* WiH material incorporated into campaign to allow interoperability with sequel.
hull1
turret
plasmagun
turflknew
0-laser1
missile
hyphngr
0-anti2
0-flak1
lancermain
lancerwing
WARNING: "For 'explo3', 3 of 4 LODs are missing!"
WARNING: "Weapon explosion 'SubbeamWarm' does not have an LOD0 anim!"
WARNING: "For 'bomb_flare', 3 of 4 LODs are missing!"
WARNING: "Couldn't open texture 'torpedo158t-01a' referenced by model 'armageddon.pof'"
WARNING: "Couldn't open texture 'titannm' referenced by model 'carrier3t-01.pof'"
WARNING: "Model 'carrier3t-01.pof' has too many bay paths - max is 10"
WARNING: "Couldn't open texture 'corv2nm' referenced by model 'corvette3t-03.pof'"
WARNING: "Couldn't open texture 'cruisenm' referenced by model 'cruiser3t-01.pof'"
WARNING: "Couldn't open texture 'earth' referenced by model 'Earth.pof'"
WARNING: "Couldn't open texture 'milkyway' referenced by model 'Earth.pof'"
WARNING: "Couldn't open texture 'moon' referenced by model 'Moon.pof'"
WARNING: "Subsystem "communication" in model "Miner.pof" is represented as "communications" in ships.tbl.
WARNING: "Couldn't open texture 'tsengineout' referenced by model 'JumpGateT.pof'"
WARNING: "Subsystem "communication" in model "xdread.pof" is represented as "communications" in ships.tbl.
WARNING: "Subsystem "engine" in model "malia.pof" is represented as "engines" in ships.tbl.
WARNING: "Subsystem "communication" in model "supercap2a-01.pof" is represented as "communications" in ships.tbl.
WARNING: "Couldn't open texture 'fighterd' referenced by model 'Kato.pof'"
WARNING: "Subsystem "engine" in model "afightnew.pof" is represented as "engines" in ships.tbl.
WARNING: "Subsystem "communications" in model "afightnew.pof" is represented as "communication" in ships.tbl.
WARNING: "Subsystem "Communications" in model "HyperionC.pof" is represented as "communication" in ships.tbl.
WARNING: "Null vec3d in vec3d normalize. Trace out of vecmat.cpp and find offending code." at vecmat.cpp:812
ASSERTION: "n_slots > 0" at modelread.cpp:3001
Have you had a look at the UEF mainhall yet?
I tried creating a Vishnan mainhall ... this is what resulted:
(http://i274.photobucket.com/albums/jj251/blowfishpro/mainhall_vishnan.png)
Vishnan ships == Ancient ships with modified textures ... have you even played Blue Planet? :wtf:
Sorry to doublepost, but "The Great Preservers" will not complete with the VPs given in this thread by Darius.
(This does clear the crash though)
I take out the Cain myself because the two 'big' Vishnans don't seem to bother attacking it - they just sit there doing sweet FA.
- They aren't disabled.
So I knock every subsystem out on the Moloch, including every turret.
This gets it down to around 18%
I wipe out everything Shivan on the map (including the banks of cargo containers) and tell every fighter to take out the Moloch.
I end up with the Moloch fixed at 10% health - I gave it 45 minutes of continuous fire under x64 time compression, and nothing happens.
WTF is going on here?
Vishnan ships == Ancient ships with modified textures ... have you even played Blue Planet? :wtf:
The Moloch, like most ships above cruiser size, has a flag which prevents it from being damaged by fighter-caliber weapons past 10%. It has to be killed by weapons with a special flag.Thanks.
I'm getting exactly the same crash under 3.6.10 nightly b5078
I haven't tried the updated TBMs yet - where should they go?
"blueplanet/data", or somewhere else? (Edit - stupid question, found it in the wiki)
"The Great Preservers" hasn't changed from the original version, but now that you mention it, I probably should put a trigger for the two ships to attack the Moloch.Nope - The Great Preservers.I'm getting exactly the same crash under 3.6.10 nightly b5078Is this for Keepers of Hell?
I haven't tried the updated TBMs yet - where should they go?
"blueplanet/data", or somewhere else? (Edit - stupid question, found it in the wiki)
SHIFT-O
!!!!!!!!!!
Known Issues:
* Sanctuary missing glows - This is due to texture name changes in 3.6.10 media vps, so the Sanctuary will be using retail textures. This has been unchanged from the 3.6.9 version in case texture naming conventions change further in future mediavp releases.
(Offtopic: My chinese is a little rusty, does that really say "We are people because of our human"?)
(Offtopic: My chinese is a little rusty, does that really say "We are people because of our human"?)
Not that I pretend to be an expert in Chinese, but maybe it's humanity? :confused:
Is Chinese the first language of your friends'.
Sorry for asking, but I strongly believe that it's grammatically incorrect. Unless it's in another dialect, then I drop all arguments.
Known Issues:
* Sanctuary missing glows - This is due to texture name changes in 3.6.10 media vps, so the Sanctuary will be using retail textures. This has been unchanged from the 3.6.9 version in case texture naming conventions change further in future mediavp releases.
I have improved orion refit for myself some time ago ,so I have uploaded it.
It's just a POF ,do as description says and it should work.
http://www.freespacemods.net/download.php?view.509
I hope it will resolve "Known Issue".
Their arrival cue is actually a previous event, which must have got changed to another unrelated event when I was messing around with event order.
The timing of the wings arriving should coincide with the camera already resetted, so I'm setting the arrival cue to an event, rather than "true".
I think the crash actually has something to do with the event associated with the solace's hull strength. I got an error on the event for the solace's hull strength setting when I opened the mission in FSMview. When I clicked on the event if > 100 I got a message that said run-time error '9': subscript out of range. When I modified the mission to remove the event I accidentally removed the previous event solace hull + 20 and the crashes stopped.
Just a quick question regarding cutscenes...I notice that in 3.6.10 builds certain types of camera movement results in a zooming-in effect and then panning out to the camera's destination. This is noticeably evident in the opening sequence to "Universal Truth". Does it add or subtract anything away from the experience? Is it something that needs to be changed?
Dilmah, I recall you posting an experimental cutscene not too long ago. Did that involve an extreme close-up of the background?
The extreme zoom in that one came so fast, I almost thought the background would fly out of my computer screen and smash my face. :lol:
The camera effect I used was to have the camera point to something, and then set coordinates for the camera to point to, but have a time argument that makes the camera slide to the new coordinates.
Problem is, with 3.6.10, when a camera is moving the view, the suns move faster than the rest of the backgrounds. What can be described as the widescreen camera bug on 3.6.9. Except it's on 3.6.10 and not using a widescreen resolution.
No, I don't. It shouldn't be happening.
EDIT: Damn. The latest updates to the VP has pushed the rar >100MB, which mediafire doesn't like. Time to trim, or find another host. :(7-Zip.
Not really sure those are bugs :wtf:Let me clarify, one bomb destroys my ship, when in other instances it wouldn't touch it. The don't punch through them, they bypass them like a beam. Other weapons seem to do the same, although I can't confirm. It seems to be only this mission. "It" refers to the mission.
The bombs in question are powerful enough to punch through your shields in other missions too, that's just the way they are.
The Fed Fighter modelsSteve-O built those originally in HTL, IIRC. There are no low-res models, just maybe older versions of the HTL ones.
Was that disappearing-HUD issue ever Mantis'd? I feel fairly confident that it's not intended behavior.
And I think you gotta agree, it's an awesome mission (...) If it weren't for the awesome music that mission would be a lot more onerous.I just finished the mission (finally!) and it rocks. The mission is very similar to the final mission of FS2, except it is much more challenging and fun. Also I have to agree the music is probably the best I've heard on the game. It fits so well that it keeps you so focused on the action that you forget about everything else.
And what, exactly, is wrong with TBP's gun sounds? How are they any worse than any other pew-pew raygun noises?
Examples, the game can't seem to find two specific ships anymorehappens here also in a couple of missions.
fighter-to-fighter communications no longer play the appropriate beep, and on the first mission where you chase the Duke, EVERY message that appears plays the unintelligable transmission sound.possibly an error with build 5437, use RC3 or <a href="http://www.hard-light.net/forums/index.php/topic,64311.0.html
Second mission of the Duke pursuit series, messages play the incoming briefing text sound.
Examples, the game can't seem to find two specific ships anymorehappens here also in a couple of missions.
Yep, the sun + nebula was added both for better ambience and to mirror how Sol in WiH was going to look (besides that, be boring to fight a campaign in a system of nothing but stars :P ).
Nightly build, it's good on RC3.
Not finding ships? First mission and the mission where the Duke is disabled.
Funny communication sounds? All of them.
Hi,
i just wanted to play some missions from Blue Planet especially the one where you defend the Orestes against the Lucifer in Delta Serpentis System, i think its called "Curse of Prescience" so i choosed the mission in the techroom, but i have a problem, i can't destroy the Lucifer beams.
The beams stays at 15% and won't take any further damage.
Does this mission only works if you play it in the campagin?
I'm using the 3.6.10 build and mediavps.
Thanx
Nico
You were probably on Very Easy where beam crews take a long holiday between each shot.
I just got around to DLing the latest release and I got a strange error On the second mission (1st playable one) where you arrive in Sol. As the mission was loading, I got a message stating that 2 ship models could not be found. Did anyone else get this error?
Having trouble re-playing this updated version. I just got the SCP 2.2 pack. It contained an old version it seems. It said that ships were missing, so I changed to the newer version and the problem temporarily disappeared, but now I'm a few missions ahead and now I'm missing 2 ships, as opposed to the 1 with the old version. Help?