Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Flaming_Sword on July 08, 2008, 08:22:18 pm

Title: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 08, 2008, 08:22:18 pm
Fly as the Shivans against the GTVA long after the events of FS2. Requires mediavps 3.6.10, FSO build capable of using the ownage settings in ai_profiles.tbl.

Features:

I'll try to list anything else I can actually remember.

Provided:

FSO SVN trunk builds (July 8th, 2008, revision 4694, release and debug, includes FRED2)
Newer build (includes some changes like support for normal maps) here: http://www.hard-light.net/forums/index.php/topic,55190.0.html
Windows shortcut to FRED2 with mod dir, to allow missions to be made using this mod
The mod itself (with 3 demo missions and a short converted campaign, non canon to this mod)

Optional (and separate):

Adv effects pack, to be used if adv effects mediavps are used.

WIP screenshots here: http://www.hard-light.net/forums/index.php/topic,50408.0.html

Download here (http://freespacemods.net/download.php?view.261). Optional Advanced effects pack (if you are using adv mediavps) linked from there.

Installation

1. Extract the contents of the 7z into your main FS2 directory. You should now have exes and a shortcut in your main directory, as well as a directory named shivans_0.2 (the mod directory). Delete settings.ini if required (accidentally left it in after testing, sorry :o).

2. If you downloaded the advanced pack, extract the vp into the shivans_0.2 directory.

3. Set your launcher to use one of the exes provided (though the GTD Titan crashes the debug version, I think), and set your mod directory to shivans_0.2 to play.

4. If you want to fred using this mod, use the provided shortcut (Windows only). If the path is not found, change the path to the fred exe in your FS2 directory. If using another OS, hopefully you can figure it out then tell me so I can stick instructions here. :P

I'll probably stick a FAQ or something down here. Comments/suggestions/constructive criticism welcome. Remember that this is still a work in progress.

Notes:
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 09, 2008, 02:58:13 am
Yey. Downloading.

But I told you you should have posted all the things that are in the mod ( features ).  :p
Title: Re: RELEASE - Shivans! v0.2
Post by: Molybdenum on July 09, 2008, 04:21:49 am
I would love to test it but how do I check my mediavp versions. I downloaded SCP back when it was 3.6.9 but I think the mediavps are newer.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 09, 2008, 05:04:23 am
3.6.8 Zeta mediavps have mv_models.vp and mv_textures.vp. 3.6.10 mediavps have mv_assets.vp instead of models and textures.
Title: Re: RELEASE - Shivans! v0.2
Post by: Molybdenum on July 09, 2008, 05:49:52 am
OK, I need to upgrade then. ;p
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 09, 2008, 06:25:17 am
Yey. Downloading.

But I told you you should have posted all the things that are in the mod ( features ).  :p
Yeah, but my memory sucks. :P I'll give it a go anyway.

EDIT: There, did I leave out anything?

EDIT2: Whoops, demo mission bonus goals.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 09, 2008, 10:40:37 am
You forgot to mention the command brief and intelligence animations :P
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 09, 2008, 06:26:45 pm
I seem to be having a problem getting the game started!  I got the game to start without the enhancements but that the only time I CAN get it to work.  Not to mention, the ReadMe file dosen't give any instructions on installing it.  CAN SOMEONE PLEASE HELP ME???!!!!!  :wtf:
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 09, 2008, 07:28:34 pm
First post updated with some (hopefully useful) installation instructions.

You forgot to mention the command brief and intelligence animations :P
See, I forget things. :P
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 09, 2008, 09:30:28 pm
First post updated with some (hopefully useful) installation instructions.

What I'm trying to say is that when I install the mod as usual (that is, making a folder for the mod in the FS2 root directory and placing the files needed for the mod into that folder), I then start the SCP launcher and select the mod I want, then I start the game.  The problem is when splash screen comes up is when I get a countless number of missing file errors.  I'm not sure if that's suppose to happen or if those "trunk" files have anything to do with it.  THAT'S why I'd like to have more specific install instructions!
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 09, 2008, 09:45:41 pm
Well, are you using the 3.6.10 mediavps? And do you have the 3.6.10 adv_effects.vp mediavp ? Cause they are necessary ( the advanced effects vp is required for the optional files ).

Flaming_Sword, I think you haven't included traitor.tbl ?

P.S. Posting at 05:45 in the early morning. . .
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 09, 2008, 10:36:50 pm
I remember taking that out, so it shouldn't be there. I was planning on doing one once I had wingmen personas fixed up.

Also, my 7z was packaged in a way that the mod dir was already provided (no need to make a new one). You just extract the whole archive into your FS2 dir (assuming you're preserving the dir structure) and it should be all set up.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 10, 2008, 04:44:05 am
Which mission? You didn't try to play the titan one using a debug build, did you?

What 3.6.10 build did you use? Information about any builds that work will also be useful for anybody else having problems.

EDIT: Were you using the advanced pack? Did you have advanced 3.6.10 mediavps installed with the mod.ini pointing to it? Narrowing down the cause of any bugs will help me fix things.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 07:03:00 am
...advanced 3.6.10 mediavps installed with the mod.ini pointing to it?

OK. I think that maybe what I missed!  I'll check that and let you know the result.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 10, 2008, 07:36:43 am
Almost forgot, sometimes the BOE mission will do odd things because of it's BOE nature (lots and lots of ships). If that's the one crashing, please list your build, settings and system specs.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 02:10:09 pm
I've never really modded an ini file.  Should I put the version number in the "multimod" line?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 10, 2008, 02:12:51 pm
I repeat: it works fine without the additional pack, right? If so, then get the adv_effects.vp

And the mod.ini file is provided. Just make sure that your 3.6.10 mediavps are placed in a folder called mediavps.

Also make sure that your launcher is using the provided exe.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 02:22:57 pm
OK.  I just checked the error message again to see what the missing files were.  The missing files are ship.tbl files.  Weren't those included with the mod?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 10, 2008, 02:25:40 pm
Post the error message
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 02:31:15 pm
Post the error message

I'm not really sure how to do that.  Not to mention, when you save an error message to a clipboard, I'm not sure how to access it.  That also includes the how to access the desktop pictures.  Call me an idiot, call me what you will, I DON'T CARE!  The sooner we can get this problem fixed, the sooner we can get on with life!
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 10, 2008, 02:33:14 pm
The error message that appears is already in a clipboard. Now just when you post a reply, press CTRL V at the same time and post it.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 02:44:17 pm
Well, I found an error ReadMe file in the FS2 root directory, but that for the times FS2 crashed, which was mostly due to overworking my laptop.  Yes, you read my post right; THE FS2 SCP IS RUNNING ON A LAPTOP THAT WAS BOUGHT TO BE USED FOR MOSTLY BUSNESS RELATED PROGRAMS!  But, I digress.  Anyways, where can I find the clipboard file?  If it's in the FS2 folder or its sub-folders, then I can't find it.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 03:14:54 pm
OK.  I think I found the error details.  I've gotten three different errors that all have to do with those "trunk" files.  The errors are stated below:

Faulting application fred2_open_trunk_20080708_d.exe, version 1.0.0.1, faulting module fred2_open_trunk_20080708_d.exe, version 1.0.0.1, fault address 0x00166687.

Faulting application fred2_open_trunk_20080708_r.exe, version 1.0.0.1, faulting module fred2_open_trunk_20080708_r.exe, version 1.0.0.1, fault address 0x0009ace4.

Faulting application fs2_open_trunk_20080708_d.exe, version 1.0.0.1, faulting module fs2_open_trunk_20080708_d.exe, version 1.0.0.1, fault address 0x001a6247.

I've got this feeling, though, that I may have missed a step on installing the mod.  Hopfully this is what you were looking for.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 10, 2008, 03:22:18 pm
In the launcher, select the included exe that ends in a R.exe and not a D.exe . D is a debug build, that crashes the game thanks to the GTD Titan. Other than that, I have no idea.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 03:25:26 pm
So, basicly, I need to get rid of the "D" marked EXE files that came with the mod, right?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 10, 2008, 03:36:03 pm
No. You just turn on the launcher, click on BROWSE, select the provided exe that ends with a R, click apply and play.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 03:45:11 pm
No. You just turn on the launcher, click on BROWSE, select the provided exe that ends with a R, click apply and play.

OK?  Well, I guess that would explain why the Inferno Mod won't work with the SCP. :sigh:  And thanks.  I'll try it and see if it'll work.

FINALLY!  IT STARTS!!!  I just can't believe that it was that simple! :wtf:  Anyways, thanks again! :D
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 10, 2008, 03:52:09 pm
Ok. Just please, don't double post. I think that already it counts as a thread hijack.

Someone should highlight this btw.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 04:06:32 pm
...And the problems STILL continue! :confused:  This time it's crashing during the loading! :shaking:  Here's the error report:

Faulting application fs2_open_trunk_20080708_r.exe, version 1.0.0.1, faulting module igldev32.dll, version 6.14.10.4410, fault address 0x0002483d.

Please tell me this error is just like the last!
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 10, 2008, 04:10:45 pm
This error is just like the last.

Now for the truth: wth. What kind of system have you got?

It seems I won't be able to help anymore. Wait for Flaming_Sword, or someone from the SCP people to come here.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 04:19:36 pm
...And the problems STILL continue! :confused:  This time it's crashing during the loading! :shaking:  Here's the error report:

Faulting application fs2_open_trunk_20080708_r.exe, version 1.0.0.1, faulting module igldev32.dll, version 6.14.10.4410, fault address 0x0002483d.

Please tell me this error is just like the last!

I take that back.  The game crashing was due to the VP file named "adv_shivan".  I took that file out and now it runs...so far. :shaking:  I'm guessing that either that file should be the only one in there or there maybe some corrupt file in the download.  If I run into any more problems, I'll let you know.  That first error was due to the fact that I've never came across a mod that had trunk files in it.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 10, 2008, 06:14:21 pm
Or maybe you don't have mv_adveffects?
Because that's what adv_shivan is for.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 06:30:36 pm
Or maybe you don't have mv_adveffects?
Because that's what adv_shivan is for.

Yea, I've got that VP file, but that's no longer a problem if the game won't run right!  I say that because I'm having a second problem.  Shivan Mission number 2 is either gliched or was made incorrectly.  When that mission starts, all I get is a bright blue screen; I can't move, fire, or even jump out!  I have to use cheats to even destroy anything!  Also, I tried to jump ahead by placing the mission files in the mission sub-folder and re-naming them.  The showed-up in the mission sim, but when I tried Shivan mission number 3, the game crashed on loading.  Plus, just incase anyone was going to ask, I've already installed all the required 3.6.10 VP files and removed the old ones, so we can just rule that out.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 09:10:57 pm
I'm using the 3_6_10-20071028T.exe and it works fine and I Was able to load the first mission, now I'm in the second and for some reason I'm in an Erinyes instead of a Shivan fighter and fighting Shivans. I'm not sure if this is normal and I will have to play more to find out. I won't consider what I said a spoiler because I didn't get into much detail.

That's odd.  For me, I can't do jack squat when the mission starts!  Maybe you could send me the mission files you have or even the VP files you have.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 10, 2008, 09:46:03 pm
I don't know if I can send them via hlp. I beat the campaign (only 4 missions and short ones too). It was all too short. :rolleyes:

So I gathered by the number of missions in the VP file.  I may try something some-what similer to Flaming_Sword's idea.  I'll let you know if I get it finished, but, first thing's first, I need to find out how I can get these FS2 missions to work with or without a VP core.  If you've got any sugestions, click here. (http://www.hard-light.net/forums/index.php/topic,55047.0.html)
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 11, 2008, 04:20:07 am
Or maybe you don't have mv_adveffects?
Because that's what adv_shivan is for.

Yea, I've got that VP file, but that's no longer a problem if the game won't run right!  I say that because I'm having a second problem.  Shivan Mission number 2 is either gliched or was made incorrectly.  When that mission starts, all I get is a bright blue screen; I can't move, fire, or even jump out!  I have to use cheats to even destroy anything!  Also, I tried to jump ahead by placing the mission files in the mission sub-folder and re-naming them.  The showed-up in the mission sim, but when I tried Shivan mission number 3, the game crashed on loading.  Plus, just incase anyone was going to ask, I've already installed all the required 3.6.10 VP files and removed the old ones, so we can just rule that out.
Crap, I thought that was only happening to me on my dodgy laptop :( (the bright blue screen). Blackhole's campaign, converted by ShadowGorrath, can have that problem with the 2nd mission. The solution is to create a pilot from scratch (using the choose pilot screen on startup, not the barracks), then use that to play that campaign. I have no idea why it's happening, and it's not my campaign, just converted to use my mod. Sorry for the inconvenience.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 11, 2008, 04:22:28 am
Sorry everyone, accidentally quoted the first post instead of modifying it. Updated.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 11, 2008, 04:45:35 am
I myself never had that problem. I can't run it with the 3.6.10 exe, but can run it with this one provided in the mod. And it's just fine.
Title: Re: RELEASE - Shivans! v0.2
Post by: Molybdenum on July 11, 2008, 08:32:16 am
Very interesting mod. :)

I finally got it to work and read all the exposition. What it needs now is campaigns. I think I will try and break out with a mini campaign and try to make it canon to what is written in the mod. It would be similar to Derelict but from the Shivan perspective. i bet that was everyones idea when the first saw this.  :p  I will try to make it according to canon.  And post some WIP mission here once they're done.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 11, 2008, 08:50:54 am
Or get in contact with Flaming_Sword and help him FRED the main campaign for the mod.

And geesh, Shivans haven't got such things as pirates or traitors. At least in my perspective.  :p
Title: Re: RELEASE - Shivans! v0.2
Post by: Molybdenum on July 11, 2008, 08:55:42 am
But they can have a single Carrier trapped deep in enemy territory fighting desperately to survive against the odds.  :p Thats what i means when I said Derelict.

One question arises: Should the FRED shortcut included in the mod contain all the new ships and .tbl changes?

EDIT: Oh yeah answered that myself thanks.  :yes:
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 11, 2008, 09:02:37 am
I kinda have a plan for the Nyarlathotep  ;)
Title: Re: RELEASE - Shivans! v0.2
Post by: Stormkeeper on July 11, 2008, 09:05:02 am
I kinda have a plan for the Nyarlathotep  ;)
That's the Lucifer from Derelict, correct ?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 11, 2008, 09:05:46 am
I kinda have a plan for the Nyarlathotep  ;)
That's the Lucifer from Derelict, correct ?

Yes, the same one.
Title: Re: RELEASE - Shivans! v0.2
Post by: Molybdenum on July 11, 2008, 09:36:53 am
I can't decide between making a Lucifer or a Sath emerge deep in Terran territory.

Lucy is less of a tank so it will require more tactical missions whereas the Sath will bring more originality.

Don't worry its not the Nyarlathotep. I am tempted to use a reference to Cthulhu Mythos in the way the Terrans name it but that will probably be too obvious.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 11, 2008, 09:39:11 am
I still suggest you make the missions with Flaming_Sword, or just give your missions to Flaming_Sword so that he can release them in 1 pack. I will be making a couple of missions myself, for fun. And I already added nebulas to the 3 demo missions of this mod.
Title: Re: RELEASE - Shivans! v0.2
Post by: Molybdenum on July 11, 2008, 09:58:01 am
Alright. If I come up with something original I will make it as a separate mission and if there is a chance to contribute to the main campaign then I would be happy to.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 11, 2008, 02:29:28 pm
I just thought of something.  Someone on the forums mentioned something about getting FRED to reconize VP file from the different mods.  Anyone know how to do that?  I may be able to redo that mission.

Also, about the mod I'm thinking about making, since I'm still new to modding, I'm going to try something small.  What I going to do is make ALL Shivan fighters and bomber (including Shivan weapons) avalible to the player(s) throughout most of the FS2 campain.  Once I get it working, you all will be the first to know, but first things first, if you guys would like to help, then I need a solution to this problem:

I've got all the FS2 missions extracted from the "root_fs2.vp" file.  I've also got the ship.tbl's and the weapon.tbl's extracted to and modded to allow the player(s) to fly Shivan fighters and allow the ships to support the use Shivan weapons meaning that the player can also equipt them on Shivan fighters.  I tested this on a mission file that I started to make when I first got this idea and it worked!  This was a HUGE start for me!  Now I've run into another road block, this time, it has to do with the campain's mission files.  If you guys haven't already known, changing the file name of one of these missions will remove them from the campain and class them as a single mission.  All I did was change the loadouts, which should show in the campain.  If you know a way to have them update, please let me know.  Also, I may change where the discution for the solution will take place out of fear of the Hard-Light.net hosts doing something to my profile.  Keep checking this post for a link or for the topic name.


The topic you can go to to post any solution to the problem I'm have on editing the FS2 Main Campain is FS2 Main Campain with Shivan Fighters (http://www.hard-light.net/forums/index.php/topic,55087.0.html). 
Oh, yea!  One last thing!  If you guys would like to have Flaming_Sword's Shivan mod to work, I'm willing to fix it, but I need to know how to get FRED2 to reconize Flaming_Sword's VP file.  Any sugestions?
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 11, 2008, 05:50:09 pm
Well, I provided that FRED2 shortcut to make it easier for people to FRED their own missions and campaigns using my mod (partly because I imagine it will be a long time before my campaign is done, and I want people to have fun in the meantime). I'll likely compile the best ones into the next version or a small release in the near future (properly credited, of course). The shortcut may be edited to reflect people's directory structure (or you may create your own).
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 11, 2008, 09:17:58 pm
Well, I provided that FRED2 shortcut to make it easier for people to FRED their own missions and campaigns using my mod (partly because I imagine it will be a long time before my campaign is done, and I want people to have fun in the meantime). I'll likely compile the best ones into the next version or a small release in the near future (properly credited, of course). The shortcut may be edited to reflect people's directory structure (or you may create your own).

Odd.  Last time I tried that, FRED2 started nomaly.  The only time I got FRED2 to start with a mod was when I had the Inferno Mod in the FS2 main directory (which, I might add, I was a little dissapointed that the Shivan stelth fighter wasn't in your demo, not that I'm saying I want it in).  Either way, I'll try again and let you know the resualt.  Hopefully I can get FRED2 to start with you mod.  Also, I think I know what the problem is.  Last I heard about this mod, someone got the second mission to start, but he was flying a Terran craft insted of a Shivan craft.  I'm guessing it maybe a different defalt fighter that's giving me and one other guy the (what I call) "Blue Screen of DEATH!!!!" :lol:  I call it that because when Gamma wing arives, the wing display shows up with the player KIA.  Plus, and I hope you don't mind me asking, but, where in the world did you get the sounds for the in-game comunications?!  I think I may end up using that in my mod as well!
Title: Re: RELEASE - Shivans! v0.2
Post by: Stormkeeper on July 11, 2008, 10:12:41 pm
Doesn't the Gigas have an ugly ass shield mesh? Or is that the Diablo?
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 11, 2008, 10:15:01 pm
That's the Diablo. And the Iblis. (And I would assume the Vinashaak as well)
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 11, 2008, 10:24:58 pm
How about adding additional Shivan models like using an Amritaya juggernaught or better yet, a Gigas, which as far as I know, hasn't been used an any campaign yet. that would be more original.

That's the Diablo. And the Iblis. (And I would assume the Vinashaak as well)

No kidding.  I think after I gain more experience using FRED2, I may build a Shivan mod some-what similer to Flaming_Sword's Shivan mod and add in multiple Shivan craft from the Inferno Mod into my mod, but that's sometime away, but...Hey, a gamer can dream, can't he?

Plus, have you seen a SSJ Gigas fire ALL it's beam turets?  I've actually recorded a short clip from an Inferno Mod battle senario of a single SSJ Gigas attacking and destroying THREE SUPER-DESTROYERS  (one by ramming into it) AND A SOL JUMP GATE ALL IN TWO SHOTS!!!!    I have yet to post it on YouTube or MySpace.  Just tell me if you want to see it.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 11, 2008, 11:04:06 pm
Well, I provided that FRED2 shortcut to make it easier for people to FRED their own missions and campaigns using my mod (partly because I imagine it will be a long time before my campaign is done, and I want people to have fun in the meantime). I'll likely compile the best ones into the next version or a small release in the near future (properly credited, of course). The shortcut may be edited to reflect people's directory structure (or you may create your own).

Well, I got FS2 re-installed back on my laptop and I tried the FRED2 trunk EXE files that came with the mod, but it's still working the same way FRED2 does with no mod VP files active.  Do you have FS2 Open EXE files in the same folder as the VPs and the FRED2 trunk files?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 12, 2008, 03:55:02 am
How about adding additional Shivan models like using an Amritaya juggernaught or better yet, a Gigas, which as far as I know, hasn't been used an any campaign yet. that would be more original.

That's the Diablo. And the Iblis. (And I would assume the Vinashaak as well)

No kidding.  I think after I gain more experience using FRED2, I may build a Shivan mod some-what similer to Flaming_Sword's Shivan mod and add in multiple Shivan craft from the Inferno Mod into my mod, but that's sometime away, but...Hey, a gamer can dream, can't he?

Plus, have you seen a SSJ Gigas fire ALL it's beam turets?  I've actually recorded a short clip from an Inferno Mod battle senario of a single SSJ Gigas attacking and destroying THREE SUPER-DESTROYERS  (one by ramming into it) AND A SOL JUMP GATE ALL IN TWO SHOTS!!!!    I have yet to post it on YouTube or MySpace.  Just tell me if you want to see it.

Upload it.

When I played that demo, the only Shivan fighter I could fly was the Mara and in the second and third mission, I was flying an Erynies. Why? I shouldn't be flying a terran fighter in this campaign.

Make a new pilot file. You can only fly the Mara/Hunter in the campaign. The 3 demo missions have a much MUCH wider selection in ships.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 12, 2008, 10:17:11 am
OK.  The clip is uploading,The clip has been uploaded, but it's not as great as I thought.  Instead, the SSJ destroyed two Super-Destroyers.  Over all, this clip still shows how powerful the SSJ can be.  The link is http://vids.myspace.com/index.cfm?fuseaction=vids.individual&videoid=38262253 (http://vids.myspace.com/index.cfm?fuseaction=vids.individual&videoid=38262253). It's a silent clip, but it's OK.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 12, 2008, 10:55:17 am
Do you need a stealth ship made? I am currently attempting to create a shivan stealth ship. :P (yeah, I'm new, but I have a good tatste for designs). It is based off the Astaroth but won't have those annoying spikes poking forwards, a wider backwings (to make it fair), and the AWAC stealth capabilities. :P Also, I planeed on dimming the astaroth texture to dim the texture so the red wasn't glowing so much.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 12, 2008, 12:11:26 pm
Do you need a stealth ship made? I am currently attempting to create a shivan stealth ship. :P (yeah, I'm new, but I have a good tatste for designs). It is based off the Astaroth but won't have those annoying spikes poking forwards, a wider backwings (to make it fair), and the AWAC stealth capabilities. :P Also, I planeed on dimming the astaroth texture to dim the texture so the red wasn't glowing so much.

Actually, there has already been a Shivan stealth fighter made.  It's found in the Inferno Mod.  Its class name I'm not sure of, but I do know it looks some-what like the SB Taravi just shorter, thicker, and its payload is a whole lot lighter than the Taravi.  Use FS2's VPViewer32 on the Inferno Mod VP file to find it.  It's not going to be with the rest of the Shivan fighters.  Instead, it'll be seperate from the rest.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 12, 2008, 12:33:37 pm
SF Chimera.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 12, 2008, 12:48:57 pm
SF Chimera.

What he said! :lol:
Title: Re: RELEASE - Shivans! v0.2
Post by: Snail on July 12, 2008, 01:00:32 pm
In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 12, 2008, 01:28:38 pm
In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7

Are you sure?
Title: Re: RELEASE - Shivans! v0.2
Post by: Jeff Vader on July 12, 2008, 01:30:22 pm
In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7

Are you sure?
Snail's level of knowledge on Inferno-related things is dangerously high. Trust me on this one. And trust him.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 12, 2008, 02:05:42 pm
In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7

Are you sure?
Snail's level of knowledge on Inferno-related things is dangerously high. Trust me on this one. And trust him.

Well, I find it unlikely that a stealth fighter could be refited with AAA beams.
Title: Re: RELEASE - Shivans! v0.2
Post by: Jeff Vader on July 12, 2008, 02:09:21 pm
In Inferno SCP the Chimera isn't stealth anymore. Instead it has fighterbeams. ;7
Are you sure?
Snail's level of knowledge on Inferno-related things is dangerously high. Trust me on this one. And trust him.
Well, I find it unlikely that a stealth fighter could be refited with AAA beams.
Well, during my first playthrough of the FS2 campaign, and particularly after playing High Noon, I thought the existence of more Sathanases to be highly unlikely. But waddaya know...

And here at HLP we have this thing called "artistic freedom".
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 12, 2008, 02:22:41 pm
Now if that fighter got stealth tech and cruiser grade armour, then I'd believe it is in Inferno.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 12, 2008, 02:34:31 pm
Well, during my first playthrough of the FS2 campaign, and particularly after playing High Noon, I thought the existence of more Sathanases to be highly unlikely. But waddaya know...

And here at HLP we have this thing called "artistic freedom".


The SJ Sathanas mass production in FS2 might have been because the Shivans were in control of their own galaxy, so they had resources that were in abundence, but about the "artistic freedom" thing, I kind of gathered that by looking at the user-made craft.  Still, I never thought that anyone would do that since it (depending on the craft) fill the screen with a birght, white light.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 12, 2008, 03:25:03 pm
Ok, so is the Chimaera a stealth fighter or is it just a plain old fighter but with beam turrets?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 12, 2008, 03:29:11 pm
Ok, so is the Chimaera a stealth fighter or is it just a plain old fighter but with beam turrets?

It was a stealth fighter in Inferno Release 1. Now, in Inferno SCP ( unreleased ), it appears to be a basic fighter with beam cannons.

Quote from: varsaigen's signature
I am an elite Shivan pilot in charge of my personal fleet. My flagship, the SSD Shakuras, has never lost a battle. It has destroyed rogue Lucifers and has captured many GTVA capitolships. Armed with 16 beam turrets, 30 flak turrets, 20 laser canons, and housing 40 squadrons of SF Dragon and SF Mara fighters, my ship is unstoppable. Beware the fleet of Shakuras, or else, be destroyed.

No bombers. Your ships looses when a GTVA capital ship and fighters with TAG missiles attack you. GTVA beam cannons disarm and disable you, and you're doomed. No bombers= no offensive. :P
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 12, 2008, 04:55:43 pm
Ah. ok.

Anyway, I chose not to mention all of the fighter bomber types I have in my armada. Basically, everything. :P I forgot to mention that my flagship has shields and has 3 reactors. :P So if they destroy one, I still have a lot of power. XD not to mention I can tear apart any GTVA ship that comes near, with my 16 beam turrets, 30 flak turrets, 20 laser canons. XD The GTVA is doomed. I'm debating on how many missle banks I should add to my capitol ship. :P My ship will be the equal of 3 juggernaughts! >:D Now... imagine a whole fleet of my flagship. >:3
Title: Re: RELEASE - Shivans! v0.2
Post by: Jeff Vader on July 12, 2008, 04:58:18 pm
Well, we have Chuck Norris.  :P

Now, back on topic, kthxbye.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 12, 2008, 05:00:40 pm
yeah, posting the error message helps a lot. A friend on Hiveworkshop.com (warcraft modding site) helped me get FS2 up and running when I posted the errors for him to examine. :P
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 12, 2008, 11:42:35 pm
Updated links on first post.

UPDATE: link to mod is a bit buggered, hopefully it will be fixed soon.

UPDATE2: fixed.
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 14, 2008, 01:51:50 pm
That Gigas clip was nothing special. Could hardly see it. Very low quality. :rolleyes:

Sorry.  Best I could get it in.

By the way, does anyone know how to add ships to FRED2?
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 14, 2008, 04:13:07 pm
Snail seems to be a pro at (so dar, everything) Fred related. You should ask him.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 14, 2008, 06:24:39 pm
By the way, does anyone know how to add ships to FRED2?
Depends on what you mean by adding ships. What are you trying to do?
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 14, 2008, 06:59:31 pm
I think he means custom ships. And honestly, I don't know. Sorry.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 14, 2008, 07:00:14 pm
If its in the tables, and FRED's reading the mod directory it'll be there.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 14, 2008, 07:02:38 pm
taht's how you do it? ok, I ought to try that some time! Thanks! That helped me too!
Title: Re: RELEASE - Shivans! v0.2
Post by: NFSRacer on July 15, 2008, 06:56:49 am
taht's how you do it? ok, I ought to try that some time! Thanks! That helped me too!

:lol:  OK.  I'll try that.

Also, I thought I heard about the Inferno mod working with the FS2 SCP.  Anyone know about that?
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 15, 2008, 06:21:14 pm
Uh it does work. You just need the SCP patch. ut let's not talk about that here.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 15, 2008, 06:37:12 pm
lol. now, I ought to be able to face more than just my bro at muti-payer! =D
Title: Re: RELEASE - Shivans! v0.2
Post by: Jake2447 on July 16, 2008, 02:20:56 pm
I guess this is sort of random, but who made the marine3t-01 model?
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 16, 2008, 05:50:08 pm
It's from Stratcomm's Fleet Pack.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 16, 2008, 06:00:34 pm
well, I figured out how to open rar files now. Meaning I'm able to get all the custom shivan ships! =D (meaning I can create my own personal fleet now! All i'ts missing is my flag ship...)
Title: Re: RELEASE - Shivans! v0.2
Post by: Jake2447 on July 16, 2008, 08:36:06 pm
It's from Stratcomm's Fleet Pack.

i was wondering if that was it
thanks for the info and great mod
i never thought about it before, but fighting as the shivans is really hard because of no hull strength
keep up the good work
Title: Re: RELEASE - Shivans! v0.2
Post by: Stormkeeper on July 17, 2008, 05:29:52 am
I think there's something wrong with the FSMods site. I tried to dl the mod and the advanced pack, but both links started downloads of the same file (advanced pack).
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 17, 2008, 05:33:44 am
It downloads the normal one now.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 17, 2008, 08:29:39 pm
So... opinions/ratings/reviews anyone?
Title: Re: RELEASE - Shivans! v0.2
Post by: Jake2447 on July 17, 2008, 09:19:16 pm
it was pretty nice
I liked the tech descriptions
As i already mentioned low hull strength makes playing as the Shivans quite difficult
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 17, 2008, 11:12:20 pm
Shivan ships have low hull strength, but strong shielding. Shielding regenerates over time. Hull integrity does not.

Compare and contrast:

The way things are balanced, guns run out of energy much faster, but do much more damage (only two weapons are really spammable, and one of them has limited ammunition). Rearming during a mission is not possible, though secondaries are more powerful.

Because of these differences, Shivan ships fly differently to GTVA ships (would likely be boring if they flew the same, right?). Tactics used when flying missions must also be different.

Hit the enemy fast and hard, though you will need time for your guns and shields to recharge between engagements. Use missles sparingly, since they are limited. Retreat when your shields are low and find cover near friendly fighters and/or a capital ship. Heroic solo charges at enemy wings is no longer an option. Wingmen are more important. Lateral thrusters can give you an edge in combat.

I hope this helps.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 20, 2008, 03:33:51 am
For anyone interested in using a new build: http://www.hard-light.net/forums/index.php/topic,55190.0.html

Well, here's my first build post in a while.  Not much different from Taylor's, a couple commits since the 11th though.  Also thought it would be nice to show the log, there's been quite a lot of Mantis fixing going on in the last couple of months.  One big change between this and my previous builds is that I disabled UAC, so I'm wondering if this alone might help the issue of not reading the registry on Vista.  Then I might actually be able to fix a Mantis issue myself.

Other new features in SVN include the scripting changes in 4631 (WMC), ship templating code in 4636 (Blowfish and Turey), fireball handling code in 4638 (Swifty), Radar orb now renders in HTL (!!!) in 4647 (phreak), a minimal amount of code to keep the standalone from immediately crashing in 4692 (Karajorma), although I believe it's still sufficiently broken to be usable, and of course, the shader code, which when coupled with the shader 1119 vp, will allow normal maps, etc., in 4607-8, along with the new ships lab code.  I'm sure I missed some very cool things, these are just what caught my eye.  The coders seem to be stepping up the pace of 3.6.10 dev lately, so be sure to test this stuff thoroughly and let them know the features are appreciated :)

Any bugs in this are virtually guaranteed to be related to something that's been committed so be sure to Mantis.

fso-20080716_CHIEF_4708 (http://swc.fs2downloads.com/files/fso-20080716_CHIEF_4708_PXOFlag.7z)
MD5Sum (http://swc.fs2downloads.com/files/fso-20080716_CHIEF_4708_PXOFlag.md5)
1119 Shaders Set (http://swc.fs2downloads.com/files/sdr1119.rar) (possible candidate for being official shaders barring further bugs)

Code: [Select]
Revision: 4708
Author: taylor
Date: 2:50:58 AM, Wednesday, July 16, 2008
Message:
damn, forgot these
----
Added : /trunk/fs2_open/code/graphics/gropengldraw.cpp
Added : /trunk/fs2_open/code/graphics/gropengldraw.h

Revision: 4707
Author: taylor
Date: 9:49:19 PM, Tuesday, July 15, 2008
Message:
basic commit of a few Xt tree changes
 - updated OpenGL code (basic shader support, etc.)
 - new ships lab code
 - scripting RTT fixes
 - don't let FRED hog CPU time
----
Modified : /trunk/fs2_open/code/Makefile.am
Modified : /trunk/fs2_open/code/bmpman/bmpman.cpp
Modified : /trunk/fs2_open/code/bmpman/bmpman.h
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/cmdline/cmdline.cpp
Modified : /trunk/fs2_open/code/cmdline/cmdline.h
Modified : /trunk/fs2_open/code/cutscene/mveplayer.cpp
Modified : /trunk/fs2_open/code/cutscene/oggplayer.cpp
Modified : /trunk/fs2_open/code/fred2/fredrender.cpp
Modified : /trunk/fs2_open/code/fred2/fredstubs.cpp
Modified : /trunk/fs2_open/code/fred2/fredview.cpp
Modified : /trunk/fs2_open/code/fred2/management.cpp
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/globalincs/systemvars.cpp
Modified : /trunk/fs2_open/code/globalincs/systemvars.h
Modified : /trunk/fs2_open/code/graphics/2d.cpp
Modified : /trunk/fs2_open/code/graphics/2d.h
Modified : /trunk/fs2_open/code/graphics/grd3dsetup.cpp
Modified : /trunk/fs2_open/code/graphics/grinternal.h
Modified : /trunk/fs2_open/code/graphics/gropengl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengl.h
Modified : /trunk/fs2_open/code/graphics/gropenglbmpman.cpp
Modified : /trunk/fs2_open/code/graphics/gropenglextension.cpp
Modified : /trunk/fs2_open/code/graphics/gropenglextension.h
Modified : /trunk/fs2_open/code/graphics/gropengllight.cpp
Modified : /trunk/fs2_open/code/graphics/gropengllight.h
Added : /trunk/fs2_open/code/graphics/gropenglshader.cpp
Added : /trunk/fs2_open/code/graphics/gropenglshader.h
Added : /trunk/fs2_open/code/graphics/gropenglstate.cpp
Added : /trunk/fs2_open/code/graphics/gropenglstate.h
Modified : /trunk/fs2_open/code/graphics/gropengltexture.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltexture.h
Modified : /trunk/fs2_open/code/graphics/gropengltnl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.h
Modified : /trunk/fs2_open/code/graphics/grstub.cpp
Modified : /trunk/fs2_open/code/graphics/grstub.h
Modified : /trunk/fs2_open/code/graphics/tmapper.h
Modified : /trunk/fs2_open/code/lab/lab.cpp
Modified : /trunk/fs2_open/code/lab/wmcgui.cpp
Modified : /trunk/fs2_open/code/lab/wmcgui.h
Modified : /trunk/fs2_open/code/lighting/lighting.cpp
Modified : /trunk/fs2_open/code/math/vecmat.cpp
Modified : /trunk/fs2_open/code/math/vecmat.h
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/model/modelread.cpp
Modified : /trunk/fs2_open/code/nebula/neb.cpp
Modified : /trunk/fs2_open/code/osapi/osapi.cpp
Modified : /trunk/fs2_open/code/osapi/osapi_unix.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/render/3ddraw.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.h
Modified : /trunk/fs2_open/projects/MSVC_6/code.dsp

Revision: 4706
Author: karajorma
Date: 1:25:41 PM, Monday, July 14, 2008
Message:
A bandaid on the gaping wound that is the current score code for ships. Should stop the missions corrupting themselves with ;;FSO 3.6.10;; messages but missions won't open in 3.6.9 now.
----
Modified : /trunk/fs2_open/code/fred2/missionsave.cpp

Revision: 4704
Author: taylor
Date: 10:11:11 PM, Sunday, July 13, 2008
Message:
add part of the Xt texture replacement code which fixed texture page-in issues for late arrivals
  (rest of the missing thruster fix)
----
Modified : /trunk/fs2_open/code/mission/missionparse.cpp

Revision: 4702
Author: phreak
Date: 6:34:50 AM, Thursday, July 10, 2008
Message:
Updated to a newer version of glext.h from SGI
----
Modified : /trunk/fs2_open/code/graphics/gl/Glext.h

Revision: 4700
Author: taylor
Date: 1:15:56 AM, Thursday, July 10, 2008
Message:
total_time fixage (it should never be allowed to be zero)
----
Modified : /trunk/fs2_open/code/model/modelinterp.cpp

Revision: 4699
Author: taylor
Date: 12:58:51 AM, Thursday, July 10, 2008
Message:
various thruster fixage from the Xt tree (should fix Mantis #1450)
----
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp

Revision: 4698
Author: taylor
Date: 12:10:31 AM, Thursday, July 10, 2008
Message:
fix HB being sent after server disconnect (made games show up for up to 10 minutes after they had ended)
make the chat channel count update more than once, since that didn't appear to work very well
fix compile error with GCC 4.3
----
Modified : /trunk/fs2_open/code/fs2netd/fs2netd_client.cpp
Modified : /trunk/fs2_open/code/fs2netd/tcp_client.cpp

Revision: 4697
Author: Goober5000
Date: 10:44:45 PM, Wednesday, July 09, 2008
Message:
the second half of the Mantis #1271 fix
----
Modified : /trunk/fs2_open/code/fred2/freddoc.cpp

Revision: 4695
Author: Swifty
Date: 11:17:49 AM, Tuesday, July 08, 2008
Message:
Mantis 1707: fix for FTL warp effect going out of bounds.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp

Revision: 4694
Author: Goober5000
Date: 3:03:31 AM, Tuesday, July 08, 2008
Message:
d'oh -- fix Mantis #1271
----
Modified : /trunk/fs2_open/code/fred2/freddoc.cpp

Revision: 4692
Author: karajorma
Date: 3:46:17 AM, Monday, July 07, 2008
Message:
Couple of small changes to make the Standalone work again.
----
Modified : /trunk/fs2_open/code/network/multiteamselect.cpp
Modified : /trunk/fs2_open/code/playerman/managepilot.cpp

Revision: 4689
Author: Goober5000
Date: 4:18:46 PM, Thursday, June 26, 2008
Message:
fix incompatibility in sexps between retail and SCP
----
Modified : /trunk/fs2_open/code/parse/sexp.cpp

Revision: 4688
Author: phreak
Date: 9:52:51 PM, Wednesday, June 25, 2008
Message:
Properly autocenter the missile models in the techroom.
----
Modified : /trunk/fs2_open/code/model/modelinterp.cpp

Revision: 4687
Author: Wanderer
Date: 7:27:49 AM, Tuesday, June 24, 2008
Message:
added startMission lua function
----
Modified : /trunk/fs2_open/code/parse/lua.cpp

Revision: 4686
Author: phreak
Date: 5:09:04 PM, Monday, June 23, 2008
Message:
Fix mantis #1710
----
Modified : /trunk/fs2_open/code/radar/radarorb.cpp

Revision: 4685
Author: karajorma
Date: 3:47:26 PM, Monday, June 23, 2008
Message:
Allow capship beams to take full credit for their kills if a flag is set.
----
Modified : /trunk/fs2_open/code/ai/ai_profiles.cpp
Modified : /trunk/fs2_open/code/ai/ai_profiles.h
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp
Modified : /trunk/fs2_open/code/ship/shiphit.cpp

Revision: 4684
Author: karajorma
Date: 2:01:08 PM, Monday, June 23, 2008
Message:
Doh!
----
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp

Revision: 4683
Author: karajorma
Date: 11:27:14 AM, Monday, June 23, 2008
Message:
Fix a bug that meant players sometimes didn't get an assist is someone had already earned one.
Make it possible to decide what percentage of the damage a ship receives earns you a kill.
----
Modified : /trunk/fs2_open/code/ai/ai_profiles.cpp
Modified : /trunk/fs2_open/code/ai/ai_profiles.h
Modified : /trunk/fs2_open/code/globalincs/def_files.cpp
Modified : /trunk/fs2_open/code/stats/scoring.cpp

Revision: 4682
Author: WMCoolmon
Date: 2:50:47 AM, Monday, June 23, 2008
Message:
The new scripting hooks for mouse/keyboard.
----
Modified : /trunk/fs2_open/code/io/key.cpp
Modified : /trunk/fs2_open/code/io/mouse.cpp
Modified : /trunk/fs2_open/code/parse/scripting.cpp
Modified : /trunk/fs2_open/code/parse/scripting.h

Revision: 4681
Author: Swifty
Date: 2:39:01 AM, Monday, June 23, 2008
Message:
Even more accurate HUD reticle offset calculations.
----
Modified : /trunk/fs2_open/code/hud/hud.cpp

Revision: 4680
Author: phreak
Date: 8:58:02 PM, Sunday, June 22, 2008
Message:
Get rid of my mixed case old username.
----
Modified : /trunk/fs2_open/code/menuui/credits.cpp

Revision: 4679
Author: phreak
Date: 8:54:33 PM, Sunday, June 22, 2008
Message:
Fixed filename cases in the code, fred2, and freespace2 project files.  The files were originally mixed-case (from fs2-public) and the mixed-case names would be restored when saving the files.  This didn't sit too well with SVN.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj

Revision: 4678
Author: karajorma
Date: 11:57:35 AM, Sunday, June 22, 2008
Message:
Change No Debrief to Toggle Debrief. It will now turn on debriefings for dogfight missions (Which otherwise get the kills matrix).
----
Modified : /trunk/fs2_open/code/fred2/missionnotesdlg.cpp
Modified : /trunk/fs2_open/code/missionui/missiondebrief.cpp
Modified : /trunk/fs2_open/code/network/multiutil.cpp

Revision: 4677
Author: karajorma
Date: 11:55:29 AM, Sunday, June 22, 2008
Message:
Add the Hide-ship-name ship flag
----
Modified : /trunk/fs2_open/code/fred2/missionsave.cpp
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/fred2/fred.rc
Modified : /trunk/fs2_open/code/fred2/resource.h
Modified : /trunk/fs2_open/code/fred2/shipflagsdlg.cpp
Modified : /trunk/fs2_open/code/fred2/shipflagsdlg.h
Modified : /trunk/fs2_open/code/hud/hudbrackets.cpp
Modified : /trunk/fs2_open/code/hud/hudtarget.cpp
Modified : /trunk/fs2_open/code/hud/hudtargetbox.cpp
Modified : /trunk/fs2_open/code/mission/missionparse.h
Modified : /trunk/fs2_open/code/network/multi.h
Modified : /trunk/fs2_open/code/ship/ship.h

Revision: 4676
Author: Swifty
Date: 3:24:57 AM, Sunday, June 22, 2008
Message:
Fixed inaccurate slewing HUD reticle as pointed out by Goober.
----
Modified : /trunk/fs2_open/code/hud/hud.cpp

Revision: 4675
Author: Goober5000
Date: 11:02:07 PM, Saturday, June 21, 2008
Message:
added missing TrackIR offsets in FS1 HUD code
disabled the entire HUD nose offset system until Swifty can fix the centering algorithm
----
Modified : /trunk/fs2_open/code/hud/hud.cpp
Modified : /trunk/fs2_open/code/hud/hudreticle.cpp

Revision: 4672
Author: taylor
Date: 11:36:26 PM, Wednesday, June 18, 2008
Message:
fix compiling on F9 (per the standard, limits.h isn't implicitly included)
----
Modified : /trunk/fs2_open/code/lab/wmcgui.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/fs2netd/fs2netd_client.cpp
Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/object/objectshield.cpp

Revision: 4671
Author: karajorma
Date: 5:24:56 PM, Wednesday, June 18, 2008
Message:
I'm fairly sure FRED shouldn't be calling that function. Certainly not for BtRL at least as it was causing a crash.
----
Modified : /trunk/fs2_open/code/ship/ship.cpp

Revision: 4663
Author: phreak
Date: 4:02:18 PM, Sunday, June 15, 2008
Message:
Fix for mantis #1691: Ships disappear at stage 2 of knossos warpout.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp

Revision: 4662
Author: Wanderer
Date: 8:18:43 AM, Friday, June 13, 2008
Message:
fix for the detail box parsing (issue reported by Water)
----
Modified : /trunk/fs2_open/code/model/modelread.cpp

Revision: 4661
Author: WMCoolmon
Date: 5:38:28 PM, Wednesday, June 11, 2008
Message:
Move gr_reset_clip into draw_model_rotating, and don't assume that if a NULL closeup pos is passed that it's a missile.
----
Modified : /trunk/fs2_open/code/missionui/missionscreencommon.cpp
Modified : /trunk/fs2_open/code/missionui/missionshipchoice.cpp
Modified : /trunk/fs2_open/code/missionui/missionweaponchoice.cpp

Revision: 4657
Author: phreak
Date: 8:14:32 PM, Monday, June 09, 2008
Message:
fix mantis #1682 - weapon ship collisions not applying to ships beyond the warpout clip plane.
----
Modified : /trunk/fs2_open/code/object/collideshipweapon.cpp

Revision: 4656
Author: phreak
Date: 8:13:48 PM, Monday, June 09, 2008
Message:
Shoudln't forgetting a return statement be an error and not a warning?
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp

Revision: 4655
Author: phreak
Date: 5:27:21 PM, Monday, June 09, 2008
Message:
Mantis #1676 - Prevent particles from appearing during warpout and the particle emitter is beyond the clip plane.
----
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Modified : /trunk/fs2_open/code/ship/shipfx.h

Revision: 4654
Author: Wanderer
Date: 3:11:27 AM, Monday, June 09, 2008
Message:
Fix for mantis #1687 (corkscrew missiles and turrets)
----
Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/weapon/swarm.cpp

Revision: 4653
Author: phreak
Date: 8:10:43 PM, Sunday, June 08, 2008
Message:
Added SSE/SSE2 build configurations.  These builds are are optional versions of the release builds with SSE/SSE2 instruction support.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.sln
Modified : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj

Revision: 4652
Author: phreak
Date: 6:53:12 PM, Sunday, June 08, 2008
Message:
Added additional compiler optimizations for release builds.
----
Modified : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Modified : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj

Revision: 4651
Author: phreak
Date: 6:59:05 PM, Saturday, June 07, 2008
Message:
Add Visual Studio 2008 project files.

The release builds have been configured to use Multi-processor support (/MP) when compiling.
----
Added : /trunk/fs2_open/projects/MSVC_2008
Added : /trunk/fs2_open/projects/MSVC_2008/Fred2.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/Freespace2.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/code.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/Freespace2.sln
Added : /trunk/fs2_open/projects/MSVC_2008/libjpeg.vcproj
Added : /trunk/fs2_open/projects/MSVC_2008/liblua.vcproj

Revision: 4650
Author: phreak
Date: 7:18:58 PM, Monday, June 02, 2008
Message:
Alpha blending and line widths for radar orb rings when in HTL mode.
----
Modified : /trunk/fs2_open/code/graphics/2d.h
Modified : /trunk/fs2_open/code/graphics/grd3dsetup.cpp
Modified : /trunk/fs2_open/code/graphics/gropengl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.cpp
Modified : /trunk/fs2_open/code/graphics/gropengltnl.h
Modified : /trunk/fs2_open/code/graphics/grstub.cpp
Modified : /trunk/fs2_open/code/radar/radarorb.cpp

Revision: 4649
Author: Wanderer
Date: 3:51:50 PM, Monday, June 02, 2008
Message:
fix for cutscene jerkyness (part of mantis #1697)
----
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp

Revision: 4648
Author: Wanderer
Date: 1:28:13 AM, Monday, June 02, 2008
Message:
fix for the Mantis #1703 (debris and alt names)
----
Modified : /trunk/fs2_open/code/hud/hudtargetbox.cpp
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/debris/debris.h

Revision: 4647
Author: phreak
Date: 12:54:02 PM, Sunday, June 01, 2008
Message:
Render the radar orb using HTL.  It still wasn't doing that after all these years.  The original rendering method is still in place.
----
Modified : /trunk/fs2_open/code/radar/radarorb.cpp

Revision: 4646
Author: Wanderer
Date: 5:50:28 AM, Sunday, June 01, 2008
Message:
Fixes beams have migrating firing points (Mantis #1688)
Prevents simultaneously fired weapons from sharing firing points.
----
Modified : /trunk/fs2_open/code/ai/aiturret.cpp
Modified : /trunk/fs2_open/code/weapon/beam.cpp

Revision: 4643
Author: phreak
Date: 12:05:11 PM, Friday, May 30, 2008
Message:
minor bugfix, readability.
----
Modified : /trunk/fs2_open/code/radar/radarorb.cpp

Revision: 4642
Author: Backslash
Date: 10:33:27 PM, Thursday, May 29, 2008
Message:
Minor typos.  Also an fspeed -> speed change.
----
Modified : /trunk/fs2_open/code/parse/sexp.cpp

Revision: 4641
Author: Wanderer
Date: 10:46:09 AM, Thursday, May 29, 2008
Message:
removed a couple of unreferenced variables
----
Modified : /trunk/fs2_open/code/ship/ship.cpp

Revision: 4640
Author: phreak
Date: 10:54:33 PM, Wednesday, May 28, 2008
Message:
-Fixed null pointer exception in beam_delete()
-Got Targeting Laser to sort of work, it paints, but does not render.
----
Modified : /trunk/fs2_open/code/weapon/beam.cpp

Revision: 4639
Author: Swifty
Date: 10:31:46 PM, Wednesday, May 28, 2008
Message:
Various 'pit bug fixes. Prevent TrackIR users from leaning back. Removed superfluous ApplyViewShake from game_render_frame_setup(). Fixed zbuffer clipping bug for separate cockpit POFs.
----
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/playerman/playercontrol.cpp

Revision: 4638
Author: Swifty
Date: 10:26:23 PM, Wednesday, May 28, 2008
Message:
Modified fireball handling; ship class or type specific explosions.
----
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Modified : /trunk/fs2_open/code/ship/shipfx.cpp
Modified : /trunk/fs2_open/code/ship/shiphit.cpp
Modified : /trunk/fs2_open/code/ship/ship.h
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/asteroid/asteroid.cpp
Modified : /trunk/fs2_open/code/fireball/fireballs.cpp
Modified : /trunk/fs2_open/code/fireball/fireballs.h
Modified : /trunk/fs2_open/code/hud/hudartillery.cpp

Revision: 4637
Author: karajorma
Date: 11:39:59 AM, Monday, May 26, 2008
Message:
Fix a couple of those pesky scoping in for loops problems.
----
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/parse/lua.cpp

Revision: 4636
Author: karajorma
Date: 10:54:29 AM, Monday, May 26, 2008
Message:
Blowfish's port of Turey's ship template code.
----
Modified : /trunk/fs2_open/code/ship/ship.cpp
Modified : /trunk/fs2_open/code/ship/ship.h
Modified : /trunk/fs2_open/code/parse/parselo.cpp
Modified : /trunk/fs2_open/code/parse/parselo.h

Revision: 4635
Author: karajorma
Date: 8:40:07 AM, Monday, May 26, 2008
Message:
Display the pilots score in the barracks.
----
Modified : /trunk/fs2_open/code/menuui/barracks.cpp

Revision: 4634
Author: karajorma
Date: 8:36:01 AM, Monday, May 26, 2008
Message:
Fix the primary weapons won't cycle bug (Mantis 1673)
----
Modified : /trunk/fs2_open/code/io/keycontrol.cpp

Revision: 4633
Author: karajorma
Date: 8:29:53 AM, Monday, May 26, 2008
Message:
Allow priorities higher than 89 for orders in FRED. Clean up unused parameters from several AI methods.
----
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/fred2/fred.rc
Modified : /trunk/fs2_open/code/ai/ai.h
Modified : /trunk/fs2_open/code/ai/aicode.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.cpp
Modified : /trunk/fs2_open/code/fred2/initialstatus.cpp
Modified : /trunk/fs2_open/code/fred2/shipgoalsdlg.cpp
Modified : /trunk/fs2_open/code/fred2/shipgoalsdlg.h
Modified : /trunk/fs2_open/code/weapon/emp.cpp

Revision: 4632
Author: Backslash
Date: 1:59:00 AM, Monday, May 26, 2008
Message:
Fix to not play the flyby sound repeatedly for a stupid reason when viewing from another ship.  (The player is NOT always the center of the universe.)
----
Modified : /trunk/fs2_open/code/object/objectsnd.cpp

Revision: 4631
Author: WMCoolmon
Date: 5:52:05 PM, Sunday, May 25, 2008
Message:
Scripting:
- Add On Mission Start, On Mission End hooks; swap Warpin and Warpout to Warp In and Warp Out
- Safer handle helper structs
- Improved math, eg matrix interpolation and vector multiply/divide
- Filesystem read AND write support
- Initial scripting orders support
- Better waypoints support
- Assorted requested scripting functions
bmpman:
- Safer bm_get_filename
cfile:
- Support for RW, rather than just R or W, file modes.
model:
- Safer texture_info struct. Taylor, I know we talked about this, but I realized that it was just a lot better for what it does and it shouldn't be too much trouble to replace with the new system (operations tend to be much more concise and clear). Let me know if any unexpected difficulties arise.
----
Modified : /trunk/fs2_open/code/mission/missionparse.cpp
Modified : /trunk/fs2_open/code/bmpman/bmpman.cpp
Modified : /trunk/fs2_open/code/cfile/cfile.cpp
Modified : /trunk/fs2_open/code/freespace2/freespace.cpp
Modified : /trunk/fs2_open/code/model/model.h
Modified : /trunk/fs2_open/code/model/modelinterp.cpp
Modified : /trunk/fs2_open/code/model/modelread.cpp
Modified : /trunk/fs2_open/code/starfield/starfield.cpp
Modified : /trunk/fs2_open/code/weapon/weapons.cpp
Modified : /trunk/fs2_open/code/parse/lua.cpp
Modified : /trunk/fs2_open/code/parse/scripting.cpp
Modified : /trunk/fs2_open/code/parse/scripting.h
Modified : /trunk/fs2_open/code/debris/debris.cpp
Modified : /trunk/fs2_open/code/asteroid/asteroid.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.cpp
Modified : /trunk/fs2_open/code/ai/aigoals.h
Modified : /trunk/fs2_open/code/cfile/cfile.h
Modified : /trunk/fs2_open/code/cfile/cfilearchive.cpp
Modified : /trunk/fs2_open/code/cfile/cfilearchive.h
Modified : /trunk/fs2_open/code/fred2/shiptexturesdlg.cpp
Modified : /trunk/fs2_open/code/model/modelcollide.cpp
Modified : /trunk/fs2_open/code/object/waypoint.cpp
Modified : /trunk/fs2_open/code/object/waypoint.h

Revision: 4630
Author: WMCoolmon
Date: 3:13:52 PM, Sunday, May 25, 2008
Message:
Fix signed/unsigned mismatch
----
Modified : /trunk/fs2_open/code/network/multiui.cpp

Revision: 4629
Author: WMCoolmon
Date: 3:13:35 PM, Sunday, May 25, 2008
Message:
Don't quit the game when -output_sexps is used, and move the bulk of the code to a more appropriate location.
----
Modified : /trunk/fs2_open/code/cmdline/cmdline.cpp
Modified : /trunk/fs2_open/code/parse/sexp.cpp
Modified : /trunk/fs2_open/code/parse/sexp.h

PS this also has one little extra lua function, the one I posted in my last build.  I really should get that committed sometime.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 22, 2008, 12:47:11 am
SB Taurvi - 1000/600
WHAT WEAK HULL????

Thats more than most terran bombers!
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 22, 2008, 12:50:50 am
the taurvi packs a punch and has great hull and shield strength. The only thing that balances it is it's pathetic  lack of speed.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 22, 2008, 01:01:32 am
Yeah. Lack of afterburner.
Otherwise, it would make a good intercept missile boat like the Ares. Its got a very nice centerline firepoint for bomb-interception :P
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 22, 2008, 01:04:13 am
Except that single gun is usually armed with a bomb-like primary. :D
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 22, 2008, 01:06:14 am
not to mention it has a rear turret(s) to protect itself! =D
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 22, 2008, 01:09:55 am
Nope, no turret. Only the Nephilim and Seraphim have turrets.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 22, 2008, 01:20:36 am
ah. ok. Drat, it would've been better with a turret. And only now do I remember the design. (I was thinking of the Nephilem...) :P Thanks.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 22, 2008, 01:27:16 am
You can always use the mod to FRED your own missions and test ships (or just play the BOE demo mission since all options are available).
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 22, 2008, 01:38:33 am
lol true. And I would love to play the dragon. :3 (or my custom fighter) Although I have to wonder if it would be possible to combine the 3 races' technology...
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 22, 2008, 01:54:35 am
The limit is your imagination, tabling, modelling and texturing ability.

The extent of my abilities can be seen in the mod (though I'm hoping to improve all the time).
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 22, 2008, 02:01:58 am
Not to go offtopic here, but the tech merge I mentioned earlier came out great on a base I was making. And at the moment I am screwing around with the textures to see how I can make it better. My bro gave me the idea of making it a HoL base, thus the vasudan textures I'm adding. But I think I know how I could make a Shivan base.  :nod: Ok, that's all.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 22, 2008, 11:45:40 am
Well, the Nahema had turrets in the Demo. There's a POF for it with turrets :)
You could go as far to say that it was a post-Capella upgrade to the Nahema :P
Title: Re: RELEASE - Shivans! v0.2
Post by: General Battuta on July 22, 2008, 01:05:05 pm
I just finished the included campaign. I have to say it was borderline unplayable on Medium. When I wasn't being instagibbed by the Hunters on the enemy, well, Hunters, I was being knocked kilometers away by the kinetic impact on the Astaroth/Scout weapons.

The second mission was nearly impossible due to difficulty. I had to cheat. The rapidity with which you die is mind-boggling and infuriating. Similarly with the third -- I just got frustrated with such rapid and unavoidable death whenever an enemy Hunter targeted me. The gameplay is broken.

My biggest problem, however, was with the characterization of the Shivans. They say 'hell'? They're cute and friendly to each other? They get bored on long patrols? I hope you're not planning to go this direction with any future development of the Shivan race, because otherwise, the Shivan comm portraits and transmission noises were quite polished.

I had only one problem with the techroom -- the 'shotgun' taking inspiration from an ancient Terran weapon. Pleeeease. The Shivans predate the Terrans by millennia and have doubtless explored such simple, obvious methods of attack. I hope you'll rethink that description!

I'm going to check out the three demo missions. I imagine they're probably better.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 22, 2008, 01:07:56 pm
The mini campaign is NOT canon to the storyline of the mod, so don't worry. And it was designed originaly to work with the Shivan DataFiles. I just converted the missions to work with this mod.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 22, 2008, 01:20:16 pm
They say 'hell'? They're cute and friendly to each other? They get bored on long patrols?

:lol:
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 22, 2008, 01:38:37 pm
my bro, sacridshadow, made a test mission where he had shivan ships captured by pirates warp in to attack the GTVA, NTF, and HoL. And the Sathanas rammed the Ravana, sending the Ravana flying backwards intil it warped out. Both ships warped out actually. XD
Title: Re: RELEASE - Shivans! v0.2
Post by: colecampbell666 on July 22, 2008, 01:40:49 pm
The Taurvi, in FS2, I find extremely hard to kill. The low profile, gaps in the rear end, and huge armor make it hard.
Title: Re: RELEASE - Shivans! v0.2
Post by: General Battuta on July 22, 2008, 01:49:47 pm
The mini campaign is NOT canon to the storyline of the mod, so don't worry. And it was designed originaly to work with the Shivan DataFiles. I just converted the missions to work with this mod.

Yeah, I played the included demo missions and found them a lot more fun (though the tactical bombs are pretty uber!) Consider me pacified.
Title: Re: RELEASE - Shivans! v0.2
Post by: colecampbell666 on July 22, 2008, 01:55:41 pm
I can't get the missions to load, with various 3.6.10 builds or 3.6.9.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 22, 2008, 07:04:58 pm
Regarding the mini-campaign: Pretty much ShadowGorrath's work, though I did nerf the enemy Hunters in mission 2 by changing the default weapons. That's right, you heard me. They're already nerfed. I suggest you use the cruiser as cover for mission 3. Consider them non-canon and more of a user submission thrown in for some variety.

The 3 demo missions are my work, so you can ***** at me all you want about them. :P

Tactical and Meson bombs, as well as the Mass Driver (and the Infiltrator and Experimental Light Fighters), are considered special issue and will be rarely available/used in a campaign (in line with their uber-ness).

I can't get the missions to load, with various 3.6.10 builds or 3.6.9.
Can you be more specific? How is it failing?
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 22, 2008, 07:08:40 pm
How do you use lateral thrusters?
Title: Re: RELEASE - Shivans! v0.2
Post by: Colonol Dekker on July 22, 2008, 07:38:01 pm
I'll try this thing out assuming everything i need is in the one file. I hate switching between .exes. Does my nut.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 22, 2008, 07:57:17 pm
How do you use lateral thrusters?
You have to assign keys first, if they're not already assigned. If you've played the BtRL demo, you'll know how they work.

I'll try this thing out assuming everything i need is in the one file. I hate switching between .exes. Does my nut.
The new exe i posted a link to should work for everything else.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 22, 2008, 11:09:25 pm
I've always thought of the Shivans as the "No surrender" types. Examples being that:
1. the NTF boarded their freighter and they obliterated the boarding party.
2. Captured Shivans in GTVA labs fought to the bloody end (literally). :P
3. They have destroyed countless civilizations and continue to evolve.

They are truly the most perfect warrior race alive. (I don't know if they've been adapting technologies)
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 22, 2008, 11:58:30 pm
Let's just say the next release will have an example of the shivans adapting technology. :P

EDIT: updated first post with policy on user created missions/campaigns.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 23, 2008, 12:25:05 am
adaption for shivans? Awesome! My favorite race just got better! XD
Title: Re: RELEASE - Shivans! v0.2
Post by: Colonol Dekker on July 23, 2008, 03:01:56 am
The GTA boarded the freighter. . .
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 23, 2008, 09:33:51 am
GTA? ah. ok. :P didn't play Descent: Freespace, so I figured it was NTF cause they were obliterated. XD I remember some mention of boarding frieghters in FS2 though.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 23, 2008, 05:56:43 pm
Grab FSPort :D

Bosch boarded shivan freighters. You'll know what happens to him next if you read my techroom entries. :)
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 23, 2008, 07:03:41 pm
lol. yep. Sounds like fun! XD
Title: Re: RELEASE - Shivans! v0.2
Post by: Colonol Dekker on July 23, 2008, 08:31:36 pm
True, and that was in FS2 not the port.

Still looking forward to reading the Tech entries for all craft from a shivans point of view. Very excited.
Flaming_Sword is our own walking talking ETAK.... *cough title cough*
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 23, 2008, 08:34:01 pm
He didn't board a Shivan freighter, he boarded a Shivan transport. There is a diffference.
I stand corrected. I often get freighters and transports confused since I blow them up all the same. :P
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 23, 2008, 08:37:26 pm
lol. the tech reviews could be interesting. =D
Title: Re: RELEASE - Shivans! v0.2
Post by: Jake2447 on July 23, 2008, 08:42:52 pm
Has anyone else had a problem of not being able to see many ships in game or in the Techroom (Tanen, The Shivan Command Carrier, Shivan Iceni)
Any idea why these ships are not showing up.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 23, 2008, 08:44:14 pm
Download the mod and find out? :P

Note: Only shivan ships are available in the techroom unless you use ctrl-shift-s (at least i think that was the keystroke) and will be unlocked in a campaign.
Title: Re: RELEASE - Shivans! v0.2
Post by: Colonol Dekker on July 23, 2008, 09:07:09 pm
Flaming_Sword is really DaveB with a fake alias e-mail so it's all above board ;7
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 23, 2008, 09:13:50 pm
*whistles innocently*
Title: Re: RELEASE - Shivans! v0.2
Post by: Colonol Dekker on July 23, 2008, 09:16:01 pm
Did no-one else realise? :nervous:


DaveB loves shivans everyone knows that, Then Flaming Sword turns up with "technically correct" Shivan stuff..........
 :shaking:
It's obvious.
Title: Re: RELEASE - Shivans! v0.2
Post by: General Battuta on July 24, 2008, 01:50:08 am
No, no, no, the Manifesto is not canon. It is creative and interesting but it is NOT canon or even a favored interpretation.

DaveB, on the other hand, is Volition.
Title: Re: RELEASE - Shivans! v0.2
Post by: Spicious on July 24, 2008, 02:04:30 am
Something is either canon or it is not canon. It is not a continuous quantity.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 24, 2008, 02:12:28 am
On the one hand, one could argue that attacking some transports would make everyone in general leave more quickly (you'd run faster if somebody was shooting at you, right?). On the other hand, one could point and laugh at Volition's record for consistency.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 24, 2008, 03:00:55 am
I like to think that they are protecting subspace, but don't intend to eradicate other species unless it was absolutly necessary to do so to protect subspace from being destroyed. I also tend to think that they were originated from nebulas or planets and evolved in the nebulas and definatly adapted to the zero-gravity fields in space.

But, that's my belief.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 24, 2008, 03:12:49 am
Well, did you read their tech description carefuly?
Title: Re: RELEASE - Shivans! v0.2
Post by: Molybdenum on July 24, 2008, 03:14:54 am
The Shivans from "Shivans"  (  :p ) Match with the non-canon ones shown in Blue Planet. They eliminate races that could endanger others with "potential". We learn this from
Spoiler:
The dialog between the Dante and Vishnan SSJ
[/color]

IHMO it one of the better non-canon explanations. Less only to Mind Games  and their whole Starborn plot. (too bad that campaign is hibernating)

Title: Re: RELEASE - Shivans! v0.2
Post by: Colonol Dekker on July 24, 2008, 09:44:39 pm
Like Santa.
How'd you make the .anis? You have a shivan model knocking about?
Title: Re: RELEASE - Shivans! v0.2
Post by: General Battuta on July 25, 2008, 12:38:59 am
They didn't evolve. They are a cybernetic fusion of biology and technology and are hinted to have been created by another species.

We don't know for sure! It's just a hypothesis.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 25, 2008, 01:06:08 am
They may have evolved, then integrated machinery into themselves. Its possible.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 25, 2008, 04:19:33 am
How'd you make the .anis? You have a shivan model knocking about?
Other people made those. I borrow what I can't make, with permission of course. See the credits files.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 25, 2008, 01:26:17 pm
Yes, they did integrate technology into themselves. There are non-cannon shivans and cannoned shivans. One example of a disarmed or unarmed shivan was when they were being tested on. An armed shivan can be seen when the GTI (i think) boarded a Shivan freighter and it pulvarized them. XD
Title: Re: RELEASE - Shivans! v0.2
Post by: General Battuta on July 25, 2008, 02:08:31 pm
Yes, they did integrate technology into themselves. There are non-cannon shivans and cannoned shivans. One example of a disarmed or unarmed shivan was when they were being tested on. An armed shivan can be seen when the GTI (i think) boarded a Shivan freighter and it pulvarized them. XD

This is hilarious. I couldn't figure out whether or not you were trying to say 'non-canon and canon' for a while.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 26, 2008, 08:10:32 am
Something that may appear in the next release:
(http://img367.imageshack.us/img367/6042/screen0285acd1.png)
Title: Re: RELEASE - Shivans! v0.2
Post by: Molybdenum on July 26, 2008, 09:50:49 am
Hopefully thats a Shivan support ship  :pimp:
Title: Re: RELEASE - Shivans! v0.2
Post by: Jake2447 on July 26, 2008, 11:09:26 am
Something that may appear in the next release:
(http://img367.imageshack.us/img367/6042/screen0285acd1.png)

i cant really tell what it is
Title: Re: RELEASE - Shivans! v0.2
Post by: NGTM-1R on July 26, 2008, 02:50:37 pm
That shot is much too dark.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 26, 2008, 03:02:28 pm
Now I see it. Yes, I know that model.

Too bad it's info is classified for us mortals.

You mortals can figure out what model it is, sooner or later, depending on your intelect.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 26, 2008, 06:50:29 pm
That's mostly because I already told you what it was. :P

I'll probably make a video of it once I'm done with it, since the textures are animated.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on July 26, 2008, 09:10:22 pm
some squigly orange lines YAY!
Title: Re: RELEASE - Shivans! v0.2
Post by: Darius on July 26, 2008, 09:14:05 pm
I can see it. A new Shivan corvette? It's a nice reskin. :) But I don't think the model looks very Shivan.
Title: Re: RELEASE - Shivans! v0.2
Post by: General Battuta on July 27, 2008, 12:04:21 am
I haven't looked, but it's not the Shivan Iceni, is it?
Title: Re: RELEASE - Shivans! v0.2
Post by: Darius on July 27, 2008, 02:31:19 am
It's a reskinned Malia corvette. The spiky behind is the upper left corner.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 27, 2008, 02:53:27 am
Looks like a Triton to me. :P
Title: Re: RELEASE - Shivans! v0.2
Post by: colecampbell666 on July 28, 2008, 09:00:57 pm
Regarding the mini-campaign: Pretty much ShadowGorrath's work, though I did nerf the enemy Hunters in mission 2 by changing the default weapons. That's right, you heard me. They're already nerfed. I suggest you use the cruiser as cover for mission 3. Consider them non-canon and more of a user submission thrown in for some variety.

The 3 demo missions are my work, so you can ***** at me all you want about them. :P

Tactical and Meson bombs, as well as the Mass Driver (and the Infiltrator and Experimental Light Fighters), are considered special issue and will be rarely available/used in a campaign (in line with their uber-ness).

I can't get the missions to load, with various 3.6.10 builds or 3.6.9.
Can you be more specific? How is it failing?
It loads about halfway, and I get an error report and CTD.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on July 28, 2008, 09:06:32 pm
What's in the error report?
Title: Re: RELEASE - Shivans! v0.2
Post by: colecampbell666 on July 28, 2008, 09:08:10 pm
Dunno, it wouldn't have anything to do with FSO. I'll run a debug build.
Title: Re: RELEASE - Shivans! v0.2
Post by: aurora_energy on July 29, 2008, 02:53:35 am
Is anyone having issues with lag? When I start the first mission, it takes a while to start up, then it lags very badly. So badly in fact, I can't play.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 29, 2008, 04:13:10 am
Can it be mallocs? As the recoloured advanced mediavp shockwaves in the advanced addon pack for this mod are TGA, and I think uncompressed. Plus the beam cannons are the high detailed animated versions.

So if you load the BoE mission, for example, with the advanced pack, I can guess that even modern PCs can choke.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on July 29, 2008, 10:09:50 am
or it could be your computer. My computer will load everything and not lag. My other computer... amazingly still operates well and it's memeroy is over 99% full! XD (First time it's happened) But honestly, it could be something in your computer.
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 30, 2008, 04:50:07 am
The advanced recoloured shockwaves are in TGA and probably uncompressed too. To view one you need quite a bit of RAM, and that's just for the shockwave. Well, I don't know if it can really lag on modern PCs. Tell me how much RAM you have?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on July 31, 2008, 03:52:36 am
The ultra high resolution animated shockwaves that are in the advanced mediavps vp are compressed at least though.
Title: Re: RELEASE - Shivans! v0.2
Post by: james777 on August 03, 2008, 09:56:37 am
do you want to use my SS Cosmic?

[attachment deleted by admin]
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on August 03, 2008, 03:25:47 pm
Shivans won't have a suport ship. At least, not as far as I know.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on August 03, 2008, 06:09:46 pm
No support ships are planned. All the secondaries are pretty much balanced with that in mind.
Title: Re: RELEASE - Shivans! v0.2
Post by: Colonol Dekker on August 03, 2008, 06:25:29 pm
No reason why the man here can't make a Shivan Awacs, and Shivan construction facitilities and make his own Shivan mod :p
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on August 03, 2008, 07:21:08 pm
If more people make shivan mods, all the modders can get together and share resources and ideas. :)
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on August 03, 2008, 07:47:58 pm
If more people make shivan mods, all the modders can get together and share resources and ideas. :)

Eheh~
I have one that's in the testing phases (with a campaign in-testing). :P

I used a modified Azrael as a support ship.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on August 03, 2008, 08:20:02 pm
Or maybe those comm nodes are AWACs.
Or maybe the Sath is (see the Awacs on the sath?)
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on August 03, 2008, 08:21:21 pm
*ahem*
Code: [Select]
$Name: SJ Sathanas
...
$Subsystem: communication, 3, 0.0
    $AWACS: 1.0 2500.0 ;; intensity, radius - intensity is currently ignored
...

Radius increased in the mod, as well as AWACS being added to the stealth fighter.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on August 04, 2008, 10:54:29 pm
Yep.
Title: Re: RELEASE - Shivans! v0.2
Post by: Snail on August 05, 2008, 04:52:58 am
The Sathanas was only given AWACS support to make the mission "Monster in the Mist" harder.
Title: Re: RELEASE - Shivans! v0.2
Post by: Retsof on August 05, 2008, 09:49:54 pm
Guys, I have two problems.  1:  "unrecognised command jpgtga"    2:  I tried to delete it, (don't worry, backed up on my jump drive)  and I get "canot delete vp because something is using it." (paraphrased)
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on August 05, 2008, 10:33:55 pm
1. Newer builds have that enabled, so command line arg is no longer required for them.
2. What are you trying to delete?
Title: Re: RELEASE - Shivans! v0.2
Post by: Jeff Vader on August 06, 2008, 02:40:48 am
Don't delete anything. If you've used the 3.6.9 build, then switched over to a 3.6.10 build, the Launcher will merely notify you of the fact that the command-line -jpgtga is selected but does not exist. This is purely because -jpgtga was an option in 3.6.9 but in 3.6.10 it has been hard-coded so that it is always on and there is no tickable option for it in the Launcher.

This issue is not caused by the vp files. Do not delete them.
Title: Re: RELEASE - Shivans! v0.2
Post by: Retsof on August 06, 2008, 06:04:34 pm
Okay, this mod is missing a buttload of textures.  And I reinstalled the mod just to be sure.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on August 06, 2008, 06:14:26 pm
Which ships? Are you using 3.6.10 mediavps? Have you checked mod.ini to make sure it's pointing at the right mediavps dir?
Title: Re: RELEASE - Shivans! v0.2
Post by: Retsof on August 06, 2008, 06:27:20 pm
Quote
Are you using 3.6.10 mediavps?
There's my problem.  I guess I know what to do next time I go the the librairy.
Title: Re: RELEASE - Shivans! v0.2
Post by: colecampbell666 on August 09, 2008, 06:21:05 pm
Learn to spell.
Title: Re: RELEASE - Shivans! v0.2
Post by: Retsof on August 09, 2008, 07:39:05 pm
 :wtf:
Title: Re: RELEASE - Shivans! v0.2
Post by: colecampbell666 on August 09, 2008, 09:38:37 pm
Quote
librairy
Title: Re: RELEASE - Shivans! v0.2
Post by: Retsof on August 09, 2008, 10:39:22 pm
Perhaps.  I got the adv mvps from the link at fsmods.  I haven't seen if that'll fix it yet though.
Title: Re: RELEASE - Shivans! v0.2
Post by: colecampbell666 on August 09, 2008, 10:39:55 pm
Um, no. I was just commenting on the irony of spelling "Library" wrong, and I only replied because I have been on vacation and just read all my unread threads.
Title: Re: RELEASE - Shivans! v0.2
Post by: Retsof on August 09, 2008, 10:44:30 pm
Meh, Li-brar-y has allways been hard to spell.
Title: Re: RELEASE - Shivans! v0.2
Post by: colecampbell666 on August 10, 2008, 08:50:20 am
Nah, it's OK. Everyone makes mistakes.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on August 31, 2008, 08:23:47 am
:bump:

3 words.

Animated. Normal. Maps.

*runs away*
Title: Re: RELEASE - Shivans! v0.2
Post by: Titan on August 31, 2008, 10:52:37 am
OMG holy ****!  :p
Title: Re: RELEASE - Shivans! v0.2
Post by: azile0 on September 03, 2008, 07:31:05 pm
OMFG Please get more on that campaign! It's great! I would love to see fully fleshed campaigns for this.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on September 04, 2008, 02:00:08 am
I'll probably release a video of this once I get something I'm happy with.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on September 05, 2008, 08:49:32 am
Started a thread for stuff in the next release:

http://www.hard-light.net/forums/index.php/topic,56223.0.html

(yes, there's a demo video)
Title: Re: RELEASE - Shivans! v0.2
Post by: MC_Kejml on September 23, 2008, 12:10:02 pm
Finally managed to start it !  :cool:

 :eek:  :eek2:  :shaking:

/jackoff mode on 
Title: Re: RELEASE - Shivans! v0.2
Post by: MC_Kejml on September 23, 2008, 03:20:46 pm
Right, just finished it. And all I can say is: awesome job!

The only bad thing I see on in all is, well... A lot of players, when making their campaigns, could derive from this project and don't let their own fantasy to surprise with more ideas about shivan origin. But, I guess I can't do much about that  :doubt: :ick:
Title: Re: RELEASE - Shivans! v0.2
Post by: MC_Kejml on September 24, 2008, 03:47:28 am

/jackoff mode on 

What the heck. :wtf: People could take that as you publicly telling us you are about to jackoff.  :rolleyes:

(http://healthhabits.files.wordpress.com/2008/05/captainobvious.jpg)

No. Just dl the mod and you'll know what I mean.

Title: Re: RELEASE - Shivans! v0.2
Post by: MC_Kejml on September 24, 2008, 03:58:03 am
In other words,

(http://i56.photobucket.com/albums/g200/MC_Kejml/SB.jpg)

Right. I'm going. Uhm... cya   :warp:
Title: Re: RELEASE - Shivans! v0.2
Post by: General Battuta on September 24, 2008, 07:51:02 am
I like this Kejml guy.
Title: Re: RELEASE - Shivans! v0.2
Post by: Stormkeeper on September 24, 2008, 10:34:55 am
Heh. Me too.
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on September 24, 2008, 05:32:59 pm
:wtf: :confused:

As you can tell, I'm oblivious.
Title: Re: RELEASE - Shivans! v0.2
Post by: MC_Kejml on September 25, 2008, 03:30:49 am
Me too... Well, let's stay on topic  :)
Title: Re: RELEASE - Shivans! v0.2
Post by: MC_Kejml on September 26, 2008, 03:11:48 am
Right. What I've posted was entirely of funny and humorous nature and had NO purpose to incite any feelings that I still do things like a teenager and feel the need to jackoff at a video game ( which I hope nobody here really does).

Also, I didn't want to offend you, High Max, with my Captain Obvious picture. It just seemed like a smart idea since you were stating something that is not true ( even though I posted it, but then if you take all the posts here seriously, you may also want to meet real Carl the Shivan. Or believe NTF has really made the Bosch Beer).

I believe my childish post might appear to be obscure or plain stupid, but then, my care cup, for that matter is empty. My statement of "Jacking off" was just an enlarged appreciation for the autor's work. New red engine lookout impressed me. New title was just "wow" to me. New tech description FOR ALL SHIPS literally amazed me. And the intelligence section of it, well, that doesn't even need to be talked about. I play freespace for 7 years and the last time I seen the Shivans think and speak was in Incursion.

Yes, I'm 17. However, I am not childish nor adult. Maybe I'm an eager guy ( patience just isn't my strong point), but I behave just the way I want and if you don't like it, you may go convice Derek Smart not to make Freespace 3, because that's a situation that's more likely to change.

( I am sorry for all gramatical errors and I am not sure whether DS still makes FS3)

Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on September 26, 2008, 04:51:50 am
Thanks for bringing that one to my attention. I guess I'll have to add more detail for that one. The intent was to say that the Shivans didn't want to hurt the GTVA *much*, encouraging them to leave as fast as possible. If there was no resistance, the GTVA would likely wonder why and stay longer to investigate.

Please post about any more plotholes found, as it'll help me make the story better. The main one I'm wrestling with is why the GTVA couldn't contact Sol when all they had to do was build a radio telescope in Alpha Centauri (as long as they didn't mind the 8.7 year round trip, but it's better than nothing).
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on September 26, 2008, 05:18:11 am
It's possible that they had comms, but GTVI/High Command hid the comms from everyone but GTVA's highest ranking people. And classified them level omega. For example- if Sol got nuked by rebels? Or if Shivans found a new path to Sol and nuked it? Or if Sol pulled off an Inferno and became EA-like? Everything's possible.

Though I'm still with the idea that the subspace node collapse blocked radio waves.

P.S. You can always leave it out.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on September 26, 2008, 05:26:07 am
True, except I've already got something partly planned... :nervous:
Title: Re: RELEASE - Shivans! v0.2
Post by: MC_Kejml on September 26, 2008, 05:45:49 am
I am not sure, but as long as there are already connected radio stations ( EX: Beta Aquilae comms stat in The great war), the communication can still go, no ?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on September 26, 2008, 03:20:28 pm
Some say that it is possible that if you send out radio waves in communications, that the data in the radio wave will become messed up before it travels even a light year. They used to think that the radio wave would travel in an undistorted state through space forever, but now some people say that it is possible that even before the signal can travel a light year, it would already become unreadable (unclear to the point that it will just be static if received) as data and all you would get is a normal radio wave after it travels about 1 light year. It would have lost its data after about 1 light year, but of course the wave itself will travel through space forever.

How about this then: the GTVA sends radio comms to Sol. Something patriotic, about war and victory, etc. The messages get corrupted and static. But upon hearing the static tone, the Sol people get hypnotised by it, and start building up a fleet to nuke everything, without knowing what they are doing?
Title: Re: RELEASE - Shivans! v0.2
Post by: eliex on September 26, 2008, 03:58:10 pm
People get hypnotised by radio static? :confused:
Title: Re: RELEASE - Shivans! v0.2
Post by: Droid803 on September 26, 2008, 04:06:19 pm
People can get hypnotized by almost anything, and they won't even know it. :P
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on September 26, 2008, 04:07:05 pm
No. But a sound can be made to work like mind-control ( "code" something into a person's mind ). And that sound would sound just like normal static sound. Though the effect on the listener would be done.
Title: Re: RELEASE - Shivans! v0.2
Post by: Stormkeeper on September 26, 2008, 07:53:45 pm
No. But a sound can be made to work like mind-control ( "code" something into a person's mind ). And that sound would sound just like normal static sound. Though the effect on the listener would be done.
You're talking about subliminal messaging; hiding a psychic suggestion underneath a general message, am I rite?
Title: Re: RELEASE - Shivans! v0.2
Post by: ShadowGorrath on September 27, 2008, 03:09:36 am
No. But a sound can be made to work like mind-control ( "code" something into a person's mind ). And that sound would sound just like normal static sound. Though the effect on the listener would be done.
You're talking about subliminal messaging; hiding a psychic suggestion underneath a general message, am I rite?

Yea, something like that.
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 11, 2008, 10:55:10 pm
Hi there, sorry for the super necro, but I'm having a problem with this mod. Everything works ok on startup, but when I start a mission with a command briefing, i get:

Error: Could not load in 2_CommandBrief-mb
File: WINDOW.cpp
Line 237

Call stack:

fs2_open_trunk_20080708_r.exe 006783eb[]  I might and that this is the reccomended build
kernel32.dll 769a4911[]
ntdll.dll 7766e4b6
ntdll.dll 7766e489[]

Then, if I hit ok, then I get the CB screen, but the buttons don't work. Won't even light up if i scroll over them, but the magic Esc button works.
Does anyone know how to fix this? Help would be appreciated.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 12, 2008, 08:56:10 pm
The file in question is in the mediavps. Can you try opening mv_core.vp and viewing it (should be in interface)?
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 13, 2008, 05:27:17 pm
I have the file, but what program can view pcx files?
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 14, 2008, 01:35:06 am
Most image viewers, actually. vpview32 can show you pcx files while still inside the vp.
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 14, 2008, 07:04:31 pm
Looks pretty weird. Here's file

[attachment deleted by Tolwyn]
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 14, 2008, 08:06:51 pm
Mine looks the same (though looks different inside vpview).

Very odd. What are the versions of your build/mediavps? Is anyone else experiencing this? What are your system specs like?
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 14, 2008, 09:46:27 pm
I'm using all of the 3.6.8 zeta vps and I have a Windows Ultimate with quad-core processecer and Ninvidia 8800 gtx for graphics. Top 'o the line.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 14, 2008, 10:36:28 pm
Things to try (to see if it still happens):

Title: Re: RELEASE - Shivans! v0.2
Post by: james777 on October 15, 2008, 10:47:20 am

Windows XP (<insert favourite anti/pro-vista fanboy rant here> :nervous:)

Windows XP owns windows vista!  :)
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on October 15, 2008, 12:10:46 pm
i don't think so. My Vista owns my XP I used to have. :P much much better options and much sleeker. Then again, that may be due to my computer's arge memory. :P The XP was at less than 1% memory left and still managed to function well. I haven't even gotten half way in my Vista's memory. ^ ^
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 15, 2008, 06:43:41 pm
Things to try (to see if it still happens):

  • Playing the original campaign with only the mediavps
  • Newer FSO build
  • 3.6.10 mediavps (it's what you're supposed to use with this release anyway, or you might get odd things like missing textures on some ships)
  • Windows XP (<insert favourite anti/pro-vista fanboy rant here> :nervous:)
1: Doesn't work either
2: I have both the original 3.6.9 and the newest and several builds in between. None work
3: Tried that, doesn't work
4: Not going to happen :D
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 15, 2008, 07:20:45 pm
If I understand your comment right, that means that the mediavps kill any build you have whenever there's a command briefing (and therefore not my fault, yay!).

So, the time has come for random desperate extreme things to try (assuming you've tried a debug build):

Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 15, 2008, 07:51:39 pm
Other camps work fine. This is the only one I have a problem with. Could you upload a fixed vp without command breifings, just as part of the regular brefings?  :confused:
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 15, 2008, 08:57:48 pm
Then we have a problem. Have you tried redownloading my mod to see if that does anything? How about checking my vps for the command briefing interfaces to see if they're broken?
Title: Re: RELEASE - Shivans! v0.2
Post by: Androgeos Exeunt on October 16, 2008, 12:45:47 am
Hi there, sorry for the super necro...

It's not a necro until the previous post was over a month ago. Do that without using :bump:, and I'll :necro: you. :p
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 16, 2008, 05:48:57 pm
Then we have a problem. Have you tried redownloading my mod to see if that does anything? How about checking my vps for the command briefing interfaces to see if they're broken?
Well, there is no 2_CommandBrief-mb file, but the others are fine. Have previously tried redownload/install
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 16, 2008, 06:18:52 pm
Going out on a limb here, but what's your mediavps directory called?
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 16, 2008, 07:31:56 pm
uhhhh.....mediavps, hehe
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 16, 2008, 07:44:14 pm
I'm mostly trying to figure out if mod.ini is pointing to the right place. No missing textures for the shiamak or anything like that?
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 17, 2008, 12:24:24 am
If i was able to play anything besides 'Titan', I might know what ship you're talking about. :sigh: But the beam sentry gun and the Iceni[besides the engines] are invisible in the tech room. No missing textures in Titan though.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 17, 2008, 04:29:20 am
Check again using the 3.6.10 mediavps? That's what the mod is set up to use.
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 18, 2008, 05:09:35 pm
I'll tell you if it works once i'm finished downloading, the whole package is the size of Inferno! :mad:

EDIT: Didn't work. All those MBs for nothing..... :(
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 18, 2008, 08:55:55 pm
The question was whether you had missing textures with the 3.6.10 mediavps.
Title: Re: RELEASE - Shivans! v0.2
Post by: Androgeos Exeunt on October 19, 2008, 12:24:09 am
No missing textures for me, but the lightmaps (the way the light reflects off the ships; is that what they're called?) are wonky.
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 19, 2008, 12:33:29 am
Examples? Screenshots?

I remember 3.6.9 exes doing funny things with the 3.6.10 mediavps when shine and environment maps were turned on. Not sure if the custom ships are affected, though.
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 19, 2008, 04:34:53 pm
The question was whether you had missing textures with the 3.6.10 mediavps.
All the tech room missings are still, well missing[forgot to add the command carrier] But from the one mission that I can actually play, everythings there with both 3.6.8z and 3.6.10 vps
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 19, 2008, 05:25:21 pm
The question was whether you had missing textures with the 3.6.10 mediavps.
All the tech room missings are still, well missing[forgot to add the command carrier] But from the one mission that I can actually play, everythings there with both 3.6.8z and 3.6.10 vps
Just so we're clear, can you list the ships with missing textures? Remember to use CTRL+SHIFT+S (I think) to bring up the whole list, or just use F3 from the mainhall.

Honestly, it still looks like you're not referring to the mediavps properly in mod.ini. Some ships with missing textures in that case would be (off the top of my head):


As they use textures that are only found in the 3.6.10 mediavps. It would also explain the crash, as the game likely found the shivan command brief B texture, but couldn't find the mask for it since once again it only exists in the mediavps.
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 19, 2008, 07:25:57 pm
Well, the msiing ones are:
-Heavy Sentry Gun
-Iceni[apart from engines]
-Command Carrier
-Jump Gate[Shivan, Terran's fine]
-Hedetet[only has the dot outline]
-Tanen
And the mod.ini is correctly written. for secondary list it says mediavps, and my mediavps folder is called mediavps, so I'm clueless about what is causing it not to find the textures. Except that the folder containing my mediavps is inside a folder named mediavps. That a problem?
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 19, 2008, 07:45:04 pm
Yes, that would do it.
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 19, 2008, 07:59:36 pm
IT LIVES!!!!!!!!!!!!!!!!!  :jaw: :jaw: :jaw: Yaaah! That was so incredibly simple, its stupid. Now I can have fun!
Wow, the graphics are incredibly better. Maybe my mediavps have never worked before this,  ;) ;) ;)
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 19, 2008, 08:37:32 pm
Maybe. :P
Title: Re: RELEASE - Shivans! v0.2
Post by: carbine7 on October 19, 2008, 08:45:45 pm
Thanks for all the help, man :D Now I have to replay almost every campaign in existance with these graphics, hehe.
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on October 19, 2008, 08:56:33 pm
If I may jump in, I am missing a texture from the Deimos ship.
http://www.freewebs.com/varsaigen/deimos.jpg
Title: Re: RELEASE - Shivans! v0.2
Post by: Flaming_Sword on October 19, 2008, 09:11:05 pm
Is the texture missing in the game? The Deimos is not a ship I've modified (apart from tables), so everything should be in the mediavps. Also, the monitor I'm using at work kinda sucks, so I can't really see anything missing in that pic (that or I'm going blind :nervous:).
Title: Re: RELEASE - Shivans! v0.2
Post by: varsaigen on October 20, 2008, 01:34:16 pm
For some strange reason, they reappeared. Even my asteroids have textures after I allowed jpg and tga maps. ^ ^
Title: Re: RELEASE - Shivans! v0.2
Post by: Androgeos Exeunt on October 20, 2008, 07:58:03 pm
For some strange reason, they reappeared. Even my asteroids have textures after I allowed jpg and tga maps. ^ ^

That also happens in Derelict. :)