighters are launched by the Rehemas and damage the Nicolas a bit before they're destroyed by the player and/or the cruiser's AAA beams.
Please fix the problems with the texts, I don't want to overried someone's work by accident.
Sorry to change subjects, but I created a new planet for Warzone. Take a look at it in the Celestial Objects thread and if you think that it would be a good substitute for Lava1, then I'll provide the attachment. I didn't want this planet to look like the original for reasons explained in the other thread. So now Lava1 is a hot super Earth rather than a molten, young planet.
I don't see any difference...create the messages via FRED and UL that mission only ;)
I get it...I'll try to do what you have requested :)
Edited...I've done everything you wanted, Ryan.
Mobius, my friend, you're a beautiful human being =)
This is strange, I used simple conditions for all of the debriefing stages. I'll check it...Mobius, my friend, you're a beautiful human being =)
It's a pity you're not a girl. *runs*
Should we change that last mission a bit before testing the campaign?
Most E2M1 issues were related to the Nicolas, so we shouldn't be worried.
E3M7 isn't buggy, we should simply make it better, right?
Do the other missions have AWOL debriefings? If not, we must add them. We'll keep the same text since the campaign will be voice acted.
Since we're revamping the campaign having specific AWOL debriefs would be better("you left the field of engagement and the X has been destroyed" or "Because of your negligence, the Shivans continued their strike on...etc etc"). What do you think?
So, one reason why the final mission is so easy is that Alpha 1 has the protect-ship flag set on it..... :lol:
Here is a first draft of the final mission with the obvious bugs and issues cleaned out. It still feels very easy. I'll look at those other missions and see. I have not touched any AWOL debriefings yet.
It does seem to be stretching the idea of being a restoration team to completely redo the thing in that way.
I do think that the mission is indeed to easy even after removing the protect-ship flag from the player. This is partly due to the nature of the Ravana design itself -- a couple of bursts from a maxim can completely emasculate the ship. Notice how in the previous mission you had Trebuchets available, but none in this one. Why? Because then you could hit button two on the joystick twice and win the mission... :)
The first issue is probably that the Ravana does not have enough fighter escort. Another pilot makes a comment about "there are too many of them", yet there are 12 terran fighters to 14 shivan. Given that many of the shivan fighters are crappy Ashemas, this is a bit much. I like the idea of the destroyer launcher more and more fighters, this gives more urgency to destroying the vessel, as once you knock out the two beam cannons its just another trash hauler waiting to blow up.
I also like the idea of it launching bomber wings, beyond just the one wing of Taurvis. This makes more sense than the bombers that warp in repeatedly next to Warlock. It would again create more urgency than exists now in the mission.
The part with the Rakshasas is also a little odd, as Warlock launches _eight_ bombers to destroy them. Where were these when the Ravana was attacking? 4 Artemis + 4 Boanerges make short work of the cruisers without any need for player intervention.
Something that always puzzled me in Warzone is what happened to the GTCV Odin. It is the ship most closely identified with Russik, yet it vanishes from the campaign without comment. Perhaps adding it to the cruiser group would close this plot hole plus provide challenge?
-Make only Alpha wing's loadout customizeable. Place Beta in Erinyes fighters, and Gamma in Perseus interceptors. Give them decent loadouts.
-Russik's Argo, Comm Node, and Ravana all located in close proximity at beginning of mission. Ravana at full hull integrity. Warlock not yet present in area.
-One wing of Maras guarding the Argo; one wing guarding the Ravana.
-Alpha and Beta wings jump in as advance recon and strike teams. Report position of Ravana and arranged forces to Warlock (this is a little more realistic, I think, than the strike teams arriving with the Warlock). Alpha ordered to destroy primary beam cannons, Beta to engage fighters.
-Warlock jumps in within beam range BEHIND the Ravana, opens fire with its primary beam turrets. Ravana fires with aft beam turrets at the Warlock. Ravana begins turning to attack the Warlock.
-The Ravana should be engaging Alpha wing with anti-fighter beams, flak, missile turrets, and laser turrets at all times during this mission to make it difficult. The only weapons on the Ravana that should ever stop firing are all the beam cannons (read below). We could also have the wing of Maras reappear from the fighterbay every minute or so after the previous one is destroyed.
-Alpha must destroy the primary beam cannons on the Ravana before it completes its turn and can engage the Warlock. We could script something so that the aft turrets of the Ravana damage the Warlock, but if the primary turrets fire on it, the Warlock gets destroyed. In the FS2 retail campaign, a Ravana is a huge threat to any destroyer. In the original of this mission, it's a large red lump to be rolled over. These types of events would change that.
-When the primary beam turrets are destroyed, script a message and event to destroy all the beam cannons on the Ravana (excuse it as an overload or something). At this point, the Ravana should begin launching bombers (from its fighterbay, not through subspace) at the Warlock and Alpha/Beta ordered to defend the Warlock. Fighter launches by the Ravana should stop at this point; make it so Alpha/Beta/Gamma just have to deal with several bomber wings trying to destroy the Warlock.
-The Warlock should not launch bombers at the Ravana.
-When the Ravana is destroyed, bomber waves should stop. At this point, the maximum hull integrity of the Warlock should be about 50%, and the minimum around 25%
You have been declared AWOL, pilot! Jumping out before you are ordered to do so is grounds for immediate imprisonment.
Recommendation text: Do not depart until ordered to do so.
Yeah, the voice acting is easy too, since its just one line.
I suggest you to play the old one, since we still have to work on the final mission and the voice acting will take a while.
I suggest you to play the old one, since we still have to work on the final mission and the voice acting will take a while.
We could do a pre-release of missions only, no voiceacting first :)
There are replies here? I didn't notice them...damn...
Can we do basic things like:
1) Set reasonable loadouts;
2) Change the IA level of someone;
3) More bomber wing waves attacking the Warlock;
4) Delay the launch of bombers attacking the Rakshasas;
Can we do basic things like:
1) Set reasonable loadouts;
2) Change the IA level of someone;
3) More bomber wing waves attacking the Warlock;
4) Delay the launch of bombers attacking the Rakshasas;
And here are this missions with AWOL debriefings, save the final mission which I presume Mobius is tinkering with at present.
How about the following as a synthesis of the different ideas, without diverging too much from the original:
This version dumps the recon part; it can be explained in the briefing as "our scouts have located the enemy at position x, etc..." Also dumps the Odin -- giving the player disable / disarm objectives would require undesirable loadout changes. The command brefing can say something like "Leonov has located the Odin and will engage it" or suchlike.
Jump the Warlock in behind the Ravana along with Alpha, Beta and Gamma wings, almost within beam range to begin with, and force the Ravana to attack with its aft beams BEFORE it turns. The idea is that if you don't take out the primary beam turrets before it turns around, they fire and we script in the Warlock's destruction (I suspect a Ravana will kill a Hecate pretty quickly anyway).
-Make only Alpha wing's loadout customizeable. Place Beta in Erinyes fighters, and Gamma in Perseus interceptors. Give them decent loadouts.
-Ravana launches additional fighter waves from the fighterbay every minute or so after the previous one is destroyed.
-When the main beams are down, the Ravana should begin launching bombers (from its fighterbay, not through subspace) at the Warlock and Alpha/Beta ordered to defend the Warlock. Fighter launches by the Ravana should stop at this point; make it so Alpha/Beta/Gamma just have to deal with several bomber wings trying to destroy the Warlock.
-The Warlock should not launch bombers at the Ravana.
-When the Ravana is destroyed, bomber waves should stop. At this point, the maximum hull integrity of the Warlock should be about 50%, and the minimum around 25%
-Jump the two Rakshasas in almost within beam range of the Warlock, then launch the Warlock's bombers. Let the Rakshasas fire a bit on the Warlock to make this part of the mission seem a little more urgent.
-Again, send Alpha after the comm node again. Put this on a timer, saying you have however long (we'll have to playtest to figure it out) to destroy the node before Russik calls in additional Shivan reinforcements. Again, if Alpha fails, more Shivans show up and destroy the Warlock, mission fail.
-Once the comm node is down, cue the Argo surrender etc.
At this point we should change most missions of the campaign. We're not in a hurry and we can make everything better.
Could you come out with something definitive? Your ideas are all interesting but we need something we all agree with. We can't modify the last mission so many times, then decide which version is the best ;)
1. The only wing which the player can modify is Alpha wing. Alpha can choose from the following fighters, primaries, and secondaries: Perseus, Erinyes, Ares, Herc II, Myrmidon; All appropriate primaries; All secondaries excluding trebuchets and helios torpedos.
2. Beta will fly Ares fighters, armed with Maxim's, Kaysers, Tornados, and Trebuchets.
3. Gamma will fly Perseus interceptors, armed with Kaysers, Prometheus, and Tornados.
4. At the beginning of the mission, Alpha, Beta, and the Warlock arrive behind the Ravana, just outside of the Warlock's beam range. We force the Ravana to attack with its aft beam turrets before it turns to face the Warlock. The player has that amount of time to engage and destroy the forward beam turrets on the Ravana. IF the Ravana fires on the Warlock with its forward cannons, we script the Warlock's destruction.
5. The Ravana should always be attacking the player and Alpha/Beta wings with flak turrets, laser turrets, AA beams, etc so long as they are within range (right now, it doesn't), including after the primary beam cannons are destroyed.
6. Enemy fighter wings should launch from the Ravana's fighter bay as soon as the mission begins, and respawn within 60 second delays after the wing is destroyed. Fighter launches should STOP after the primary beam cannons are destroyed.
7. When the primary beams are destroyed, the fighter launches quit and the Ravana launches bomber waves from its bay (while the Ravana is still 'alive,' NO Shivans should be emerging from subspace). Alpha and Beta ordered to return and defend the Warlock, and Gamma launched from the Warlock's bay at this point.
8. When the Ravana is destroyed, bomber waves cease. The Warlock should have hull integrity between 25% and 50% at this point (we'll have to balance the bombers accordingly).
9. Russik will call in the two Rakhshasa's as before. New addition: the cruisers should emerge within beam range of the Warlock (on its flanks, maybe?) and immediately begin firing, and they should have an escort of one wing of Maras each (8 fighters total, no respawn). At this point, the Warlock should scramble its bombers.
10. When the cruisers arrive, Beta and Gamma should be ordered to destroy the Maras and disarm the cruisers.
11. Alpha should be sent after the comm node when the cruisers arrive. NOTE: The comm node should remain invulnerable until the Ravana is destroyed. Only AFTER the Ravana is destroyed should the comm node be able to be destroyed. Alpha should be on a timer - if the node is not destroyed in 2 minutes (again, we'll have to balance the time), additional Shivans arrive and destroy the Warlock (let's say a couple Molochs). If the node is destroyed, no further Shivans appear.
12. When the node and both cruisers are destroyed, Russik's Argo surrenders and self-destructs, as in the original.
13. When the Argo surrenders, the Odin warps in 20 km in front of the Warlock. When the Argo self-destructs, the Odin warps out. No explanation is given.
May I DL these missions? They come straight from Nelson's last package? I want to be sure before risking to override something.
If you are asking me, these did come from the last WIP that was posted on this thread.
:D
Hey, Nelson:
1) We want a badge! :P
2) Do you have some IM addresses? I need someone to bother me "FRED, you idiot!"
3) Check the voice acting subforum :nod:
Are they mentioned in messages and/or in briefing stages?
Here is the latest edition which has NOT been thoroughly tested. LGM, I was still getting a destroyed Warlock every time courtesy of those two Rakshasa's. I added a ship-guardian with random numbers for the Warlock which starts when the Daskha is destroyed, and ends after the Ragelam is destroyed (i.e. it IS vulnerable to the Parvati).
I also reset Beta's loadout to remove the Trebuchets - the Daskha was down below 50% hull integrity before the Warlock was even within beam range.
Here is the latest edition which has NOT been thoroughly tested. LGM, I was still getting a destroyed Warlock every time courtesy of those two Rakshasa's. I added a ship-guardian with random numbers for the Warlock which starts when the Daskha is destroyed, and ends after the Ragelam is destroyed (i.e. it IS vulnerable to the Parvati).
That's strange, the Warlock is always able to eliminate the cruisers in time. Remember the Warlock has one BGreen and up to 3 frontal TerSlash, which should be able to eliminate most beam cannons.I also reset Beta's loadout to remove the Trebuchets - the Daskha was down below 50% hull integrity before the Warlock was even within beam range.
Nah, the Maxims used by Beta are the responsables.
The comm node should get added to the goals list... it's odd that it isn't being done. I'll have to see if I can add it.
This campaign has been modified and updated for Freespace Open builds of version 3.6.9 or later by the Freespace Campaign Restoration Project (FSCRP) team. Campaign concept and intellectual products remain the property of the original designers. Updates have been designed to improve compatibility and fix technical issues in the campaign, while preserving the intent of the original authors. Any large or controversial changes were made by the FSCRP, and may be reviewed in the forums. For more information, please visit the FSCRP forums at http://www.hard-light.net/forums under Community Projects.
Contributing FSCRP team members on this project include (in alphabetical order):
A, B, C, D, Etc
Contributing Voice Actors on this project include (in alphabetical order):
A, B, C, D, Etc
This campaign has been modified and updated by the Freespace Campaign Restoration Project. Please see the readme or the Hard Light Productions forums for more information.
About the mission....I think the cruisers should be destroyed before moving to attack the Comm Node. There are bombers to escort and without them... the Warlock is lost....that's why I set the time to about 3 minutes. That part of the mission isn't enjoyable if you are to go after the node immediately...
About the mission....I think the cruisers should be destroyed before moving to attack the Comm Node. There are bombers to escort and without them... the Warlock is lost....that's why I set the time to about 3 minutes. That part of the mission isn't enjoyable if you are to go after the node immediately...
3 minutes and the estimate for 2 minutes is good. I still would like to have an reminder after 1 minute though, but that is just me.
Imho it would not be enjoyable if you had to destroy the cruisers first.
You have to carefully think who to send to the comm node and who to protect the bombers and who to protect the warlock with (if there are still bombers around) and you have several wingmen to command ...
cu
Fabian
Hm,
I've playtested the mission more and am not really satisfied any more ...
If you do not manage to destroy the beam cannons the bombers do never show up and the SD is not mighty enough to just destroy the warlock when it got hit by at least some fighter fire ...
And even worse the debrief thanks you for destroying the beam cannons ...
Also I'm no longer sure that the mission is really balanced for insane anymore as action seems much quicker on that level ...
Btw. The bomber wings seem broken ... They have no orders ...
I had to destroy the cruisers with fighters and warlocks beam cannon ...
And please put that frakking comm node into the escort list ... It sucks to have to 't','t','t' cycle through all the targets until you found it or assign via F3 a hot key ...
Perhaps have the subspace bombers arrive also when SD is below some hull percentage ... Like a last ditch effort ?
Anyway, this needs more play testing and fixing imho.
cu
Fabian
The comm node can be targeted by assigning a key to "Target object in reticule" and facing it, ...
If you don't destroy the primary beams, those BFReds should rip the Warlock to pieces in less than two shots each... so I'm not sure what you're doing there...
(...)
The comm node can be targeted by assigning a key to "Target object in reticule" and facing it, but I've added it to the escort list just for you =)
(...)
I added a wing of Nahemas to arrive when the Daskha falls below 15% hull integrity as well.
*crosses fingers*
This should be the last set of changes. Try it now - I promise that you have to destroy those beams, or the Warlock is toast.
Wait a minute.... the Daskha BFReds unlock just shy of two minutes into the mission. Even if you disable the Daskha's engine subsystem, those two beam cannons should still engage and destroy the Warlock no matter what. Unless you have somehow managed to fully disable the Daskha while it's turning, which would be impressive to say the least.
That said, I can fix this by slapping a ship-subsystem-guardian on the Daskha's engines.
You're being really creative, I must say. Glad you're testing this, because I never thought of that. OK, I've done two things then:
1. The Daskha is going to be forward beam-free even earlier (you have ~100 seconds, so just after the Daskha completes its turn).
2. I'm putting a guardian on all its subsystems until the beam cannons are destroyed.
AND, the only orders the player can now give the bombers is to destroy the target (i.e. you can't send them after subsystems anymore).
The only concievable way to have the Warlock survive the beginning of this mission now should be to kill the two beam cannons. I hope. Test it out now please.
I'm sorry, I'm working for INFA and I must complete a mission ASAP...
Do we really need these changes? When the Lilith arrive, the Warlock is doomed. All bomber wings have reasonable orders and yeah making sure that the Warlock isn't disabled is a good idea. But do we need all these changes? There's the voice acting, for example...
Hmm... I destroyed the crystal but the comm node didn't blow....
There seem to be four subsystems -- shell, blades, core and crystal. I targeted crystal, and ordered my wingmen to destroy subsystem. It went to 0%, and no boom.
The final mission feels good now. I'd be interested if Icefire would care to check it out, too! :)
There seem to be four subsystems -- shell, blades, core and crystal. I targeted crystal, and ordered my wingmen to destroy subsystem. It went to 0%, and no boom.
Yeah, it's the core you have to destroy, not the crystal. If you look in FRED, there are 5 pieces and a core subsystem. Unfortunately, it's rather difficult to figure out which is which (aside from the core).
I'll poke around in FRED a bit, and maybe you can do the same if you get the chance. But I would't worry about it too much - with a energy weapon, the core dies with the crystal.
Mrs. Logic told me that I should make the Node go down when the core has been destroyed :rolleyes:
Sorry, I was a bit depressed...what about the status? What should I do?
Why the hell were you depressed? And what the hell did happen to your signature?
I really liked it ...
I've tried to attach an updated copy of the mission pack, but it's telling me that the upload folder is full. Boooo =(
Anyway, Mob, you can probably work on the voice-acting scripts when we can put an updated mission pack in this thread. If anymore writing or mission design needs to be altered, let me know.
Aside from that, most of my work is doing. I can help package this thing eventually, and/or put together a credits package. Just let me know what else needs to be done.
This campaign has been modified and updated for Freespace Open builds of version 3.6.9 or later by the Freespace Campaign Restoration Project (FSCRP) team. Campaign concept and intellectual products remain the property of the original designers. Updates have been designed to improve compatibility and fix technical issues in the campaign, while preserving the intent of the original authors. Any large or controversial changes were made by the FSCRP, and may be reviewed in the forums. For more information, please visit the FSCRP forums at http://www.hard-light.net/forums under Community Projects.
FSCRP Warzone SCP Team (In Alphabetical Order):
Admiral Nelson
Fabian
freespaceking
Herra Tohtori
jr2
Lieutenant General Mobius
m2258734a
Macfie
Mad Bomber
MP-Ryan
Voice Acting for Warzone (In Alphabetical Order):
Original Warzone Team:
IceFire - Creator / Designer
Dark - Model / Planet creation
Plasma - Consultation
Ace - Consultation
Agatheron - Consultation
Kellan - Consultation / Editing
Zeus Legion - Voice Manager
Kazan - Bug Help
Original Warzone Testers:
Ace
Kellan
Agatheron
AssAssIn
Fraz
WildWolf
Plasma
Dark
jbond04
Special thanks to the FreeSpace Source Code Project and Hard Light Productions. http://www.hard-light.net
so, this is finally almost ready?
Just managed to get started playing it. I love what you guys have done with it...its really great so far. I'm keeping a few notes and will post them later. What I am having a bit of trouble with is the backgrounds...I have a really nice full sky but no nebulas and just the sun.
Just managed to get started playing it. I love what you guys have done with it...its really great so far. I'm keeping a few notes and will post them later. What I am having a bit of trouble with is the backgrounds...I have a really nice full sky but no nebulas and just the sun.
Do you have lightspeed's nebula pack? All the backgrounds use the lightspeed nebulas.
No, not until 3.6.10. Here is Wanderer's version. (http://www.game-warden.com/starfox/Non_SF_related_stuff/Nebulae.rar)Excellent! I will try that.
I forget if I had a good reason for that or not. I wanted to keep things rolling along and initially I had planned for that mission to be the last but that seemed a bit too rushed at the time so I kept things rolling. I think the Vidar had served its purpose, he had figured out which hybrids were important, and he knew the GTVA was on to him so he used the Vidar to stall them.
I've played the whole thing through and am very pleased. I think there is a bug with the campaign file in the last mission as well because I was successful but the mission failed. Again if its a known error then no problem. Everything else is fine!
Any further comments for us? I'd like to generate the voice acting scripts once you are happy
Does no one visit the Sagitta board? I have my mission 1 Alpha 2 lines ready, and no idea of where to put them.
Does no one visit the Sagitta board? I have my mission 1 Alpha 2 lines ready, and no idea of where to put them.
Hey guys...I'm back...but I'm confused. What should I do? Continue to write all mission scripts on TSP?
At any rate, you could begin work on a final cutscene for credits...
Hey if you guys want you can have this-http://img507.imageshack.us/img507/3787/82719301bg7.jpg
http://img139.imageshack.us/img139/1070/26534709yk8.jpg
But it needs UVmapping.
At any rate, you could begin work on a final cutscene for credits...
Is there a list of people to mention? Where I can find it?
Snail - Lurking and waiting for something to happen.
Alpha 2, Equinox, and Gaudua lines sent for E1M2 and E1M4. (No lines for me in E1M3.)
Like I said before, tho, I can't seem to do characters who have "gravitas" on the microphone.
E1M3 only has voices of the Warlock (Cole I'm assuming) and Command, and if I'm going to be Command in one mission, I'd have to do it in all of them. Command needs gravitas, and I have a hard time doing that without killing my voice.
Im willing to voice act for Warzone, Mobius has samples of my voice although if you would like more sample i would be more than happy to produce more :)
Fairly english accent with a hint of Socttish, not really distinguishable or common, can make a variety of voices though :yes:
Just act minor characters for now, most actors are inactive and I want Mongoose to voice act Command.
Alpha 2, Equinox, and Gaudua lines sent for E1M2 and E1M4. (No lines for me in E1M3.)
[...]
Tinman and Killfrenzy seem dead. :blah:
[...]
We don't have time to write all scripts. There are many scripts in need of attention, however. Work on them ;)
Good. Then everything is ok for me. :)
Yes, it is ready to go without voices. I'll make it all available this weekend.
Erm... you sure I don't belong under "Spam Support"? :nervous: I don't remember doing much playtesting.. and I'm sure I didn't do and FREDding, although I may have dropped a helpful hint or two, not sure. Unless I'm suffering from amnesia - :confused:
Thanks anyways, though. ;)
After putting it off way too long, the credits are done. I divided it into sections in order to showcase the specific types of changes we made.
Warzone SCP Credits
---------------------------
Warzone SCP is the first completed re-release by the FreeSpace Campaign Restoration Project (FSCRP). Original credits apply. FSCRP contributors include:
Mission Design Fixes and Revisions (FRED)
-Admiral Nelson
-Mobius
-MP-Ryan
Mission/Campaign Tweaks
-jr2
-Macfie
Visual & Effects
-m2258734a (Planets)
-Herra Tohtori (Planets)
-freespaceking (Vidar Maps)
-Admiral Nelson (Backgrounds, Nameplates)
-Macfie (Warzone SCP Logo)
Dialog/Text/Storyline Revision
-Admiral Nelson
-MP-Ryan
Playtesting
-Admiral Nelson
-Mobius
-MP-Ryan
-Macfie
-Mad Bomber
-jr2
-Fabian
Special Thanks to IceFire, one of the original project members, for reviewing and supporting our work.
When I have time...
Oh, do you mind if the name "Mobius" is colored? :lol:
Uhm...
Since the list of credits has no reference to the actors, I had a change in mind. The cutscene I'm actually working on is going to need time, but I should be able to make a "light version" of it and work on the "bigger one" for the second release(campaign+voice acting). What do you think? :)
The rest of the package will be ready to go once the cutscene is done.
Could you please put the Warzone on another mirror. The trouble is on my end, but for some reason I can't download anything from FileFront. :nervous: :nervous:
I was waiting for some feedback about the current cutscene, which may or may not be improved.
I didn't know of the other problems you mentioned. I can do nothing for the Nicolas' nameplate and the bitmap.
How's the voice acting going?
How's the voice acting going?
sleeping... i will contact Mongoose and Mad bomber for their files,
E1M1 to E1M4 are almost done
overall about 40% is done
Had a problem with engine glows throughout the campaign. Any ships that came in after the initial arrival had no engine glows. May just be a problem with the build I'm using.
Played through the current warzone 4/25 version. noted a couple of problems.
E1M2 GTD Valius has no nameplate
GTD Kirosi has no name plate in any mission
E3M5 an Aeolus cruiser has GTCV Coriana
Had a problem with engine glows throughout the campaign. Any ships that came in after the initial arrival had no engine glows. May just be a problem with the build I'm using.
Also I have a credits mission that I down loaded from the forum. I looked at it and it seems ok will include along with a modified campaign file.
Note that the Orion nameplates won't work if you have the beta MediaVps installed. The filename is changing, and that change will have to be mirrored in every mission featuring an Orion. I have not done this yet, since the MediaVPs aren't final, and I don't to update filenames more than once.
It's up to Mustang as I have INFA and other FSCRP campaigns in my to-do list...
Voice acting is ok, why wouldn't we wait for the voice files?
It's up to Mustang as I have INFA and other FSCRP campaigns in my to-do list...
Voice acting is ok, why wouldn't we wait for the voice files?
Are they going to be done in the next six months?
Mobius or Mustang, can you post the cutscene?
If you want no alpha channels, make the background black and save as 24 bit tga, jpeg, or DDS with no alpha (not sure how).
i hope so, schools over in a few days and then the voice actors will do their work, so - hopefully - 90% will be done until mid-August, but the last 10% are always the hardest and if voice acting is not ready in December I will vote for a pre-release without voice files