Hard Light Productions Forums
Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: Mobius on March 20, 2008, 11:30:18 am
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Exactly what the title suggests. A revamping of Blaise Russel's campaign.
I was replaying it('till I got another problem I'm surely going to fix) and noticed many things. Among things in clear need of fixing there are things that can be improved using SCP SEXPs(like the sudden change of alt-names).
In addition, we can create a more realistic(read "closer to Endgame") destruction of the Lucifer with warp-effect.
The campaign is long but changes are going to be minimal. Someone should definitely help me in the process.
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Here's the first campaign. Among the changes a few background settings(some planets looked strange because of their x/y divisions) and alt names.
Ah, look at the Lucy ;7
[attachment deleted by ninja]
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I'll probably have to include this in the patch for the upgrade... Unless someone minds me doing that. ^^
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INFA prevented me from completing Campaign 2, I'll restart as soon as possible.
We might even consider voice acting. Though there are 40 missions don't forget that many of them are either simple and/or poor in terms of messages.
I have to tell you that the changes I made were also about the backgrounds you set: some of the divisions really made certain planets look strange(no offense, only advise) :)
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I look forward to the upgrade's completion.
I loved S:AH. Brilliant Campaign.
Especially the Narative at the end of each part, describing the events and aftermath. They Gave a similar feel to B5 or the Dune Series.
But my favorite dialogue came from the final battle between the EA and the JC. And i must say I feel similar to the Nemesis commander. In fact i would be very willing to provide his voice.
Hey Mobius, might i suggest that you import the backgrounds of the Solar planets from TBP.
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Thanks for the support :)
I don't have TBP so I don't really know...
ShadowGorrath already made changes to the original backgrounds and, without considering a few issues related to x/y divisions, they're now fine.
I should soon take care of Campaign 2, too ;)
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I'm willing to help out testing wise, still tied up with other stuff at the mo though... nearly finished testing the last version of the Pandora's Box campaign Nelson uploaded.
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Test Campaign 1. Please pay attention to the orders given by the player, there still could be capital ships which can receive orders from Alpha 1.
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I could send the planet backgrounds from TBP if you like. They have some decent angles on Earth and Jupiter. Much better than that Rubbish Earth Model
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?
We're now using a bitmap, not the old and obsolete model...
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I didnt know that.
Thats Good. That old model of Earth from INF R1 was bad. Anyway would you like those TBP backgroundsmaps?
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Dumb question but how do I open a .FC2 file (specifically the EACampaign1 file)? I presume I need to DL a program that can load it.
Thanks.
EDIT: Ok I think I sorted this out, there was no need to open it. Made a mission folder in FreeSpace2/Sol A History/data and put the mission files and FC2 file in that. Erm, please let me know if this is a bad idea (I haven't come across the FC2 file format before).
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Missions 1 and 2 - player has no primaries, only 40 hornets. :confused: Have I screwed something up in my mod folder (see above post)?
Also for both missions there're capships in the messaging window - can't issue orders to them though. In mission 2 however, the player can give orders to Leo wing as well as Alpha and Beta.
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Et voilà...the file is DLable from FileFront :pimp:
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I downloaded ShadowGorrath's version from Freespacemods.
Mobius. Where should I include your patches?
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Place the mission files in SAH/data/missions.
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DL'd ShadowGorrath's version and added Mobius' files to the mission folder, so I'll start testing from scratch. Am having issues with my graphics card although it's not hindering me actually playing FSO (updated the drivers for it - now I have whitish lines criss-crossing the textures on most of the ships! It's not a problem with the campaign or anything like that so rest assured).
BTW, is this campaign supposed to include the T-V War Project-type HUD and Darius' Blue Planet comms anis? Just wondering (because I can see them in-game).
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updated the drivers for it - now I have whitish lines criss-crossing the textures on most of the ships!
That's a known problem regarding certain recent (nvidia?) drivers, FSO build and mediavps. Some people have had encouraging results with this build (http://fs2source.warpcore.org/exes/latest/taylor/20071028-win32.rar).
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BTW, is this campaign supposed to include the T-V War Project-type HUD and Darius' Blue Planet comms anis? Just wondering (because I can see them in-game).
Yeah, ShadowGorrath added them. They obviously weren't in the original package ;)
EDIT: Hey guys I see if I can post the second campaign later today...I'll be away for a while(Spain) :)
EDIT2: LOL, I completed it and forgot about it...I'll post it ASAP ;)
EDIT3: I don't have mission 9 of campaign 2. Is it normal? Can you please check?
EDIT4: Campaign 2 added. Is Campaign 2 formed only by missions 1 through 8 and the final one? I can't find mission number 9(maybe it has never been there). Please don't overwite in case m9 exists(I doubt it, anyway).
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Ok, I feel stupid for not noticing that before, but yea, campaign 2 has only a total of 9 missions. Campaign 1 - 10 missions, Campaign 2 - 9 missions, Campaign 3 - 9 missions and Campaign 4 - 12 missions.
By the way, Mobius, the final mission of Campaign 4 is improved by me. I added a bit more "life" to it.
P.S. The planet backgrounds are from the Terran-Vasudan War Project Demo. They're pretty high detailed. Except that Pluto is original ( and I'd like to replace it with a better one, so if the Babylon Project has a better looking Pluto, someone please send it to me ). And the Earth bitmaps are from Blue Planet, that I suppose were borrowed by Darius from the Babylon Project.
Oh, and I recommend using the 3.6.10 mediavp starfield. Looks so much better. Perhaps I should include it in a patch for people who don't use 3.6.10 betas.
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Oh, and I recommend using the 3.6.10 mediavp starfield. Looks so much better. Perhaps I should include it in a patch for people who don't use 3.6.10 betas.
There's no problem as the name has remained the same...no issues when switching MVPs, I hope, nothing bad happened to me.
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What do you mean? I just meant that 3.6.10 mediavps look better ^^ Missile light thing, higher detailed starfield, the works ! And the pre-load screen is much better...
EDIT: Btw, do you have any issues running my upgraded version of SAH ? Or do you use the original one now ?
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Ah, lol.
I use your upgrade(in fact, as I said some of the fixes involved your bg edits), INFR1 and the new mediavps. I'm not using your big INFR1 patch VP(not Woo's, of course).
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where can i get Campain 2?
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From FileFront...check out the stickied thread of this board ;)
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I cant find the link. I can only find the attachment for campain 1
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The file's there...I've just checked it...it's the most recent one...
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seriously, i cant find the link. I may be doing something real dumb, in which case i appologise, but i cant find campaign 2
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The user is hlpfscrp...the file's there...
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Edit Nevermind. I found it via google.
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I'd like to inform you that I have already edited campaign 3 and took note of everything campaign 4 needs. I have also edited all final missions of all campaigns.
I'd like someone to add Darius' Syphon Victory track to the S:AH package :)
More things:
1) During one mission I noticed some of my wingmen firing on an invisible asteroid. Is that a S:AH problem?
2) We should definitely use some nice bitmaps of the moons of Saturn...
3) In rare occasions the EANB Windrose, a Pharos, appears. I think we can reskin the Pharos with EA textures and/or use another model for it. What do you think?
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You talking to me ?
Invisible asteroid ? It's YOUR problem as asteroids are seen ok . :nod:
The bitmaps could be borrowed from the Terran-Vasudan War Project Demo, but you'd need to ask for permission first ( I've already done that for the planet bitmaps, so it's not a problem to me ).
So ? Retexture it. Not hard. Might do it myself, but I'm too lazy to continue my version of the upgrade.
Syphon doesn't fit to SAH in my opinion.
And don't dare to edit my version of the final mission ( ok, j/k, do it if you want, but I'll keep the one that I think is better for my SAH upgrade ). :p
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1) Ok.
2) Well INFASA also uses some nice bitmaps.
3) I'll do it as soon as I get back :)
4) It does... it's Inferno!
5) I found many issues with your edits, so... :P
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See you in about one week, guys...
I'll be back soon to UL the latest changes :)
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Have a nice time in Spain.
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Notes so far on campaign 1. I think there's nothing really important about these things though.
Mission 1: The Last Stand (EAC1-A1.fs2)
There’re cruisers that can be selected in the comms window but the player can’t issue them orders so I guess that’s ok.
Mission 2: Omens (EAC1-A2.fs2)
Player can issue orders to Leo wing before they turn hostile.
Mission 3: Strategic Withdrawal (EAC1-A3.fs2)
Player can issue orders to Scorpio wing before they turn hostile.
Spelling mistake in debriefing stage 3 of 6, 2nd sentence: "For actual GTA staff to turn traitor to the Alliance is grim news indeed."
Mission 5: The Hangman (EAC1-A5.fs2)
Debriefing stage 4 of 5, 4th sentence: “…a few cruisers standing against several rebel fleets…”
Mission 6: The Noose (EAC1-A6.fs2)
Spelling mistake in briefing stage 3 of 4, 4th sentence: “...you’ll be the Terra’s only defence.”
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Strange, in the files I have the first two missions are free from the bugs you mentioned. Thanks, anyway :)
The entire mission pack is now DLable from FileFront. I would like someone to test the changes I made as none of them have been checked ingame yet.
The most important changes are:
- All ships hostile to the GTA/EA have proper alt names;
- Ships can no longer receive orders from the player. Same thing for certain allied wings and wings that change their IFF during the mission(friendly ---> hostile);
- The backgrounds have been improved with fewer stars, better planet/moon orientations and better x/y divisions;
- The last missions of all campaigns feature a subtitle and an original Inferno track;
The other changes(they're so many, it will take hours to write them all) are meant to improve the campaign, make sure that certain turrets aren't destroyed and certain ships aren't disabled, prevent collisions, add ships to the escort list for obvious reasons, guardian wingmen when only a few of them are left(for balance purposes), fix bad loadout settings and many other things.
Suggestions are always welcome.
:)
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You could at least post a normal link to them. Or better yet- upload to FreeSpace Mods.
Gonna include it in my Upgraded Upgrade of SAH TM
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No, because N00ber can really piss people off when the subject of a discussion is the UL folder.
Here's the final mission, without the command briefing. We'll eventually turn it into a cutscene later :)
P.S. ShadowGorrath, wait for testing first ;)
[attachment deleted by ninja]
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Actually I am waiting for that. But still...
And FreeSpaceMods is a good hosting site
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We can't use FreeSpaceMods for temporary files: check MP-Ryan's thread and you'll find out something interesting bout our FileFront account :)
Some members of the FSCRP still wonder why there's no badge/website :nod:
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Sorry for that waste of a post! My numptyness struck again, those bugs must have been in an earlier version that I thought was the most recent one. I now have the new one Mobius uploaded. Can't really commit to testing as of now however as I'm too busy (am going to be away from home for about another 2 or 3 weeks...)
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Went through the first campaign. Nothing negative to comment upon :)
ShadowGorrath, can you include the latest model of the Valkyrie in the mod? Newbies might not know about Freespacemods or how to upgrade to the latest model.
I managed after some trial and error cause the first time I just included the contents from the zip file and the Valkyrie was an 'invisible' fighter with a glow :) It as the '...glow.pcx' file that was causing some conflict.
Thanks again for the time you and Mobius dedicate to upgrade this great mod. :)
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Sorry for that waste of a post! My numptyness struck again, those bugs must have been in an earlier version that I thought was the most recent one. I now have the new one Mobius uploaded. Can't really commit to testing as of now however as I'm too busy (am going to be away from home for about another 2 or 3 weeks...)
The other bugs were present, however. Thanks :)
Went through the first campaign. Nothing negative to comment upon :)
ShadowGorrath, can you include the latest model of the Valkyrie in the mod? Newbies might not know about Freespacemods or how to upgrade to the latest model.
I managed after some trial and error cause the first time I just included the contents from the zip file and the Valkyrie was an 'invisible' fighter with a glow :) It as the '...glow.pcx' file that was causing some conflict.
Thanks again for the time you and Mobius dedicate to upgrade this great mod. :)
Maybe we could add an EANB Windrose and better satellite bitmaps...
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I'll add the Valkyrie with the cockpit. It will be included in the patch ( with these upgraded mission files )
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Please wait for the testers, I don't think it's the case to release a campaign in which most changes haven't been tested yet.
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I know. The patch will take a long time, because I'm thinking of a texture upgrade to EA ships ( with 'The Works TM' ).
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Do you think you can create an EANB Windrose and loading screens?
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I think I could. But feeling a bit lazy currently, and having other stuff to do I doubt I'll be able to do it soon.
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What do you have in mind? A reskin?
IMO we could use a really old buoy(not the Pharos) and reskin it.
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Retexture of course. Though I can model, I don't know how to UV mar and how to apply textures/skin everything.
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VA 0%
I will be Malaysia for work from June till Sept. With plenty of free time during the week, I will have plenty of time to do some voice acting.
I can try mess around with multiple voices, then you choose which is best. I am Maltese; with a Oxford English accent and a deep voice. If anything is not chosen, I'm fine. I'm still a newbie :)
a. Send me the scripts
b. To whom should I send the voice acting samples?
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I don't know, so far the number of members willing to voice act for SAH is very low. Let's group a team first.
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I probably could if I had a better way to record it in high quality... And if I thought it would be needed...
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Someone needs to test the campaign for the release, anyway.
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Yea. But not me. I'm now with HomePlanet until I finish it. Then I'll play the campaigns for FS2 which I haven't already. So SAH doesn't have a place in my priorities for a while.
And to be honest, I don't think that SAH needs voice-acting.
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I have already played the campaigns :D
I'm on INFA mode now. :nod:
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So does this mean I'll finally be able to get S:AH working?
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My version of SAH works fine. With these campaigns it should work fine too.
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If you could put your S:AH version in a zip file, as well as whatever's needed of Inferno or any other mod into a zip file for me, I'd greatly, greatly appreciate it. I couldn't get it working after several weeks of trying a variety of things.
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Look at my signature. It has a link to the upgraded version of SAH, which worked fine to me. Just follow the instructions on what to do to get it running. However, it doesn't include the edited campaigns, only the original ones.
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In the final mission of the second campaign the news report for the establishment of the Earth alliance goes too fast to read. Also there is a support ship model that has a cockpit. I don't remember where I got it but I can post it to the filefront account if you're interested in including it with the update mod.
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I have it
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In the final mission of the second campaign the news report for the establishment of the Earth alliance goes too fast to read. Also there is a support ship model that has a cockpit. I don't remember where I got it but I can post it to the filefront account if you're interested in including it with the update mod.
You may edit the mission file and change the delay...training messages usually are too fast...
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Or maybe you edit it and make it standart. I remembered it was too fast for me too.
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SAH 3rd Campaign
I could not complete the mission where you need to destroy a convoy with 2 wings of Ulysses fighters and the Ahab.
The wings stopped firing at the convoy after destroying the fighters. When asking them to destroy a target, they move close but do not fire at all.
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I have a problem myself. I don't think anything was changed, as I see some errors myself. Though there is grammar fixed in 1 mission.
By the way, you shouldn't have removed the background divides. Now certain background planet bitmaps are stretched.
And regarding the Earth- it was supposed to be very near it, so I think of getting a skybox for missions near Earth.
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ShadowGorrath: All the changes I made can be found in the mission pack I have recently ULed.
I get your reference to the actual status of certain background bitmaps but the divisions made them look very strange. Right now I think changing either dimension(x or y), depending on the position of the bitmap, should make them look more regular. Es. if x=4 and y=4 make a bitmap look stretched x=4 y=5.5/6 should make it look better. I made this kind of change to some bitmaps.
rbxplayer: Strange, the last time I played the mission my wingmen targeted the convoy...
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Mobius, the secret is not assigning orders to Alpha wing or Beta wing; otherwise, the wings start flying around without firing...
I am midway through the 3rd campaign, plan to finish the 4th campaign by next week and then shift to testing Warzone.
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I get it, but I don't know what the problem is about... :wtf:
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Campaign 3 - attacking the convoy with the Ahab... see threads above
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You said that the secret is not assigning orders to wingmen, otherwise they ignore the target...that's what I'm thinking about...
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A few minor things I've noticed.
Campaign 1
Mission 10: Aftermath (EAC1-Fin.fs2) – final one
- Briefing stage 1 of 2, second sentence: “…to take part…” typed twice
- Music that starts playing near the end of the mission (when you see the "The End" text on the screen) can be heard over the ambient FS2 track.
Campaign 3
Mission 1: The Eastern Front (EAC3-A1.fs2)
- If only one frieghter survives until the end you get a message from Trist 1 saying that "The freighters are safe", even though there's only one (there's 3 in all to be defended by the player).
Mission 3: Innocence (EAC3-A3.fs2)
- The wingmen didn't seem to be interested in engaging the frieghters or cruisers much. I had to destroy nearly the whole convoy single-handed by firing from maximum range.
- Final “campaign briefing”, stage 6/10, first para, second sentence, “vaporising” misspelt as "vapourising." I could be wrong though, there're variations of it that are correct.
(Btw I'm not a spelling or grammar expert, I just pick up on these rather unimportant errors sometimes. Besides I need to show you people that I'm busy testing.) :D
Also I've found that messages tend to not stay on-screen for long enough to be read - this applies to nearly all the missions in this mod that I've so far tested (note that I'm currently on the fourth campaign), and especially those in blue text that appear in the political broadcast at the end of campaign 2.
Currently I am testing campaign 4 but having difficulty scanning the 3 cruisers' nav systems in time before they are destroyed.
P.S: Has anyone noticed the size difference noticeable when a Centaur docks with a Claymore when you use the external view? I didn't realise the support ship looked that big, eihter that or the Claymore is really small. I think it's the difference in the size of the two ships' cockpits.
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Hey, do you have access to the internal forum?
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Not sure. Could you provide a link please? I haven't been keeping up with events recently.
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As far as I know you should have access...look at this board...there's a PRIVATE forum on the top :)
EDIT: I mean subforum...our internal is a child board like "Voice acting" and "Recent builds" :)
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Ah! Yes I can access it. I must be blind or something.
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Feel free to create a new thread there :)
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so, voice acting this thing? go or no go willing to do some roles for sure :)
if i try i can probly squeese out different people, i can sorta du rashan (russian) accent since its my 3rd language and iv been able to speak it since i was 5 :)
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There's a thread in Voice Acting for it. :)
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I want to do the Nemesis captain. EA High Command/polititions. The news anouncer and the Historian who narrates the epilogues
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As I said there already is a thread about the subject. ;)
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Ok I haven't progressed very far since I last posted here but anyway - I think there's a problem with mission 2 (Lightbringer) of campaign No. 4. Scanning the cruisers' nav sub-systems is a bit awkward, I can keep the lead indicator/target box in the hud reticle easily enough but getting the scan lines to appear is really hard - I have to move the stick around somewhat whilst keeping the indicator in the reticle before the scan happens (hope I'm making sense here, it's a bit hard to describe). Whenever I've scanned stuff before in a mission like this one I usually don't have any problems. I'm wondering if this has anything to do with the hud layout that's being used for this mod. Anyone else experiencing this problem?
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Try a different HUD. I'm gonna use the BtRL one in the patch.
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Hmm it doesn't seem to be too much of a problem if you approach the cruisers from their 12 o' clock low position (more or less head-on). Trying it from a different angle seems to be much trickier; the scan lines will only show up momentarily even if you have a clear view (i.e. you can see a square in the hud reticle and not a diamond). Of course the crusiers are moving so you have a limited time window to get a scan from any other angle.
Sorry I'm still a noobish tester, I'm not sure how to try using different huds. I think I need to remove certain files from the SAH/data/hud folder so the game will use the default hud, correct?
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Or just extract the one from FS2 files.
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Used the FS2 hud, no difference. I think it's to do with how the nav sub-system is placed on the Fenris cruisers, that's all. I'll just have to get into the right position to allow scanning.
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I have never had problems scanning those Fenris cruisers...
Don't forget that we have a private forum...
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Hey, either I have bad skills, or screwed something up while adding the Earth skybox, but the battle in mission 'Pistols at Dawn' lasted for as long as almost 20 minutes. Hostile capital ships were all but destroyed, and only fighters remained. Damn, those Ulysses' can give a good, but annoying dogfight! But still... It seems illogical that fighters still arrive after the hostile capital ships were destroyed. At the end, only me and the GTD Terra remained. Maybe you should add this thing that hostile fighters stop jumping in after the hostile cap ships are destroyed? Unless it's due to my skills... Does anyone object?
And another thing- we need a female for the GTD Terra, unless someone doesn't use my mod. Or if the GTD Terra's persona is a female only in that 'Pistols at Dawn' mission.
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Has anyone noticed an issue with the final actual campaign mission of 2372 having some glitches? Like you have to leave the engines of the Orion that jumps in alongside the Nemesis alone because if you disable it, it will fall behind the Nemesis and never get destroyed, so the Kamikaze section never happens. Or that when Nemesis finally opens fire on the Throne installation, the Majesty just sits there and doesn't blow up even though it's right in the way of the beams that Nemesis fires. I would note that for this I was using the recent Inferno build that karajorma made to include the widescreen fix. I don't know if this is affecting the gameplay, but it's possible that mission needs reFREDded.
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Seriously guys, do you want to help the FSCRP? We need people! :)
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Not sure if you noticed this already ( too lazy to check ), but I just remembered why it's hard for people to scan the pirate cruisers in one mission. The thing is, the briefing/command/etc tell you to scan the cruiser NAV subsystems, but you actually have to scan the cruisers and not their subsystems. So if you do what you're told and try to scan their NAVs, the cruisers are not fully targeted and you can't scan them. Mobius, fix that mission :p
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That explains it then.
Am currently stuck on the third mission after that one ("Inevitability"). Feh.
Edit: Oh cheers for the badge guys. :) I feel special now.
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Which mission is that?
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The one involving scanning the cruisers? "Search and Rescue", campaign 4 (EAC4-A1.fs2).
"Inevitability" is the one in which you have to defend 3 Lycaon outposts against the Majesty.
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Thanks, I'll post a fixed mission ASAP. :)
Why are you stuckon Inevitability? Bugs?
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There are no Fenris cruisers to scan in EAC4-A1...
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Actually I just managed to beat it about 15 minutes ago. :D No bugs just lack of skill.
There are no Fenris cruisers to scan in EAC4-A1...
Sorry, I meant EAC4-A2, I'm not with it today.
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What else is left to be done for the campaign?
And Mobius, send me the final/latest version of the campaign when you think it's ready. ;7
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Oh I told you things like creating the EANB Windrose...
What about joining the FSCRP?
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I've only recently started to learn decent FREDing ( To those people that look forward to the Ancient-Shivan War, who I scared with this sentence- don't be afraid, I'll learn to FRED just fine... I hope ). There's no way I could help the FSCRP, as I don't have the skills for that. For now.
And I kinda forgot about the nav thingy :shaking: Gonna... yea, gonna try to make it. :nervous:
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I should really try and take up FREDding. :shaking: At least the basics, then I might be a bit more contributive and feel like more of a proper member. I'm nearly finished testing campaign 4.
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The FSCRP doesn't need FREDders, only. It need testers and modders. You can do both things because your improvements of S:AH and INFR1 are quite impressive. :nod:
It'd be easier to bring the upgrade discussion on the Internal forum. :)
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Besides, I have a c**p PC...
And I don't know. Let me think about it... I have 3 projects currently, and I'm only starting proper FREDding. I don't want to take up too much currently.
How do you want the Windoze... Windrose... The EA nav thing to look like?
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You don't need to be a FREDder, I told you.
A reskin of the Pharos/Terran NavBuoy should be enough...
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Still, would be too much work to me unless I want to pull off an INFSCP with my own mods.
And that's as far as I'll go with the Nav Buoy, just wanted to know how you think it should look like. Otherwise, I can take initiative and just use whatever comes into my mind ( currently: pink nav buoy with rainbow beams... or not ).
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A reskinned nav buoy with EA textures?
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Should I also make a new table entry for it?
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Copy and paste the Pharos' one and change:
- Name
- Model file
- Tech description(set it to nothing)
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Less than 5 minutes of terrible work... I don't think I will be able to recover...
Good enough or totally wrong ?
[attachment deleted by admin]
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Maybe the central part should be using different textures...
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I like it...
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It's the invasion of the Nav Buoys ! Lvlshotted.
(http://img387.imageshack.us/img387/5743/whateverue6.png)
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I like 2, 3 and 7(the one I like the most).
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Definitely number 7. For some reason, the buoy just doesn't look right with those blue textures.
Edit: Incidentally, do you still need testers?
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1 and 7 are my favorites
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I pick 7....
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1, 3 or 7. Not particularly fussed which one.
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The 7th one is my least favourite. :p But it's in anyway, so don't bother posting about the NAV buoys as I sent the 7th version to Mobius.
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5
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Have finished testing campaign 4.
EAC4-A2
Lantern opens fire on the Drexler with flak cannons somewhat earlier than when the comm message from the Lantern appears (the one that says “We are in position Command. Opening fire now” at about 00:04:05). By then the Drexler is nearly finished. A bit out of sync but nothing major.
(This is the same mission that had the problem with scanning the cruisers' sub-systems that I raised earlier).
EAC4-A5
2nd sentence of 2nd para of debrief – I think it should say: “Command hopes that with the loss of half of the UNU…”
EAC4-A7
Briefing stage 2/2, 2nd sentence:
"Your main priorities are ensuring the survival of the Lindos and the destruction of the Tempest - secondary objectives include the destruction of the rest of the UNU fleet, plus whatever other hostile forces are present."
Final command briefing stage 5/10, 2nd sentence. I think it should say: “…and the Lindos caused a lot of damage - namely to the UNU…”
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EAC4-A2
(This is the same mission that had the problem with scanning the cruisers' sub-systems that I raised earlier).
Yea, I told Mobius of that. You actually have to scan the cruisers, and not their subsystems, even if the mission text says that you have to scan the subsystems.
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Hi,
Sorry 7 pages are a bit much too read, but as it happens is that I have played S:AH myself just this week completely to the end (due to the Rogue Intentions II Trailer).
And one thing that was really nerving me was that important Ships or rescue pods or whatever were never added to escort list.
Besides that I found no major errors.
Best Wishes,
Fabian
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What errors and when/which ships weren't in the escort list ?
Now that Mobius is M.I.A. and noone else from the campaign restoration project are posting here, I must save the day.
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What errors and when/which ships weren't in the escort list ?
Now that Mobius is M.I.A. and noone else from the campaign restoration project are posting here, I must save the day.
Uh, I don't remember but I know that I was almost in all missing doing F3 -> assign to F9 and F9 + Alt+e.
Especially nerving was the one with the escape pods (after destruction of the Lindos from Pirates), but else I really can't remember.
But mostly it was always from mission startup that the escort list was quite empty ...
Or when a ship did arrive later, I guess the add-escort-list sexp is not used too often ...
Best Wishes,
Fabian
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I don't have the old SAH, but if you can give me a link to it, I can sort through the missions and see for ya. I got time on my hands anyway.
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It's on FreeSpaceMods. My upgraded version uses the same missions, so I suggest you to get it if you have mediavps.
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I have yours. I'll take a look see.
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Hi. From what I gather, we're finished with testing S:AH, correct?
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Kinda.
The bugs you mentioned are in need of fixing and the changes should be tested as well. I no longer have a S:AH folder because the death of my PC killed my FS2 folder. I have nothing to work with to upgrade S:AH at the moment, not even INFR1.
I need the links to DL S:AH so that I can take care of the bugs and UL the campaign again for the testing phase. Provide me with a safe link...
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Go to freespacemods. There are 2 SAH and 1 INFR1 downloads. With the INFR1 SCP patch as a seperate download as well.
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?
An untested S:AH version with my edits has been ULed on FreeSpaceMods?!? :wtf:
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The original. Not yours.
Be more precise next time
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Oh my God, what happened to my edits? I spent hours with them! :(
An FSCRP team member MUST have them...
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See attached files - could these include your edits? The second one seems to be your patch for campaign 1.
I hope they're what we need...
[attachment deleted by ninja]
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Before I DL the second one may I know when its creation date?
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21 March 2008. That was quite early on in the testing so maybe it's been superceded?
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The other file has been ULed in April, 8th. It's more recent. Can you please open them and check if they store the same stuff?
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OK I've checked their contents. BR_SAH-Campaign_1 contains what seem to be the original missions for campaign 1, the other file contains all the missions for all 4 campaigns. Going by the dates of the individual mission files, Mobius20080408_SAH_AllMiss is the most recent file I have, and it looks like these missions are the ones I was testing right up until the end because they're in my SAH mod folder too.
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Ok, good to know. I've just DLed the file. :)
Can you re-post the bugs you found here and now? I'm afraid of skipping one of more of them if I search them myself by browsing the previous pages...
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Yeah no problem, but it's getting late here now. I'll remember to do that tomorrow if that's ok? In fact I'd like to review the ones I posted just to be sure about them.
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No problem, I have INFA and Deep Blood to take care of... :nod:
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Here's all the bugs/mistakes I found.
Campaign 1
Mission 10: Aftermath (EAC1-Fin) – final one
- Briefing stage 1 of 1, second sentence: “…to take part…” typed twice
- Music that starts playing near the end of the mission (when you see the "The End" text on the screen) can be heard over the ambient FS2 track.
Campaign 3
Mission 1: The Eastern Front (EAC3-A1)
- If only one freighter survives until the end you get a message from Trist 1 saying that "The freighters are safe", even though there's only one (there are 3 in all to be defended by the player).
Mission 3: Innocence (EAC3-A3)
- The wingmen didn't seem to be interested in engaging the freighters or cruisers much. I had to destroy nearly the whole convoy single-handed by firing from maximum range. I believe that another tester mentioned earlier in the thread that not giving orders to Alpha or Beta wings caused them to continue to attack as normal.
- Final “campaign briefing”, stage 6/10, first para, second sentence, “vaporising/vaporizing” misspelt as "vapourising."
Campaign 4
Mission 2: Lightbringer (EAC4-A2)
- Lantern opens fire on the Drexler with flak cannons somewhat earlier than when the comm message from the Lantern appears (the one that says “We are in position Command. Opening fire now” at about 00:04:05). By then the Drexler is nearly finished. A bit out of sync but nothing major.
- The briefing/command/etc tells you to scan the cruiser NAV subsystems, but you actually have to scan the cruisers and not their subsystems. So if you do what you're told and try to scan their NAVs, the cruisers are not fully targeted and you can't scan them.
Mission 5: The Unexpected Quarter (EAC4-A5)
2nd sentence of 2nd para of debrief – I think it should say: “Command hopes that with the loss of half of the UNU…”
Mission 7: Demobilisation (EAC4-A7)
Briefing stage 2/2, 2nd sentence:
"Your main priorities are ensuring the survival of the Lindos and the destruction of the Tempest - secondary objectives include the destruction of the rest of the UNU fleet, plus whatever other hostile forces are present."
Final command briefing stage 5/10, 2nd sentence. I think it should say: “…and the Lindos caused a lot of damage - namely to the UNU…”
Mission 11: The Star that Failed (EAC4-b2)
CaptJosh found this one, this may need a bit of investigating:
Has anyone noticed an issue with the final actual campaign mission of 2372 having some glitches? Like you have to leave the engines of the Orion that jumps in alongside the Nemesis alone because if you disable it, it will fall behind the Nemesis and never get destroyed, so the Kamikaze section never happens. Or that when Nemesis finally opens fire on the Throne installation, the Majesty just sits there and doesn't blow up even though it's right in the way of the beams that Nemesis fires. I would note that for this I was using the recent Inferno build that karajorma made to include the widescreen fix. I don't know if this is affecting the gameplay, but it's possible that mission needs reFREDded.
General note – comms messages tend to not stay on-screen for long enough to be read - this applies to nearly all the missions in this mod, and especially the final ones with the blue text that appears in the HUD (e.g. like the political broadcast at the end of campaign 2).
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Thanks! :)
About the last bug...basically we need to prevent the engines from being disabled and use self-destruct to ensure a coordinated explosion of both the Throne and the Majesty, right?
That happens because S:AH used short comm sounds, right? I don't remember because the last time I played S:AH with an audio card was in mid 2006. We need to use voice synthesis for common messages and a long voice file for training messages(the voice file will be empty and should last at least 4-5 seconds). I can't take care of the second issue because I don't know how to create such a sound.
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About the last bug...basically we need to prevent the engines from being disabled and use self-destruct to ensure a coordinated explosion of both the Throne and the Majesty, right?
That happens because S:AH used short comm sounds, right? I don't remember because the last time I played S:AH with an audio card was in mid 2006. We need to use voice synthesis for common messages and a long voice file for training messages(the voice file will be empty and should last at least 4-5 seconds). I can't take care of the second issue because I don't know how to create such a sound.
Oops I just edited my last post - wrong file name for the last bug, sorry.
What you're suggesting sounds like it makes sense, but I think I'll need to play that mission again.
Yes the mod does use short message sounds, that could be why. It's the emptymsg_LNG wav file.
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Correct, it should be changed to "emptymsg.wav"... :nod:
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Actually I think the mod uses both emptymsg_LNG and Emptymsg wav files, I've just opened a random mission to check, there may be others (I'm not too knowledgable about this stuff). Emptymsg lasts for 1 second, emptymsg_LNG lasts for 3 seconds.
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They're from INFR1, right?
We'll then switch to "none.wav". By the way, I still need to DL the stuff(I have my patch but I don't have the rest)...
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Yes they're in INFR1 (SAH has it in the secondary list under multimod in my mod.ini file).
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Not to necro, but where are the modified SAH campaign(s)? The links hadn't been ninja'd when I was last here. I just emptied my fs2 install to start fresh, and I assumed that the campaigns I needed to reinstall would be available, but this one is eluding me.
I've searched filefront already, and the moddb profile has no downloads.
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Check freespacemods.net.