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Hosted Projects - FS2 Required => Blue Planet => Topic started by: Darius on March 05, 2009, 09:12:20 am

Title: BP 3.6.10 (OLD)
Post by: Darius on March 05, 2009, 09:12:20 am
THIS IS OLD TOPIC, GO HERE: http://www.hard-light.net/forums/index.php?topic=68213.0



As part of working on War in Heaven, I'm modifying the base files for AoA so that the sequel and any future sequels can just "plug in" to the base via tbms. This includes bringing the campaign up to compatibility with 3.6.10. I'm rereleasing the campaign, but I first need some testing done before it becomes official.

Because the bugfixing and table updating is an ongoing process, I've split up the mod into three separate VPs to lessen the download burden for people wanting to update to the latest version of the campaign, since it is usually the Root files that get updated.

BP: Age of Aquarius root files (http://www.mediafire.com/?nzgdmhqmiwn) (includes mod folder, mod.ini and bmp)
BP: Age of Aquarius sound files (http://www.mediafire.com/?ndcdt1nylgm)
BP: Age of Aquarius graphics (http://www.mediafire.com/?2tjzzdaoy0u)

Note all three VPs are required to run Blue Planet successfully. Place the sound and graphics VPs into the same mod directory that holds the BP root VP. If updating from older version of the mod, please delete blueplanet1.vp from blueplanet-folder. Three new files replace this file.

Major Changes:

* Weapon rebalance for "Balor".

* Mission rebalance for "Keepers of Hell" - Should be easier and more playable as a result. Although I haven't been able to isolate the reason why it crashes for a lot of people (I haven't been able to get it to crash myself), I've tried to minimise the amount of issues that should come up. Let me know if it still crashes.

* Cutscene fov set to constant value.

* WiH material incorporated into campaign to allow interoperability with sequel.

* Various minor cosmetic changes.

* Disappearing HUD in bp-07 "Frankenstein's Monsters" fixed.

* Variables s-exp causing crashes in bp-13 removed

* General Bugfixing - Missing textures, null moments of inertia, turret normals fixing, misspelt subsystems.

Known Issues:

* No Sanctuary Glows - The Sanctuary pof references retail textures, which don't include glowmaps. At the moment, this is the only way to make the ship appear onscreen if the player doesn't have or use mediavps.

* No mission loading screens for low-resolution interface - Shouldn't affect how game runs.
Title: Re: BP 3.6.10
Post by: The E on March 05, 2009, 10:51:35 am
Quick question: I'm guessing that the patches (1bppatch.vp and 2bppatch.vp) aren't required for this, correct?
Title: Re: BP 3.6.10
Post by: Jeff Vader on March 05, 2009, 11:00:01 am
Correct. An assumption based on the fact that they've been included in the original Blue Planet root .vp since they were released.
Title: Re: BP 3.6.10
Post by: Droid803 on March 05, 2009, 04:40:31 pm
* WiH material incorporated into campaign to allow interoperability with sequel.

If this means what I think it means... :nervous:
Title: Re: BP 3.6.10
Post by: Darius on March 05, 2009, 04:59:24 pm
Not a pending release if that's what you think it means :P
Title: Re: BP 3.6.10
Post by: General Battuta on March 05, 2009, 05:29:21 pm
Does this mean I can use force-weapon to use all the WiH weapons?

aaaaaaaaaaaaaaa

*downloads*
Title: Re: BP 3.6.10
Post by: Droid803 on March 05, 2009, 07:11:02 pm
Just checked...
Nope. Just a few muzzle flashes and odds and ends.
Title: Re: BP 3.6.10
Post by: blowfish on March 06, 2009, 12:15:11 am
Uhh ... I noticed that the Karuna is missing quite a few textures :nervous: Here's the debug-generated list:

Code: [Select]
hull1
turret
plasmagun
turflknew
0-laser1
missile
hyphngr
0-anti2
0-flak1
lancermain
lancerwing
Title: Re: BP 3.6.10
Post by: Darius on March 06, 2009, 12:36:13 am
Thanks...I might modify the model to use different textures rather than bundle the missing textures in with the pack. The Renjian is supposed to be a "Karuna-lite" anyway that mostly uses AoA textures :)
Title: Re: BP 3.6.10
Post by: Wanderer on March 06, 2009, 01:19:03 am
A short list of some of warnings etc i got when loading the mod (with mediavps in use)

Code: [Select]
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'"

and i havent even yet tried actually loading any of the models...
Title: Re: BP 3.6.10
Post by: Narvi on March 06, 2009, 01:30:26 am
The Great Preservers still crashes to desktop about one second into gameplay.
Title: Re: BP 3.6.10
Post by: Wanderer on March 06, 2009, 01:58:32 am
Narvi... can you run debug and re try? And see what it says



And couple more warnings...
Code: [Select]
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.

And finally when loading with debug build the UEF ship

Code: [Select]
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

Problematic subsys seems to be 'Turret11' which apparently has no firing points and a null vec as its turret normal.
Title: Re: BP 3.6.10
Post by: Narvi on March 06, 2009, 02:32:56 am
Okay, my laptop turned off halfway through the debug build. I need a new battery.

But here's the log anyway.


[attachment deleted by admin]
Title: Re: BP 3.6.10
Post by: Wanderer on March 06, 2009, 02:46:25 am
Hmm... there seems to be several typo related probs as well...

Like Vishnan Protectors 'comunication'/'communication' mismatch which seems to be causing issues, or the various engien/engine issues of vishnan sacred keeper.
Title: Re: BP 3.6.10
Post by: Darius on March 06, 2009, 03:43:12 am
Thanks for the log. Tried testing beforehand with a debug build but couldn't get past the spelling/typo error "inital" to "initial". I'll post a new version for testing when I've gone through these errors.
Title: Re: BP 3.6.10
Post by: Wanderer on March 06, 2009, 03:50:07 am
As the simple loading of the game or even loading the model into the lab wont reveal all the problems it is often useful to also load a mission where all the new ships are in (doesnt really matter what they do in the said mission though).
Title: Re: BP 3.6.10
Post by: Darius on March 06, 2009, 07:56:05 am
Right.

I feel like I've lifted up the carpet and seen all the bugs and slimy stuff underneath for the first time. Hopefully managed to squash most of them.

Can someone give this latest version (http://www.mediafire.com/?lwu2jhymmom) a go and see if Keepers of Hell is still crashing for them? The mission seems to be clean now under a debug build.

I won't be available for the next 48 hours or so, so I'll have to come back on Sunday if there's anything that needs fixing.
Title: Re: BP 3.6.10
Post by: Wanderer on March 06, 2009, 02:52:17 pm
Seems like it has cleared at least the worst away. Some still remain like the LOD issues and missing effects that debug build complains about.
Title: Re: BP 3.6.10
Post by: Darius on March 06, 2009, 03:25:40 pm
Cool, we're getting there.

These three files should fix the missing explosion LODs issue. See you Sunday. :)

[attachment deleted by admin]
Title: Re: BP 3.6.10
Post by: blowfish on March 06, 2009, 03:43:53 pm
Actually, I've been working on a version of Blue Planet with various minor improvements, including fixing all of those debug errors, as well as making sure all textures are DDS/Mipmapped (various texture improvements in some cases), better integration with the mediavps, including support for Shivan Secondaries, nameplates, and various other fixes.  Though it's not done yet, I was planning to release it at some point (assuming Darius gave permission :P).
Title: Re: BP 3.6.10
Post by: Darius on March 08, 2009, 12:08:48 am
I definitely wouldn't say no to a graphical upgrade and mediavp/nameplate support :)

Only thing is it needs to keep the same table structure and file names as the vp I'm putting out now so that the sequel tbms can just plug into the first one. We'll probably need to collaborate on it.
Title: Re: BP 3.6.10
Post by: blowfish on March 08, 2009, 01:45:15 am
I tried creating a Vishnan mainhall ... this is what resulted:

(http://i274.photobucket.com/albums/jj251/blowfishpro/mainhall_vishnan.png)
Title: Re: BP 3.6.10
Post by: Dilmah G on March 08, 2009, 03:08:03 am
Hmmm, eeeriiee
Title: Re: BP 3.6.10
Post by: Darius on March 08, 2009, 03:19:45 am
Have you had a look at the UEF mainhall yet?
Title: Re: BP 3.6.10
Post by: blowfish on March 08, 2009, 03:24:36 am
Have you had a look at the UEF mainhall yet?

Yup :nervous:
Title: Re: BP 3.6.10
Post by: Mobius on March 08, 2009, 04:02:55 am
I tried creating a Vishnan mainhall ... this is what resulted:

(http://i274.photobucket.com/albums/jj251/blowfishpro/mainhall_vishnan.png)

No offense, but I see it as an Ancient mainhall... :nervous:
Title: Re: BP 3.6.10
Post by: blowfish on March 08, 2009, 04:05:04 am
Vishnan ships == Ancient ships with modified textures ... have you even played Blue Planet? :wtf:
Title: Re: BP 3.6.10
Post by: Pred the Penguin on March 08, 2009, 05:54:06 am
I think it looks pretty cool, definitely fits the atmosphere.
Title: Re: BP 3.6.10
Post by: Mobius on March 08, 2009, 06:50:34 am
Vishnan ships == Ancient ships with modified textures ... have you even played Blue Planet? :wtf:

Of course I have. The problem is that the blue background reminds the Ancients and not the Vishnans, which used a completely different set of textures.
Title: Re: BP 3.6.10
Post by: Tomo on March 08, 2009, 08:57:37 am
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)
Title: Re: BP 3.6.10
Post by: Tomo on March 08, 2009, 10:21:51 am
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?
Title: Re: BP 3.6.10
Post by: Titan on March 08, 2009, 10:29:35 am
No offense, but that's what edits are for.  :)

And try running a debug build and posting the log here.
Title: Re: BP 3.6.10
Post by: General Battuta on March 08, 2009, 12:14:57 pm
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?

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.
Title: Re: BP 3.6.10
Post by: Droid803 on March 08, 2009, 12:24:30 pm
Vishnan ships == Ancient ships with modified textures ... have you even played Blue Planet? :wtf:

The problem here is:

Vishnans = Brown Textures
Ancients = Blue Textures

The lighting there is blue (and is too dark to see the brown), and it appears to be blue. Therefore, it is an Ancients mainhall.

EDIT:
Holy Crap @ UEF Mainhall.
Is that Mygeeto though? lol.
Title: Re: BP 3.6.10
Post by: Tomo on March 08, 2009, 01:32:05 pm
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.

What is supposed to trigger the two Vishnans to attack the Moloch?
It seems like this trigger may be missing - possibly I attacked things in a strange order.
Title: Re: BP 3.6.10
Post by: ShadowGorrath on March 08, 2009, 01:48:21 pm
Can someone send me or post here direct links to the Vishnan and UEF mainhall pictures please? My PC is dead and I really wanna see them.
Title: Re: BP 3.6.10
Post by: Droid803 on March 08, 2009, 01:51:34 pm
I find it funny how you can post with a dead PC.
But: http://i274.photobucket.com/albums/jj251/blowfishpro/mainhall_vishnan.png

'vishnan' mainhall.

I'm not bothering with extracting, converting, and uploading the UEF one.
It's a Raynor flying above a burning city, with a bridge-thing in the foreground. Looks like (if it isn't) Mygeeto from SW:III RotS.
Title: Re: BP 3.6.10
Post by: ShadowGorrath on March 08, 2009, 01:55:12 pm
Thanks.

There's always my phone and HLP Lite, and my sister's PC, which I can't use now.

Can anyone show me the UEF one?
Title: Re: BP 3.6.10
Post by: Darius on March 08, 2009, 06:28:05 pm
"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.

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)


Is this for Keepers of Hell?
Title: Re: BP 3.6.10
Post by: ShadowGorrath on March 09, 2009, 02:42:59 pm
Ok, now that my PC is alive once more, hopefully never to die again, I can join in this little party.

Firstly, why are some of the weapons using retail effects? Some that shouldn't have retail effects cause they're upgraded in the mediavps ( terran turrets and all ), and some of the other new ones.

Then ( while it might be due to the img2dds flag; YES, I am still using that, and you can't stop me! ), the UEF thrusters appear like in low colour-count/badly compressed. Might just be the flag though, but better not risk letting it through.
Title: Re: BP 3.6.10
Post by: FreeSpaceFreak on March 09, 2009, 03:40:26 pm
Wow. That UEF mainhall and music are great. Can't wait to play WiH...

And your screen is very nice as well, blowfish :yes: It really has the "spacey" feeling.
Title: Re: BP 3.6.10
Post by: Tomo on March 09, 2009, 05:41:32 pm
"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.
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)

Is this for Keepers of Hell?
Nope - The Great Preservers.
The VPs in this thread fixed it.

I also got a crash when the Sathanas exploded (new VPs).

Adding the three TBM/TBL files seemed to clear that one.

With the new VPs and TBM/TBL, the only issue I saw was the failure of the Moloch to die.
Title: Re: BP 3.6.10
Post by: Krelus on March 14, 2009, 12:19:31 am
I'm getting a bizarre issue in "bp-07.fs2." You know when the Demon arrives and you regain control of your fighter? I can fly, and the camera returns to the fighter, the HUD just won't come back. I'm gonna attempt to rectify this in FRED, but from a preliminary glance at the SEXPs there's no reason this should happen o_O
Title: Re: BP 3.6.10
Post by: blowfish on March 14, 2009, 12:31:50 am
SHIFT-O

!!!!!!!!!!
Title: Re: BP 3.6.10
Post by: Krelus on March 14, 2009, 01:01:24 am
SHIFT-O

!!!!!!!!!!

/headsmack

It's getting to the point where I'm afraid to ask for help anymore, because the answer is always something stupid like that XD

I can pull off crazy Transcend-style FREDing, but I keep stumbling over the simple crap. That's me in a nutshell.
Title: Re: BP 3.6.10
Post by: blowfish on March 14, 2009, 01:06:09 am
It happens ;)
Title: Re: BP 3.6.10
Post by: Pred the Penguin on March 14, 2009, 08:43:35 am
I feel lucky. o_o
Title: Re: BP 3.6.10
Post by: Aardwolf on March 16, 2009, 12:12:54 am
That download link (1st post) is redirecting me to a 404 page. Oddly, if I hit the browser's Stop button before it redirects, I can download the file fine.

I'm going to check the contents when it's done.

Any idea what's up with that?
Title: Re: BP 3.6.10
Post by: Zacam on March 16, 2009, 02:08:55 am
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.

The change in 3.6.10 was to remove A, B, C etc textures that were texture files for lower LODs. As we have mip-mapped DDS files, these are no longer necessary, especially with properly mapped and UV'd models.

Texture names will be in the convention of $pofname$-$type$.dds where type is glow, shine, normal and pofname is the name of the pof loading the texture.

So while the textures themselves may be changing in future VP's, the naming convention will not be.

(Offtopic: My chinese is a little rusty, does that really say "We are people because of our human"?)
Title: Re: BP 3.6.10
Post by: Krelus on March 16, 2009, 08:48:25 pm

(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:
Title: Re: BP 3.6.10
Post by: eliex on March 16, 2009, 10:15:45 pm

(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:

Nor do I, but is it, "humaneness" being that the UE ask questions first before attacking as their doctrine?
Title: Re: BP 3.6.10
Post by: Droid803 on March 16, 2009, 10:18:57 pm
I'm guessing it was intended to mean 'We are human because of our humanity', but even that sounds kinda strange...
Title: Re: BP 3.6.10
Post by: Pred the Penguin on March 17, 2009, 06:04:46 am
If that's what Darius meant then it'd be more along the lines of:
我們世人由於我們的人性
Title: Re: BP 3.6.10
Post by: eliex on March 17, 2009, 10:17:10 pm
Okay, I checked this with one of my Chinese speaking friends:

Pred the Penguin - We are human because of our character/humanity
Darius' Text - We are human because of our (?shape the gods made us?)

For Darius' text, my friend couldn't really explain into proper English so this is what I got finally.
Title: Re: BP 3.6.10
Post by: Pred the Penguin on March 18, 2009, 04:59:23 am
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.

Anyways, we're getting really off-topic. If you guys wanna continue, start a thread in General.
Title: Re: BP 3.6.10
Post by: eliex on March 19, 2009, 01:36:42 am
Just before the thread gets back on course -

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.

Nah, just asked him out of interest. I'd still like to hear what the proper translation of Darius' text is if anyone knows.  :)
Title: Re: BP 3.6.10
Post by: Dragon on March 19, 2009, 05:46:07 am
Quote
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".
Title: Re: BP 3.6.10
Post by: Zacam on March 20, 2009, 07:40:36 pm
That is a good start. Detail02 and Detail3 have some borked texture mapping and there is still a "c" texture in the list though.
Title: Re: BP 3.6.10
Post by: Dragon on March 21, 2009, 11:30:24 am
It's because it's a different texture.
Take a look at mediavps ,there is "Capital01-02c".
It's an UV map for lowest LOD of the Orion.
Anyway I don't recall any moment where you look at the sanctuary from enough distance to actually see lower LODs.
Title: Re: BP 3.6.10
Post by: blowfish on March 21, 2009, 02:06:00 pm
Regardless of whether or not they're seen, all maps referenced in the model are loaded.
Title: Re: BP 3.6.10
Post by: Dilmah G on March 21, 2009, 10:00:03 pm
In the mission "Universal Truth", is it normal for Beta and Gamma wings not to show up in mission but show up in ship and weapon selection?
Title: Re: BP 3.6.10
Post by: Darius on March 26, 2009, 04:26:15 am
No it's not normal...I'll have a look into that.

I need some more confirmation from people who experienced previous crashes with "Keepers of Hell" whether it's fixed in this new version.

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".

Thanks, I'll look at it and include it in the pack if it works out :) I need the campaign to work without mediavps as well, which is the thing...
Title: Re: BP 3.6.10
Post by: Dilmah G on March 26, 2009, 06:00:22 am
I just had a look at the mission

For some reason the arrival cues of those wings and the Temeraire's wings were set to the last event, which was the mission end event...

I don't know if that was intentional or not, but I "fixed" it by resetting the arrival cues to "true", which seems to work well enough. I decided against setting them to the arrival of their designated capships, since it would make little difference as they already have delays on their arrival.
I've attached it for further reference.

[attachment deleted by ninja]
Title: Re: BP 3.6.10
Post by: Darius on March 26, 2009, 06:13:11 am
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".

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. :(

[attachment deleted by ninja]
Title: Re: BP 3.6.10
Post by: Dilmah G on March 26, 2009, 06:18:58 am
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 see

Defending the battlegroup becomes much easier when it's not just Sanctuary Alpha/Beta and Alpha wing trying to defend against the entire Shivan onslaught :)
Title: Re: BP 3.6.10
Post by: Macfie on April 04, 2009, 08:04:36 am
I'm having a problem with bp-13.  Everytime I try to run the mission I get a crash shortly after starting.  If I run the debug build I get the following message.
Warning: Model 'carrier3t-01.pof' has too many bay paths - max is 10
File: ModelRead.cpp
Line: 3832


Call stack:
------------------------------------------------------------------
    model_load()    ship_create()    parse_create_object_sub()    parse_create_docked_object_helper()    dock_evaluate_all_docked_objects()    parse_create_object()    mission_parse_maybe_create_parse_object()    post_process_ships_wings()    post_process_mission()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()------------------------------------------------------------------


The message comes up Alpha form up and then Freespace crashes.  Since it happens every time at the same spot I assume it must be something in the mission.
Title: Re: BP 3.6.10
Post by: Darius on April 04, 2009, 10:02:14 am
I've been picking up that error too. It's to do with the Titan pof...the model has 12 fighterbay paths. It's funny, because the game didn't pick up on that previously.
Title: Re: BP 3.6.10
Post by: Macfie on April 04, 2009, 10:38:20 am
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.
Title: Re: BP 3.6.10
Post by: blowfish on April 04, 2009, 01:40:22 pm
The bay paths thing will only come up in debug, which you probably shouldn't be using for normal gameplay anyway.  I was hoping MAX_SHIP_BAY_PATHS could be bumped at some point, since 10 seems rather low, but I haven't heard anything back from the people I asked about it.
Title: Re: BP 3.6.10
Post by: Macfie on April 04, 2009, 07:54:47 pm
I wasn't running in debug when I first had the crash.  I only ran in debug after I had the crash.  It doesn't appear the crash had anything to do with the MAX_SHIP_BAY_PATHS, but with an unrelated event in the mission.
Title: Re: BP 3.6.10
Post by: Knight Templar on April 06, 2009, 02:03:35 am
so how do we fix this?
Title: Re: BP 3.6.10
Post by: Macfie on April 06, 2009, 04:27:59 am
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.

I had no problem playing through the mission with the event removed.
Title: Re: BP 3.6.10
Post by: Knight Templar on April 06, 2009, 11:50:49 pm
 :yes:
Title: Re: BP 3.6.10
Post by: Darius on April 07, 2009, 05:48:44 am
Hrm... if > 100 was designed to set the variable to 100 if the value got above 100. I wonder if that's where the problem's coming from...judging by your post, it would appear so.
Title: Re: BP 3.6.10
Post by: Darius on April 08, 2009, 08:12:34 am
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?
Title: Re: BP 3.6.10
Post by: Dilmah G on April 08, 2009, 08:19:50 am
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?

To be honest I liked it. It gives it a "Cinematic" feel.
Title: Re: BP 3.6.10
Post by: General Battuta on April 08, 2009, 08:38:42 am
Liked it.
Title: Re: BP 3.6.10
Post by: Dilmah G on April 08, 2009, 08:44:28 am
What are the conditions that force the zooming? In my own experience it happens by chance or when the camera object is behind the camera point
Title: Re: BP 3.6.10
Post by: Androgeos Exeunt on April 10, 2009, 02:51:16 am
Dilmah, I recall you posting an experimental cutscene not too long ago. Did that involve an extreme close-up of the background?
Title: Re: BP 3.6.10
Post by: Dilmah G on April 10, 2009, 02:59:26 am
Dilmah, I recall you posting an experimental cutscene not too long ago. Did that involve an extreme close-up of the background?

Oh yes I remember that one. I don't know what conditions force it however. My early theory was if the camera object it was panning to was behind the camera point/direction, but I don't think that's entirely true. Using a high camera pan time may cause it in my experience but I didn't write the code or anything so I can't be too sure.
Title: Re: BP 3.6.10
Post by: Androgeos Exeunt on April 10, 2009, 03:14:00 am
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:
Title: Re: BP 3.6.10
Post by: Dilmah G on April 10, 2009, 03:35:05 am
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:

 :lol: That's funny, I remember that feeling from when I tested it

It's a good way to wake the player up
Title: Re: BP 3.6.10
Post by: Darius on April 10, 2009, 10:14:40 am
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. In 3.6.9 it did it without changing the fov, but it seems to act different in 3.6.10 builds.
Title: Re: BP 3.6.10
Post by: Dilmah G on April 10, 2009, 09:17:58 pm
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.

Woah I'd never have thought of that
Title: Re: BP 3.6.10
Post by: ShadowGorrath on April 11, 2009, 05:24:07 am
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.
Title: Re: BP 3.6.10
Post by: Dilmah G on April 11, 2009, 06:02:40 am
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.

Oh I remember noticing that, it isn't a huge issue though IMO, do you use a custom fov?
Title: Re: BP 3.6.10
Post by: ShadowGorrath on April 11, 2009, 12:43:28 pm
No, I don't. It shouldn't be happening.
Title: Re: BP 3.6.10
Post by: Dilmah G on April 11, 2009, 07:20:32 pm
No, I don't. It shouldn't be happening.

Try entering this in custom flags

-fov 0.35

It should make the problem a little less worse in my understanding.
Title: Re: BP 3.6.10
Post by: colecampbell666 on April 11, 2009, 07:48:37 pm
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.

Few bugs in the new version (and maybe the old, for some of them)

In "Universal Truth", bomb shockwaves punch through shields, which makes it damn near impossible, and the node looks funny with some of the cinematic camera angles.
Title: Re: BP 3.6.10
Post by: blowfish on April 11, 2009, 07:55:09 pm
Not really sure those are bugs :wtf:

The bombs in question are powerful enough to punch through your shields in other missions too, that's just the way they are.  Also, you never said what "it" referred to, though I assume you mean shooting them down.  Just keep your distance and when one explodes, turn around and hit your burners.  It may be frustrating at times, but these bombs are part of the strategy involved in playing BP.  As for the jump node thing, not sure what you mean by "looks funny," but it may be a side-effect of fov-locked cutscenes in the new version (if you are using a custom FOV), since the FOV used, the FS defailt, tends to create a fish-eye effect.  Not really any way to change it, besides completely re-scripting the cutscenes (or sitting really close to your monitor :P).
Title: Re: BP 3.6.10
Post by: Dilmah G on April 11, 2009, 08:11:03 pm
Yeah, unless you use cutscene bars the fisheye effect becomes really visible when using a jump node, regardless of your fov settings.
Title: Re: BP 3.6.10
Post by: colecampbell666 on April 11, 2009, 08:20:32 pm
Not really sure those are bugs :wtf:

The bombs in question are powerful enough to punch through your shields in other missions too, that's just the way they are.
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.

I've played BP Original several times, and this was never present on 3.6.9 or the late-2008 .10 builds.
Title: Re: BP 3.6.10
Post by: blowfish on April 11, 2009, 08:41:36 pm
What ship are you using?
Title: Re: BP 3.6.10
Post by: colecampbell666 on April 12, 2009, 09:57:09 am
Ares, Erinyes, Perseus, Tried a few until I found out it wasn't a weakness problem, rather a bug or something other.. I'll test a bit more. I was playing on medium, BTW, and the bombs definitely have something funky going on.
Title: Re: BP 3.6.10
Post by: starwolf1991 on April 12, 2009, 11:49:41 pm
I must say, the updating from the 3.6.9 release to 3.6.10 is looking rather promising. Having played 3.6.9 version of Blue Planet, I was utterly amazed at how it turned out and now, how its shaping towards War In Heaven.

Oh, those fighters for the UEF. They're from Steve-O's Federal Fighters Pack, right? They have some nice HTL enhancements. Where'd can these models be found from?
Title: Re: BP 3.6.10
Post by: blowfish on April 13, 2009, 12:39:32 am
IIRC His fighter pack is available on FSMods.  It may be an older version though...
Title: Re: BP 3.6.10
Post by: starwolf1991 on April 13, 2009, 01:07:33 am
I know the fed figher pack is on freespacemods.net. I'm talking about the HTL models that you see in the War In Heaven screenshots.
Title: Re: BP 3.6.10
Post by: blowfish on April 13, 2009, 01:16:16 am
Like which ones?  The Karuna/Hyperion frigate has been released, but the Solaris and Sanctus are under lockdown...
Title: Re: BP 3.6.10
Post by: starwolf1991 on April 13, 2009, 02:21:31 am
The Fed Fighter models
Title: Re: BP 3.6.10
Post by: BloodFleet on April 13, 2009, 02:38:55 am
Anyone else had this problem?

http://img6.imageshack.us/img6/8527/screen0042.jpg

I have no HUD after cutscenes :|
Title: Re: BP 3.6.10
Post by: Jeff Vader on April 13, 2009, 02:53:53 am
Shift-O.
Title: Re: BP 3.6.10
Post by: colecampbell666 on April 13, 2009, 09:14:32 am
The Fed Fighter models
Steve-O built those originally in HTL, IIRC. There are no low-res models, just maybe older versions of the HTL ones.

As for my bomb problem, I believe it is a legitimate bug. Perhaps due to the large number of ships on screen and clipping?
Title: Re: BP 3.6.10
Post by: Darius on April 13, 2009, 09:21:07 am
The Shivan Megabomb damage has increased and the shockwave will kill you in one hit at full shields if you get too close. This was part of the gameplay in both 3.6.9 and 3.6.10 versions. Vishnan fighters are tougher and have a better survival rate against bombs.
Title: Re: BP 3.6.10
Post by: colecampbell666 on April 13, 2009, 09:33:11 am
Maybe that was it. It is near impossible on the last mission, I just squeezed through.
Title: Re: BP 3.6.10
Post by: Mongoose on April 13, 2009, 11:36:48 am
Was that disappearing-HUD issue ever Mantis'd?  I feel fairly confident that it's not intended behavior.
Title: Re: BP 3.6.10
Post by: Dilmah G on April 13, 2009, 11:40:10 am
Was that disappearing-HUD issue ever Mantis'd?  I feel fairly confident that it's not intended behavior.

I thought it was just a FRED thing. I assumed Darius used the hud dissapear sexp and forgot to make the hud reappear again after the cutscene was over.
Title: Re: BP 3.6.10
Post by: Darius on April 13, 2009, 11:41:44 am
That one was my fault actually... :) the mission has a hud-disable sexp at the cutscene setup, but doesn't re-enable the hud when the camera resets to the player. The newest version should have the fixed mission (among others).

EDIT: Dilmah beat me to it.
Title: Re: BP 3.6.10
Post by: Mongoose on April 13, 2009, 01:34:34 pm
Aha.
Title: Re: BP 3.6.10
Post by: Dilmah G on April 13, 2009, 10:18:06 pm
:lol: I remembered making the same mistake during my early FRED-ing days. Now you don't need to use that sexp for cutscenes to my knowledge so I've avoided the problem.
Title: Re: BP 3.6.10
Post by: starwolf1991 on April 14, 2009, 07:33:20 am
Ok, so where would I be able to find the version of federal fighter models shown in the screenshots?
Title: Re: BP 3.6.10
Post by: blowfish on April 14, 2009, 08:39:06 am
here (http://www.hard-light.net/forums/index.php/topic,60210.msg1186654.html#msg1186654), but is this really the right thread for that?
Title: Difficulty?
Post by: paralaje on July 07, 2009, 08:53:16 pm
First of all, I apologize if I'm posting at the wrong place. This looks like Blue Planet 3.6.10 discussion thread so I wasn't sure wether or not to make a new thread to share my thoughts.
Now to the point of my posting: Does anyone else find this mod rather difficult? Personally I'm having great trouble with the missions, to the point where I can't get past the first "protect ships while they get to the node" mission
Spoiler:
I can't even reach the Ravanna before it kills the Temeraire
I'm pretty sure the main cause of my failure is just plain lack of skill, but I was wondering if anyone else found this mod difficult.
I would also like to clarify I'm not criticizing the mod as I'm really enjoying it even with all the replaying of missions. I am merely sharing my experience with it.
Title: Re: BP 3.6.10
Post by: General Battuta on July 07, 2009, 08:56:55 pm
Hooo boy. *grin*

Yes. Yes indeed. Blue Planet is both challenging and epic and you should feel no shame in turning down the difficulty.

Forced Entry, the mission you're on, is the hardest one. There have been many, many threads on it. Check out this one. (http://www.hard-light.net/forums/index.php/topic,64086.0.html)

Trebuchets are the key.

And I think you gotta agree, it's an awesome mission. Darius did a kickass job with it (note that in spite of my badge I did not make Age of Aquarius, I joined after that.) If it weren't for the awesome music that mission would be a lot more onerous.
Title: Re: BP 3.6.10
Post by: paralaje on July 07, 2009, 11:05:38 pm
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.
I do have one suggestion though, in case the missions will be revised later on: I think the final part of the mission is too long. If you mess up, you lose in a few seconds; but if you do things right, your ship is safe from any danger for the past 5-6 minutes with no enemies to be taken care of nor any dialogue to be read.
Anyway, I just played the first few seconds of the next mission and oh my God! I have a feeling I'm going to love this mod.
Title: Re: BP 3.6.10
Post by: Dilmah G on July 08, 2009, 01:00:32 am
Believe us, you'll love it. And yes, I've noticed that too, however I just time-compress it after that.
Title: Re: BP 3.6.10
Post by: Androgeos Exeunt on July 08, 2009, 02:41:00 am
When I started BP for the first time and entered the first mission, I wasn't expecting much (I was thinking that it might be like INFR1), but...

Spoiler:
...when I saw Scorched Earth instead, my interest was aroused, and I was quite surprised when I saw the Lucifer cutscene. I did not expect things to turn out exactly like how :v: planned the bad end of FS1 to be.

The Vishnan ships were pretty fun to fly, but...

...the sound of the guns turn me off because it sounds like it came from TBP.
Title: Re: BP 3.6.10
Post by: Woolie Wool on July 08, 2009, 12:44:49 pm
And what, exactly, is wrong with TBP's gun sounds? How are they any worse than any other pew-pew raygun noises?
Title: Re: BP 3.6.10
Post by: CaptJosh on July 09, 2009, 01:06:11 am
I think I got a bad copy when I downloaded the file at the beginning of the thread. I get that weird "no debriefing" message at the end of Universal Truth and then the Erineyes I was flying is suddenly a Peg in the next mission, and my wingmates are dead instead of flying there with me. I thought someone else mentioned an error like this in this thread, but I couldn't find the post. (Then again, I'm rather tired and I may have scrolled past it without seeing it.)
Title: Re: BP 3.6.10
Post by: Darius on July 09, 2009, 01:28:15 am
No no, it's an issue with the latest BP 3.6.10. I'll go and upate it now actually...
Title: Re: BP 3.6.10
Post by: Androgeos Exeunt on July 09, 2009, 09:01:12 am
And what, exactly, is wrong with TBP's gun sounds? How are they any worse than any other pew-pew raygun noises?

What I'm trying to say is that the sound of the Vishnan Primary sounds a bit like it comes from a TC that I'm not very enthusiastic about.
Title: Re: BP 3.6.10
Post by: Droid803 on July 09, 2009, 01:33:16 pm
Um...still, exactly what is wrong? Sure you don't like the TC it reminds you of...but...? :wtf:
Title: Re: BP 3.6.10
Post by: Fury on July 14, 2009, 05:06:47 am
Darius, the new blueplanet1.7z package you uploaded today is corrupted.
Title: Re: BP 3.6.10
Post by: Darius on July 14, 2009, 05:22:52 am
Right. Repacking and reuploading.
Title: Re: BP 3.6.10
Post by: Rodo on July 14, 2009, 06:11:07 am
a note aside, for those who don't know how to make a mod.ini it would be nice if you release this one with that file included and also if you could add the .bmp image since I can't find it around.
(yeah I deleted the BP folder some time ago trying to save space and now I'm donwloading it again prior to WiH release)
Title: Re: BP 3.6.10
Post by: Darius on July 14, 2009, 06:41:21 am
Split the download into three parts. This is to make uploading and downloading updated table and pof files and fixed mission bugs a lot easier, and lessens the download burden for people who just want the latest tables, pofs and missions.
Title: Re: BP 3.6.10
Post by: Fury on July 14, 2009, 06:56:31 am
Since previous one big blueplanet1.vp is now split into three smaller pieces (blueplanet1root.vp, blueplanet1sound.vp and blueplanet1visual.vp), you need to delete blueplanet1.vp from your blueplanet folder.
Title: Re: BP 3.6.10
Post by: Commander Zane on July 14, 2009, 07:43:30 pm
I don't know, it seems now a lot more stuff is messed up that didn't appear in the all-in-one .vp.
Examples, the game can't seem to find two specific ships anymore, 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.

Second mission of the Duke pursuit series, messages play the incoming briefing text sound.
Title: Re: BP 3.6.10
Post by: General Battuta on July 14, 2009, 07:48:13 pm
Darius, I think we better check for bugs before we proceed with this splitting-VPs-up deal...

Although Zane, are you sure that isn't a product of the nightly build you're using? Didn't you have the same problem with Vega?
Title: Re: BP 3.6.10
Post by: Commander Zane on July 14, 2009, 07:57:11 pm
Vega? I never downloaded that.
Could try using the RC3 release and see how that plays out.

Yeah, it doesn't like 3.6.11 releases it seems, on 3.6.10 RC3 nothing's going wonky.
Title: Re: BP 3.6.10
Post by: Rodo on July 14, 2009, 09:14:32 pm
Examples, the game can't seem to find two specific ships anymore
happens 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.

Second mission of the Duke pursuit series, messages play the incoming briefing text sound.
possibly an error with build 5437, use RC3 or <a href="http://www.hard-light.net/forums/index.php/topic,64311.0.html
">this[/url] and you should have no trouble with that anymore.

also I'm getting nebulae and a weird looking sun in sol system, IIRC the original release was free of nebulae and the sun was yellow, was this changed to give it a better ambient?
(I think this was discused somewhere else but I can't seem to find it now to confirm)
Title: Re: BP 3.6.10
Post by: Darius on July 15, 2009, 05:13:49 am
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 ).

Examples, the game can't seem to find two specific ships anymore
happens here also in a couple of missions.

Which missions is this coming up in for you, Commander Zane? Also, is this with a nightly build or a 3.6.10 build?
Title: Re: BP 3.6.10
Post by: Commander Zane on July 15, 2009, 05:22:36 am
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.
Title: Re: BP 3.6.10
Post by: Wobble73 on July 15, 2009, 06:58:35 am
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 ).


That very much depends, can't you have the stars intensified in a strip to represent the Milky Way That would be interesting and also more mirror how the Sol system actually is, I don't know of any nebula in the Sol system that can be seen by the naked eye.  ;)
Title: Re: BP 3.6.10
Post by: General Battuta on July 15, 2009, 07:46:11 am
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.

It's a problem with the nightly.
Title: Re: BP 3.6.10
Post by: Darius on July 15, 2009, 07:51:52 am
We'd probably need to have a look at it and see if it happens in the 3.6.11 release builds later down the track, since I'd like WiH to be compatible with .11 and by association, AoA as well.
Title: Re: BP 3.6.10
Post by: Knarfe1000 on July 17, 2009, 11:22:27 am
I can´t download the files on mediafire. It say´s the files have been removed...?
Title: Re: BP 3.6.10
Post by: Darius on July 17, 2009, 11:28:43 am
They've just been updated.
Title: Re: BP 3.6.10
Post by: Fury on July 17, 2009, 11:58:39 am
FYI, looks like MediaFire somehow screwed up AoA root files upload, so the link doesn't work. Darius will fix it tomorrow.
Title: Re: BP 3.6.10
Post by: Rodo on July 17, 2009, 02:02:38 pm
just saw this, universal truth has no debriefing if you loose.
Title: Re: BP 3.6.10
Post by: Darius on July 17, 2009, 09:40:27 pm
Ok, give the download a try now.
Title: Re: BP 3.6.10
Post by: eliex on July 18, 2009, 01:25:27 am
Confirmed - link works.
Title: Re: BP 3.6.10
Post by: Alex Navarro on July 24, 2009, 04:57:49 pm
Hello, just to inform you:

I had the "Keepers of Hell" CTD too, but it happened only the first time. The second time i played the mission, it worked without crashes. Perhaps it's a matter of luck  :P

It happens in my personal mod too if I use the 3.6.10 build instead of 3.6.9. But crashes everytime, no luck there  :(

So, it could be a sound, maybe, or a model or an effect that doesn't load properly in "Keepers of Hell"?
Title: Re: BP 3.6.10
Post by: The E on July 27, 2009, 11:29:05 am
A debug log would help.
Title: Re: BP 3.6.10
Post by: WetNavySailor on August 11, 2009, 04:39:55 pm
The AoA root files direct link is dead again. The others work fine though, and I was able to download the root files by clicking on the "Browse Darius's public files" link at the top of the pages for the other files, so the root files link just needs to be updated.
Title: Re: BP 3.6.10
Post by: cw4rotorhead on August 15, 2009, 10:04:28 am
Just wondering if it is completed? New to all of this and just installed FSO from Turey. Have not even tried to start game yet. I am trying to download all the campaigns (single player) because I am moving to Costa Rica soon and will not have internet.
Any and all Suggestions welcome since I am a total noob. I have been into X3 but am looking for something a little different.

Thank You All
Title: Re: BP 3.6.10
Post by: General Battuta on August 15, 2009, 10:26:44 am
Hrm? Yes, this is a complete campaign. We've got a slightly polished-up version with voice acting in the works, but for now, this one's the definite version of the masterpiece.

Enjoy! And don't be afraid to turn the difficulty down and curse a lot on 'Forced Entry'. (Hint: Herc II, two banks of Trebuchets, Balor and Prometheus S!)
Title: Re: BP 3.6.10
Post by: cw4rotorhead on August 15, 2009, 11:04:40 am
I guess I unzip all the files in the FS2 game folder into a new folder named Blue Planet and point to it with launcher???
Thank you for your quick response
Title: Re: BP 3.6.10
Post by: The E on August 15, 2009, 11:07:07 am
Exactly.
Title: Re: BP 3.6.10
Post by: cw4rotorhead on August 15, 2009, 11:12:29 am
Thank you all.   :yes:
Title: Re: BP 3.6.10
Post by: BustRobot on August 22, 2009, 05:45:11 am
I don't know if this has been brought up yet, but anyway.

On the mission "The Great Preservers" (the first mission flying in a Vishnan craft) it keeps freezing. Basically, I'll click the "Commit" button, the mission will play for a second and everything will freeze. (Besides the music which keeps playing until I close Freespace 2 in Windows Task Manager). Just in case, I am using 3.6.10, and not one of the nightly builds. (I also tested one of them, same crash problem).

I'll also say that when i start it up, I get a message saying that something called a "flyby sound" is missing from the sound.tbl, perhaps related to the above problem? Even if it is related, it's caused no problems for me up to this point.

Otherwise the only other problem I had was the disappearing hud in the mission with the Kyton turning up after chasing the Duke. Could still fly, shoot everything besides gain missile lock really.
Title: Re: BP 3.6.10
Post by: The E on August 22, 2009, 06:15:32 am
Have you made sure you have the latest version of BP 3.6.10? There were some fixes introduced to fix these problems. Second, if that doesn't help, can you run a debug build and post the log file (fs2_open.log, from the data folder in your main fs2 directory) here?
Title: Re: BP 3.6.10
Post by: [Wolf]Maverick on August 22, 2009, 07:52:33 am
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
Title: Re: BP 3.6.10
Post by: BustRobot on August 22, 2009, 08:01:38 am
Problems sorted. I only downloaded BP 3.6.10 yesterday, so I figured I had the up-to-date one. Ah well.
Title: Re: BP 3.6.10
Post by: The E on August 22, 2009, 08:22:45 am
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

Hm. They are supposed to be that way. It's a nightmare, remember?
Title: Re: BP 3.6.10
Post by: [Wolf]Maverick on August 22, 2009, 10:55:35 am
Damn... you're right.... i totally forgot :)

Nico
Title: Re: BP 3.6.10
Post by: blowfish on August 22, 2009, 11:38:42 am
Actually,

Spoiler:
The lucifer beams are not destroyable in that mission or in Fallen Angel when you have to defeat the Lucifer.  You're supposed to go for the engines or the reactors, IIRC
Title: Re: BP 3.6.10
Post by: General Battuta on August 22, 2009, 11:42:03 am
We should totally un-guardian them in Fallen Angel, though.
Title: Re: BP 3.6.10
Post by: Androgeos Exeunt on August 26, 2009, 02:32:54 am
Are the Lucifer's main guns locked after one salvo? I remember them carving the Orestes' hull to 68% before stopping altogether.
Title: Re: BP 3.6.10
Post by: General Battuta on August 26, 2009, 09:37:26 am
You were probably on Very Easy where beam crews take a long holiday between each shot.
Title: Re: BP 3.6.10
Post by: Vanion on August 26, 2009, 09:47:43 am
Hello, just registered to post this.

Is there a problem with the Core package download? The sound and graphics packages download fine, but the core package gives me timeouts from Mediafire. Or is that just me?

Cheers,
Vanion
Title: Re: BP 3.6.10
Post by: General Battuta on August 26, 2009, 09:55:36 am
Hrm, we'll check that out right away.

EDIT: Just tried the link, didn't get a timeout here...
Title: Re: BP 3.6.10
Post by: The E on August 26, 2009, 09:58:21 am
Seems to be an issue with mediafire. I just tried it, an although it took its sweet little time, it downloaded eventually.
Title: Re: BP 3.6.10
Post by: Vanion on August 26, 2009, 09:59:43 am
Well, looks like Murphey's Law struck again.
There it goes and works for me, now, too, and makes me look like a bloody idiot :-)
Been trying for about 3 hours now, wouldn't have posted otherwise.

Thanks for looking into it, anyway!
Title: Re: BP 3.6.10
Post by: General Battuta on August 26, 2009, 10:00:59 am
No, definitely not your fault - I've been having wonky timeouts on Mediafire lately too.
Title: Re: BP 3.6.10
Post by: Androgeos Exeunt on August 27, 2009, 04:01:47 am
You were probably on Very Easy where beam crews take a long holiday between each shot.

I always am, but I don't think beams that that long of a holiday even on that difficulty. Mind you, the BFRed and LRed is deadly on any difficulty, unless if their reload times were lengthened.
Title: Re: BP 3.6.10
Post by: Santa on October 15, 2009, 01:58:06 pm
Major annoyance; after the mission where
Spoiler:
you destroy the Sathanas
I can't dock with whatsitsname (Orenes?). I see the fighter bays, but when I enter nothing happens.

Edit: Actually, nevermind. Apparently it's a good idea to dock *with the right ship*.  :nervous:
Title: Re: BP 3.6.10
Post by: General Battuta on October 15, 2009, 03:12:11 pm
Heehee.

We could add a message about how you aren't granted clearance if you go to the wrong ship...
Title: Re: BP 3.6.10
Post by: Androgeos Exeunt on October 15, 2009, 10:18:31 pm
"Alpha 1, dock with the Orestes! You're entering the wrong ship!"
Title: Re: BP 3.6.10
Post by: Renegade on October 20, 2009, 03:42:23 pm
Hello BP Team,
i have a little Bug report:

After the first Mission where the escape pod is finding the HUD is disabled for Cinematic (Jump out)
after that the HUD must be manually reactivated.

Nothing wild but it must not be *gg*

Greetings Peter
Title: Re: BP 3.6.10
Post by: Dragon on October 20, 2009, 04:19:54 pm
As I recall it's already been reported (not only in this mission IIRC) and it will be fixed in next release.
Title: Re: BP 3.6.10
Post by: Nemesis6 on October 26, 2009, 03:32:35 am
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?
Title: Re: BP 3.6.10
Post by: The E on October 26, 2009, 03:40:44 am
Can you run a debug build and post the fs2_open.log from the data folder here?
Title: Re: BP 3.6.10
Post by: terran_emperor on October 26, 2009, 10:16:12 am
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?

ALSO
I have also managed to save Lt Nehru in the level where you first encounter the Shivans. However, he never returns. I know that he is ment to die, But if he survives, there should be an explanation for his absence

*He was reasigned to another squadron after the mission
or
*He suffered injuries in combat and had to be relieved of duty until he could recover.
or
*After the mission he suffered a nervous breakdown and was relieved of duty.

something like that

Title: Re: BP 3.6.10
Post by: The E on October 26, 2009, 10:19:21 am
Yes. In fact, everyone will get that error with the current 3.6.10 vps.

It is non-fatal, and already corrected in the current development version. That will be released to the public together with the VA pack.
Title: Re: BP 3.6.10
Post by: General Battuta on October 26, 2009, 10:19:54 am
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?

It has to do with the modpack changes that were made, but it's not actually anything significant. Just ignore it. It'll be fixed in the re-release.

EDIT: Ninja'ed by The_E!
Title: Re: BP 3.6.10
Post by: Fury on February 21, 2010, 04:36:12 am
Topic locked and unstickied. AoA Director's Cut coming soon!