Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: Admiral Nelson on December 14, 2008, 12:30:24 pm

Title: RELEASE: Pandora's Box
Post by: Admiral Nelson on December 14, 2008, 12:30:24 pm
Quote
One year prior to the return of the Shivans, the NTF Civil War is at its peak.  As a pilot newly assigned to the 51st squadron, GVD Abydos, currently stationed in the secure Vasuda system, you have little to look forward to other than uneventful patrol and convoy escorts.  Until the NTF make a bold raid into the Vasuda system...

The FSCRP team is proud to bring you this new version of the classic FS2 campaign, made fully compatible with the 3.6.10 Media VP release.  This 25 mission branching campaign has been bugfixed extensively and given the latest in graphics updates.

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/PandorasBoxRelease.jpg)

Download from filefront (http://files.filefront.com/PandorasBox3610zip/;12652415;/fileinfo.html).

Sectorgame Mirror (http://sectorgame.com/f2s/downloads.php?action=downloads&id=502).

FSMods Mirror (http://www.freespacemods.net/download.php?view.442).
Title: Re: RELEASE: Pandora's Box
Post by: Mobius on December 14, 2008, 12:39:52 pm
I'm happy to see this released! :) The branched part was fun for me to edit. :D
Title: Re: RELEASE: Pandora's Box
Post by: Renegade Paladin on December 17, 2008, 08:52:37 am
Awesome campaign, but there's a problem with the mission "Pulling the Fangs."  They send you in with Herc 2s that are supposed to be armed with Stiletto missiles and Akheton SDG guns, except... the Herc can't carry Stilettos.   :p  It gives you Rockeyes instead.  I have to switch to a bomber to have Stilettos. 

And then the Pandora's fighter escort promptly shreds me as soon as Beta and Gamma are gone, but that's probably more a matter of my not managing to disarm the Pandora fast enough. 

Also, something's bugging me.  Hecate class destroyers have a crew complement of 10,000.  So where the hell did the NTF get the crew from?   :p
Title: Re: RELEASE: Pandora's Box
Post by: Mobius on December 21, 2008, 07:03:33 am
Also, something's bugging me.  Hecate class destroyers have a crew complement of 10,000.  So where the hell did the NTF get the crew from?   :p

Excuse me? :rolleyes:
Title: Re: RELEASE: Pandora's Box
Post by: CaptJosh on December 21, 2008, 11:08:39 am
Um, the NTF is a MASSIVE rebellion. It's actually even possible that a Hecate class ship and her crew defected nearly wholesale. Those what didn't would have easily been replaced.
Title: Re: RELEASE: Pandora's Box
Post by: Snail on December 21, 2008, 03:21:26 pm
Also, something's bugging me.  Hecate class destroyers have a crew complement of 10,000.  So where the hell did the NTF get the crew from?   :p
Given that the NTF have almost 10 destroyers of similar size...
Title: Re: RELEASE: Pandora's Box
Post by: eliex on December 21, 2008, 05:24:43 pm
 . . . and managed to keep up the rebellion against the might of the GTVA for nearly 2 years . . .
Title: Re: RELEASE: Pandora's Box
Post by: Renegade Paladin on December 23, 2008, 11:47:44 am
Yes, I understand.  That doesn't give them the ability to slip ten thousand people onto the ship in the docks without anyone noticing. 
Title: Re: RELEASE: Pandora's Box
Post by: Renegade Paladin on December 25, 2008, 08:03:35 pm
To elaborate:  I can see them stealing it.  That's not the issue. 

The problem as I see it is that they did more than just drive it away.  They had it fully combat-capable, including gunners and fighter pilots enough for the whole fighter complement, before they even left Vasuda.  That means they slipped ten thousand people onto the destroyer in secret while it was still in spacedock!  Some engineers and a bridge crew for flying it away I can see, but a full combat complement?  That's a little ridiculous without them getting back to NTF space first. 
Title: Re: RELEASE: Pandora's Box
Post by: Rodo on January 10, 2009, 05:34:45 pm
I had some troubles when trying to run this campaign with later nightly builds.. could some of you check please?

here the details:

whenever I try to run this campaign (from the beginning mission 01) game crashes every time.

I've tried removing the mediavps, using other nightly builds to no avail.

So I decided to check with a really old build I have around (really don't remember what version exactly, it's 3.6.9 If I recall correctly) and it works ok with mediavps and all.

the nightly builds revision 5034 and 5032 are the ones I've tried with so far and both present this issue of crashing when loading the mission.

here are my custom flags:
 C:\Games\FreeSpace2\fs2_open_3_6_10r-20090105_r5032.exe -mod pandora,mediavps -spec -glow -env -mipmap -nomotiondebris -noscalevid -missile_lighting -normal -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -snd_preload  -ambient_factor 75 -spec_exp 11 -spec_point .6 -spec_static 1 -spec_tube .5 -ogl_spec 82 -fov .88

here you got the error messages I get when using the debug version:


Code: [Select]
Warning: Trying to add a bitmap that does not exist in stars.tbl!
File: starfield.cpp
Line: 3103


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20090106_r5034.exe 0077019e()
    fs2_open_3_6_10d-20090106_r5034.exe 0076fec4()
    fs2_open_3_6_10d-20090106_r5034.exe 007505f3()
    fs2_open_3_6_10d-20090106_r5034.exe 007511aa()
    fs2_open_3_6_10d-20090106_r5034.exe 00752751()
    fs2_open_3_6_10d-20090106_r5034.exe 00992e8e()
    fs2_open_3_6_10d-20090106_r5034.exe 0072fdb9()
    fs2_open_3_6_10d-20090106_r5034.exe 0073cd53()
    fs2_open_3_6_10d-20090106_r5034.exe 00951df6()
    fs2_open_3_6_10d-20090106_r5034.exe 0073b8d2()
    fs2_open_3_6_10d-20090106_r5034.exe 009523c8()
    fs2_open_3_6_10d-20090106_r5034.exe 0073efb8()
    fs2_open_3_6_10d-20090106_r5034.exe 0073f24e()
    fs2_open_3_6_10d-20090106_r5034.exe 00c957b6()
    fs2_open_3_6_10d-20090106_r5034.exe 00c9563f()
------------------------------------------------------------------


Warning: Couldn't open texture 'fighter02-01b'
referenced by model 'fighter02.pof'

File: modelread.cpp
Line: 3378


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20090106_r5034.exe 00933472()
    fs2_open_3_6_10d-20090106_r5034.exe 00935e05()
    fs2_open_3_6_10d-20090106_r5034.exe 0074b749()
    fs2_open_3_6_10d-20090106_r5034.exe 0074b914()
    fs2_open_3_6_10d-20090106_r5034.exe 0074eb8d()
    fs2_open_3_6_10d-20090106_r5034.exe 007515e7()
    fs2_open_3_6_10d-20090106_r5034.exe 0075142e()
    fs2_open_3_6_10d-20090106_r5034.exe 00752751()
    fs2_open_3_6_10d-20090106_r5034.exe 00992e8e()
    fs2_open_3_6_10d-20090106_r5034.exe 0072fdb9()
    fs2_open_3_6_10d-20090106_r5034.exe 0073cd53()
    fs2_open_3_6_10d-20090106_r5034.exe 00951df6()
    fs2_open_3_6_10d-20090106_r5034.exe 0073b8d2()
    fs2_open_3_6_10d-20090106_r5034.exe 009523c8()
    fs2_open_3_6_10d-20090106_r5034.exe 0073efb8()
------------------------------------------------------------------


Warning: Couldn't open texture 'fighter02-01c'
referenced by model 'fighter02.pof'

File: modelread.cpp
Line: 3378


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20090106_r5034.exe 00933472()
    fs2_open_3_6_10d-20090106_r5034.exe 00935e05()
    fs2_open_3_6_10d-20090106_r5034.exe 0074b749()
    fs2_open_3_6_10d-20090106_r5034.exe 0074b914()
    fs2_open_3_6_10d-20090106_r5034.exe 0074eb8d()
    fs2_open_3_6_10d-20090106_r5034.exe 007515e7()
    fs2_open_3_6_10d-20090106_r5034.exe 0075142e()
    fs2_open_3_6_10d-20090106_r5034.exe 00752751()
    fs2_open_3_6_10d-20090106_r5034.exe 00992e8e()
    fs2_open_3_6_10d-20090106_r5034.exe 0072fdb9()
    fs2_open_3_6_10d-20090106_r5034.exe 0073cd53()
    fs2_open_3_6_10d-20090106_r5034.exe 00951df6()
    fs2_open_3_6_10d-20090106_r5034.exe 0073b8d2()
    fs2_open_3_6_10d-20090106_r5034.exe 009523c8()
    fs2_open_3_6_10d-20090106_r5034.exe 0073efb8()
------------------------------------------------------------------


Warning: Subsystem "communication" in model "fighter02.pof" is represented as "communications" in ships.tbl.  Although FS2_OPEN 3.6 and later will catch and correct this error, earlier versions (as well as retail FS2) will not.  You are advised to fix this if you plan to support earlier versions of FreeSpace.

File: modelread.cpp
Line: 1771


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10d-20090106_r5034.exe 00933342()
    fs2_open_3_6_10d-20090106_r5034.exe 00935e05()
    fs2_open_3_6_10d-20090106_r5034.exe 0074b749()
    fs2_open_3_6_10d-20090106_r5034.exe 0074b914()
    fs2_open_3_6_10d-20090106_r5034.exe 0074eb8d()
    fs2_open_3_6_10d-20090106_r5034.exe 007515e7()
    fs2_open_3_6_10d-20090106_r5034.exe 0075142e()
    fs2_open_3_6_10d-20090106_r5034.exe 00752751()
    fs2_open_3_6_10d-20090106_r5034.exe 00992e8e()
    fs2_open_3_6_10d-20090106_r5034.exe 0072fdb9()
    fs2_open_3_6_10d-20090106_r5034.exe 0073cd53()
    fs2_open_3_6_10d-20090106_r5034.exe 00951df6()
    fs2_open_3_6_10d-20090106_r5034.exe 0073b8d2()
    fs2_open_3_6_10d-20090106_r5034.exe 009523c8()
    fs2_open_3_6_10d-20090106_r5034.exe 0073efb8()
------------------------------------------------------------------


and when it's loading "cargo02.pof" it crashes.

My problem is already solved since the older build is working just fine, but if you check it could be helpfull to someone else that might have the same problem.

Title: Re: RELEASE: Pandora's Box
Post by: smurd on January 11, 2009, 02:36:46 am
I have the same problem, the game crashes when entering the ready room for the first mission. Btw, this does not only happen with this mod, but also with The Procyon Insurgency (see http://www.hard-light.net/forums/index.php/topic,46817.700.html (http://www.hard-light.net/forums/index.php/topic,46817.700.html)). Entering the ready room *after* finishing the first mission also works with nightly builds.
Title: Re: RELEASE: Pandora's Box
Post by: Admiral Nelson on January 11, 2009, 09:15:30 am
You might want to post this one over in the source code forum.  Just looking at your error dump makes me think that it might be something to do with the removal of the version commenting code and the background swap functionality Karajorma was adding.
Title: Re: RELEASE: Pandora's Box
Post by: Rodo on January 11, 2009, 10:06:53 am
you mean like loading this into mantis right?

alright, I'll submit it later when I get the authorisation mail.
Title: Re: RELEASE: Pandora's Box
Post by: ralish on January 16, 2009, 02:07:50 pm
Just posting to confirm that I too experience this crash when loading Pandora's Box with a recent FS2 Open build: r5020 + glfixes.

Rodo: I tried using the 3.6.9 final FS2 Open build, and it solved the crash, but I got some weird issues in game. For example, the targeting brackets don't properly track ships, and the subspace node in the first mission appears to "move" when I move my ships viewpoint. I suspect this is due to using a 3.6.9 binary with the 3.6.10 mediavps. Did you experience this problem?

Either way, I'll put PB on hold for now until this problem is solved, but if there's anything I can do to help debug this problem, let me know.
Title: Re: RELEASE: Pandora's Box
Post by: CaptJosh on January 22, 2009, 10:48:00 am
If targeting brackets are not tracking correctly, you have a widescreen monitor and the problem is that 3.6.9 does not implement the fix for widescreen monitors.
Title: Re: RELEASE: Pandora's Box
Post by: ARSPR on January 23, 2009, 03:43:57 pm
I've just mantised the issue: #1875 (http://scp.indiegames.us/mantis/view.php?id=1875)

Nevertheless, this mod needs serious patches. A debug build shows a lot of missing textures. (Even GTFr Chronos is fully invisible as it lacks all its textures  :lol: :lol:).
Title: Re: RELEASE: Pandora's Box
Post by: Rodo on January 23, 2009, 04:36:33 pm
Just posting to confirm that I too experience this crash when loading Pandora's Box with a recent FS2 Open build: r5020 + glfixes.

Rodo: I tried using the 3.6.9 final FS2 Open build, and it solved the crash, but I got some weird issues in game. For example, the targeting brackets don't properly track ships, and the subspace node in the first mission appears to "move" when I move my ships viewpoint. I suspect this is due to using a 3.6.9 binary with the 3.6.10 mediavps. Did you experience this problem?

Either way, I'll put PB on hold for now until this problem is solved, but if there's anything I can do to help debug this problem, let me know.

I had only that issue, well another with the aeos affair... on the last mission when the Hecate jumps in it sort of gets disabled in the middle of the transition between real space and subspace and it stops exiting the vortex... the result... a weird looking head floating in space.. the entire model is loaded as I can crash with it on the invisible parts.. but the game does not load the entire textures and I suspect it will never do it.
Title: Re: RELEASE: Pandora's Box
Post by: Macfie on January 24, 2009, 11:22:55 am
Nevertheless, this mod needs serious patches. A debug build shows a lot of missing textures. (Even GTFr Chronos is fully invisible as it lacks all its textures  :lol: :lol:).

The POF file for the Chronos needs to be fixed.  Attached is a corrected pof file.

[attachment deleted by admin]
Title: Re: RELEASE: Pandora's Box
Post by: ARSPR on January 24, 2009, 01:20:38 pm
Nevertheless, this mod needs serious patches. A debug build shows a lot of missing textures. (Even GTFr Chronos is fully invisible as it lacks all its textures  :lol: :lol:).

The POF file for the Chronos needs to be fixed.  Attached is a corrected pof file.

I was thinking in a different approach because Valkirie and Anubis Mk II also lack textures (and at least the missing background shown in Rodo's post).

If I have time, and when the crash is fixed, I'll try to locate and clean up all the mod bugs (I suppose you can get what the patch needs from Port Mediavp).
Title: Re: RELEASE: Pandora's Box
Post by: Macfie on January 25, 2009, 05:42:14 am
I didn't see anything in Rodo's post about the Valkyrie only the Anubis Mk II and the Chronos. 

I should have checked the status of the mantis item for the crash when I got up this morning I spent a half hour trying nightly builds to find out which one would work.  I came up with the same results that the 5008 build works and the 5009 doesn't.
Title: Re: RELEASE: Pandora's Box
Post by: ARSPR on January 25, 2009, 05:53:36 am
I didn't see anything in Rodo's post about the Valkyrie only the Anubis Mk II and the Chronos. 

Just run a debug build and it tells you about missing things. So far, and with the fatal first mission:

+ A background, (I haven't looked which), that is fully missing or just missing in stars.tbl.
+ All three new ships lack textures. They rely on old xxxa, xxxb, xxxc "mipmapped" textures which doesn't exist anymore.
Title: Re: RELEASE: Pandora's Box
Post by: Macfie on January 25, 2009, 08:37:46 am
I ran a debug build but the only thing showing up is the the missing starfield, the Anubis MKII and the Chronos.  I didn't get anything for the Valkyrie.  The Chronos can be fixed by using the pof file for freighter03 from the FSPort Media VPs and the Anubis MKII can be fixed by using the fighter02.pof and fighter02-01 dds files from the FSPort Media VPs and the fighter02-01a, fighter02-01b and fighter02-01c files from the FSPort.  I don't know about the missing starfield.  It would appear some of the FSPort models are still using the old mipmapped textures.
Title: Re: RELEASE: Pandora's Box
Post by: ARSPR on January 25, 2009, 09:24:08 am
Errr, you're right, I've dreamt about Valkyrie. Sorry.

OTOH the mod also lacks icenifade icon specified through icons.tbl.
Title: Re: RELEASE: Pandora's Box
Post by: CaptJosh on January 25, 2009, 10:29:24 am
Is it just me, or was this meant to be a mod on the original FreeSpace, and therefore should be run with the FSPort and its media VP set as secondary mods, maybe?
Title: Re: RELEASE: Pandora's Box
Post by: Admiral Nelson on January 27, 2009, 09:04:27 pm
OTOH the mod also lacks icenifade icon specified through icons.tbl.

I did not end up using the Iceni icon anyway.

Is it just me, or was this meant to be a mod on the original FreeSpace, and therefore should be run with the FSPort and its media VP set as secondary mods, maybe?

No, it was made for FS2, with some Port models thrown in.


I will review the package this weekend, and update with anything missing.  My motherboard fried just before XMas, and I am only getting my new one and new processor Friday; thus the untimely responses to issues posted here.

Title: Re: RELEASE: Pandora's Box
Post by: Macfie on February 01, 2009, 10:22:57 am
The crash on the first mission problem has been fixed with the latest nightly build r5060
Title: Re: RELEASE: Pandora's Box
Post by: ARSPR on February 03, 2009, 04:23:29 pm
I upload a patch for Pandora's Box which includes:

Just extract the vp in your Pandora's Box installation folder.




EDITED

Missing background happens in ALL the missions.

I re-upload 00-Patch.vp including fixed versions of them all.

[attachment deleted by admin]
Title: Re: RELEASE: Pandora's Box
Post by: Alpha1 on February 22, 2009, 02:13:09 pm
Hi, I have a big Problem in one mission. My Task ist to disable and disarm the Pandora.. the problem is, that this ship is invurnable. Only its own flack's inflict damage to itself, but neither me nor my squad can make a scrath on that thing.
What should i do?
Thanks 4 help
Title: Re: RELEASE: Pandora's Box
Post by: Alpha1 on February 22, 2009, 02:28:15 pm
It seems i was to focused an bringing down the engines of that warship ;) After destroying the last Sentrygun, the Pandora escapes an the game continues...
Title: Re: RELEASE: Pandora's Box
Post by: utops on March 04, 2009, 06:01:31 pm
Pulling the fangs mission gives me really pain in the ASS.
Why Pandora`s flak can shoot from thru she`s hull parts...  she is a partly ghost ship?
When flaks systems detect me... all of them shoot at me behind shes hull parts...
 :hopping:
 Pls fix this i don`t wanna act like Angry Nintendo Game Nerd, when i play freespace  :P
This game dont deserve that kind of behaviour.

 THX.


Edit:

Ok, finally i get this mission to the end. So nevermind
Started:16 P.M
End: 7 AM
 :nervous:
Title: Re: RELEASE: Pandora's Box
Post by: Tomo on August 31, 2009, 09:23:42 am
'Pulling The Fangs' does seem ludicrously difficult.

I've lost *all* of my friendlies three times in that mission, leaving me on my own at sub 20% hull.
I finally get popped by Aries 17+, or the Pandora itself - a lot of that was it firing flak through itself.

The fighter complement inside doesn't match the canon capacity of 150 (ish) fighters at all:
"Pulling The Fangs" has 96, while "Closing the Box" has 67 fighters from the Pandora, a total of 163 in those two missions alone, yet we are previously told that several wings of 'uber-cool' fighters that we encounter are from that ship.

It also doesn't matter how many fighters are actually destroyed, yet on finally giving up and skipping that mission, I find that the Pandora *somehow* has several turrets back up to full strength, which is highly irritating as it is impossible to finish the previous mission without destroying all 27 turrets.

I'm playing at Easy difficulty, which should be slightly tipping the balance towards me - frankly, I've found a few missions in this campaign frustrating.
Title: Re: RELEASE: Pandora's Box
Post by: hundeswehr on November 18, 2009, 02:58:40 am
who did the valkyrie model? it is the best i've ever seen. perfect combination of texture and polygon. the normal and specular maps look excellent.
Title: Re: RELEASE: Pandora's Box
Post by: Deka1184 on May 11, 2010, 09:00:23 pm
Question - as this is a branched campaign, is it necessary to replay it and choose alternate options to experience the entire mod, or am I not missing much just by choosing "accept" all the time?
Title: Re: RELEASE: Pandora's Box
Post by: Admiral Nelson on May 11, 2010, 11:35:12 pm
You get the story retold from a different perspective.  It is worth playing through twice just to see.
Title: Re: RELEASE: Pandora's Box
Post by: Renegade Paladin on July 08, 2010, 04:35:14 pm
To elaborate:  I can see them stealing it.  That's not the issue. 

The problem as I see it is that they did more than just drive it away.  They had it fully combat-capable, including gunners and fighter pilots enough for the whole fighter complement, before they even left Vasuda.  That means they slipped ten thousand people onto the destroyer in secret while it was still in spacedock!  Some engineers and a bridge crew for flying it away I can see, but a full combat complement?  That's a little ridiculous without them getting back to NTF space first. 
Still no answer?  I thought my objection was eye-roll worthy; there ought to be one if that's true.   :lol:

Anyway, I'm on my second playthrough of Pandora's Box.  The first time I accepted all postings to the Iron Fist due to not liking the Vasudan main hall, but this time I'm sticking with the Abydos to see what's different. 

Apparently what's different is a metric ton of bugs in the first mission after the first split, "The Hunt Begins."  The GTFr Chronos model is missing, so you can't destroy a large portion of the convoy; all you see are the engine glows and the containers they're hauling.  Because you can't prevent their escape, the Aeolus that any escaping convoy craft seems to bring as reinforcement jumps in right in front of the Oppenheimer and blasts it to smithereens, causing mission failure.  Normally a Faustus could take the initial frontal shot from an Aeolus, except that the NTC Brutus does the same damned thing when it comes in through the node, so the Oppenheimer never has more than 65% hull integrity max by the time this happens.  The Brutus dies quickly, but it's initial beam shot is immediate when it comes out of subspace, and unless you're very quick it follows up with another.  Combined with the fact that the convoy can't be destroyed, I have to conclude the mission is unwinnable. 
Title: Re: RELEASE: Pandora's Box
Post by: Macfie on July 09, 2010, 06:00:08 am
To elaborate:  I can see them stealing it.  That's not the issue.  

The problem as I see it is that they did more than just drive it away.  They had it fully combat-capable, including gunners and fighter pilots enough for the whole fighter complement, before they even left Vasuda.  That means they slipped ten thousand people onto the destroyer in secret while it was still in spacedock!  Some engineers and a bridge crew for flying it away I can see, but a full combat complement?  That's a little ridiculous without them getting back to NTF space first.  

This is the campaign restoration project, you would have to take that up with the original author.  If you are missing models then you do not have the up to date version.  Try Freespacemods.net
Title: Re: RELEASE: Pandora's Box
Post by: Renegade Paladin on July 09, 2010, 10:11:30 am
If you are missing models then you do not have the up to date version.  Try Freespacemods.net
The Chronos shows up in other mods, so I have the model somewhere; this particular mod apparently isn't finding it. 
Title: Re: RELEASE: Pandora's Box
Post by: Mobius on July 09, 2010, 11:31:53 am
This is the campaign restoration project, you would have to take that up with the original author.  If you are missing models then you do not have the up to date version.  Try Freespacemods.net

Well, I don't see why this thread shouldn't be used to discuss the plot. :)

Uhm, I'm for the skeleton crew option unless sources in the campaign specify otherwise...
Title: Re: RELEASE: Pandora's Box
Post by: Macfie on July 09, 2010, 05:06:15 pm
If you are missing models then you do not have the up to date version.  Try Freespacemods.net
The Chronos shows up in other mods, so I have the model somewhere; this particular mod apparently isn't finding it.  

The Chronos model should be in the Pandora's Box VP file.  The takeover of the Pandora could include people who decided to join the NTF.  They could also have convinced the crew to mutiny.  There have been movies that had this theme.  Crimson Tide and hunt for Red October for instance where the entire crew was not aware of what was going on.