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After a very long time, 'Dawn of Sol', 'End War's' prequel campaign/mod, by Droid803 and the End War team, is finally released.
Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.
(http://img5.imageshack.us/img5/7534/raynor.png)
(http://img.photobucket.com/albums/v423/kc1991/earthattack.png)
(http://img.photobucket.com/albums/v423/kc1991/WraithInterface.png)
(http://img.photobucket.com/albums/v423/kc1991/arcadia-zagreus.png)
DOWNLOADS:
Dawn of Sol Main Files - SECTORGAME (http://sectorgame.com/f2s/downloads.php?action=downloads&id=535)
Dawn of Sol Main Files - MEDIAFIRE (http://www.mediafire.com/download.php?wmrjdzmzdh2)
Dawn of Sol Interface ( OPTIONAL ) - SECTORGAME (http://sectorgame.com/f2s/downloads.php?action=downloads&id=536)
Dawn of Sol Interface ( OPTIONAL ) - DROPBOX (http://dl.dropbox.com/u/126554/FS2/DoS_Interface.rar)
Dawn of Sol Glowpointed Ships and Normals ( OPTIONAL ) - SECTORGAME (http://sectorgame.com/f2s/downloads.php?action=downloads&id=537)
Dawn of Sol Glowpointed Ships and Normals ( OPTIONAL ) - DROPBOX (http://dl.dropbox.com/u/126554/FS2/DoS_Media.rar)
Thanks to Hunter for providing Sectorgame download links.
PLEASE READ THE CREDITS, INFORMATION AND REQUIREMENTS TEXTS BELOW
REQUIREMENTS:
*** NEEDED
MVPS 3.6.10
- MV_Core
- MV_Assets
- MV_Effects
or
- MV_Complete
*** OPTIONAL
MVPS 3.6.10
- MV_AdvEffects
+ NOTE: IF YOU ARE NOT USING ADVEFFECTS, DELETE 3_ADVEFFECTS.VP
BUILDS
3.6.10 Final
INFORMATION:
================================================
==================Dawn of Sol===================
=============A prequel of END WAR===============
================================================
*INFORMATION:
- Credits (SEE CREDITS.TXT)
- Requirements (SEE REQUIREMENTS.TXT)
*MAIN FILES:
- 0_DawnOfSol.vp.
- Main VP. Contains data for the mod/missions!
*ADDITIONAL FILES:
- 1_Interface.vp
- Resource VP. Contains data for the custom interface.
- 2_Cockpit.vp
- Resource VP. Contains a single TBL file for enabling cockpits.
- 3_AdvEffects.vp
- Resource VP. Contains a single TBL that enables use of AdvEffects.
- 5_Media.vp
- Resource VP. Contains a glowpointed Steve-O's ships and additional normal maps.
NOTE, RESOURCE VPs CAN BE DISABLED WITHOUT BREAKING THE CAMPAIGN BY SIMPLY DELETING THEM!
*INSTALLATION:
1. Extract the folder and all contents of this archive into your FreeSpace Open folder.
2. Optionally, extract the interface VP to this directory.
3. Select the folder 'DoS' in the launcher
4. Hit 'Apply' and then 'Run'
5. Create a new pilot
6. Select 'Dawn of Sol' in the campaign room.
7. Enter the briefing room and enjoy!
CREDITS:
I have a little too much stuff to be able to properly credit everyone.
If I used something of yours that I didn't mention, just remind me and I'll add it to the credits list.
Also, many of my resources are from other mods, and searching up the chain of credit would be extremely time consuming, hence, I just put the mod name down.
Planet Bitmaps/skyboxes:
- Wikipedia
- NASA
- watsisname
- TBP
- INFA
- DEFCON: FS
Interface/HUD:
- Flaming_Sword
- ShadowGorrath
- Earth Defense Demo
Ships/Textures:
- Steve-O
- Inferno R1
- Inferno Alliance
- Terran-Vasudan War Project
- Over the Top Modeldump
- FreeSpace Port
- TrashMan
- StratComm
- Aldo_14
- Ryx
- esarai
- blowfish
- ShadowGorrath
- Hamano
- Moonred
- FSF
- Dragon
Effects/Weapons:
- Steve-O
- Earth Defense Demo
- INFA
- Blue Planet: AoA
- ShadowGorrath
Sounds:
- Inferno R1
- INFA
- ShadowGorrath
Music:
- Blue Planet: AoA
- End War
- Universe at War: Earth Assault OST
Ideas:
- ShadowGorrath
- Sol: A History
Testing:
- Dragon
- NGTM1R
- FSF
NOTE: The information text files in the modpack are slightly outdated now, compared to the ones in this post.[/url]
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Very nice, looking forward to playing it :)
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downloading right now, thnks.
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Is using the cockpits required, or can we get rid of that .vp file?
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I hope to god it works right. :P
Since if it doesn't that might be my fault.
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The cockpits are annoying. They just block the view
That aside, i'm digging the avenger II. It's a nice weapon.
The second mission was a bit on the short side. I did nothing aside from moving forward, holding the secondary and primary button down and **** blew up. Mission acomplished :lol:
I lol'd a little at the usage of the japanese ship names, also chinese stellar gods.
So far so good though, i'll have to play a bit more.
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You can disable cockpits by removing the cockpit VP. (That's why it's there :P)
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I lol'd a little at the usage of the japanese ship names, also chinese stellar gods.
They might be in Japanese, but no Japanese ship carried a name like that. :P
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I lol'd a little at the usage of the japanese ship names, also chinese stellar gods.
They might be in Japanese, but no Japanese ship carried a name like that. :P
I said Japanese ship names. Not names of Japanese ships :P
You can disable cockpits by removing the cockpit VP. (That's why it's there :P)
Did that just now and its a major improvement.
Also, going from a Uly or Herc to that new Lancer is such a leap in technology. Pretty awesome.
The Lancer has some great engine overclocking. I lol'd some more when the command briefing said "You can't fight the ICC in great war relics. So here's the prometheus cannon instead" :lol:
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Ehh, the cockpits are kind of ****ty. I didn't notice anything on the Ulysses, but the Herc has a nice huge opaque fake HUD right in the middle.
Still playing through, but that was jarring enough that I felt it needed to be posted.
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Which is why you have the option of disabling them.
Nothing we could have done about those, since those are FSU territory.
I wish ShadowGorrath noted that in the OP. (or that I remembered to remind him).
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Here are my initial thoughts after playing the first mission:
* The cockpits VP needs to be made a separate download. The cockpits are awful viewed from the inside, and you get env map reflections all over the screen.
* The Earth backdrop looks very nice.
* The Avenger II effects look nasty. I didn't like the "lightning trail" effect in the Earth Defense demo and I don't like it here either. I would have preferred something closer to the FSPort mediavps version. The Maxim sound needs to go as well, and the energy consumption is lousy for a starter gun.
* Now I'm reminded why I never fly the Ulysses if I have a choice.
Other than that, the first mission is well done. Maybe a little hectic for a first mission, but pretty good.
*goes to play some more*
EDIT: The second mission is awfully short, and awfully simple. There also appear to be two Earths in the mission. Which one is supposed to be the moon?
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The small, watery "Earth" is not Earth :p
And hey, I thought that it was listed on the first post about the small cockpits VP, which can be removed to disable them. I myself play without them.
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Yeah, the cockpits weren't in the testing batch either or we wouldn't be here I think.
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Wow. I'm playing right now, and I gotta say I'm having fun. I can get over the cockpits--it's not necessarily the cockpits themselves, it's just how awkwardly designed the Herc one is. It feels more real.
And I did like the terraformed moon. :) Nice touch there.
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Ephemerality 137, ended the mission with a 'no debriefing for etc etc'
Destroyer died (no friggin' wonder with 3 enemy cruisers raining death on it and bomber wings on a constant respawn coming from all sides). Could continue to the next mission without a hitch.
I rage'd a little when I got the debriefing in the mission before that one saying I should be executed for my incompetents because apparantly disarming the main rail guns of the enemy destroyer and destroying all its bomber waves before they could launch anything wasn't enough for the corvette to take down the destroyer. What else was I suppose to do? Kamikaze myself on the bridge? What more can they possiblely expect from a single fighter pilot?
Or perhaps it was just A REALLY STUPID IDEA TO EXPECT A SINGLE CORVETTE TO TAKE DOWN 2 CRUISERS AND A DESTROYER IN A ROW? :hopping:
Just sayin'.
Aside from that, i'm diggin' the effects. The slammer is a nice weapon and so are all the different railguns
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Yeah double post but
The game just crashed with a "cannot open model file" after the raynor jumped in and toasted the storm.
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What the... :wtf:
EDIT: The Vestige is supposed to pick you up after that. Did it arrive, or did it crash on that? Btw, Spoiler tags plz.
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The raynor jumped out and it crashed after that. I didn't see the vestige in that mission.
Also in the mission after that, seeds of chaos (thank you good old ctrl+shift+s tech room button combination) I think the waypoints/move orders of the windforce are borked. After it did its first pew pew it turned around and stayed out of range of the Freedom, so I had to destroy it with all of the fighters. Thankfully I could order the carrier (vigillant) to attack Windforce.
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Guys, I know I warned you about that one. :/
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I have no clue what is causing the crash...at all.
It's seemingly random and non-reproduce-able. :/
As for the other one, it works on 3.6.10. If people are on 3.6.11, they didn't read the OP.
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The raynor jumped out and it crashed after that. I didn't see the vestige in that mission.
Also in the mission after that, seeds of chaos (thank you good old ctrl+shift+s tech room button combination) I think the waypoints/move orders of the windforce are borked. After it did its first pew pew it turned around and stayed out of range of the Freedom, so I had to destroy it with all of the fighters. Thankfully I could order the carrier (vigillant) to attack Windforce.
same here, but I asked nicely to FSO to kill the ship for me with some cheats.
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Hey! I can't get pass the 3rd mission!! Help please :warp:
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Can't wait to check this out, nice job getting it out the door. :yes:
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I have no idea what "End War" is, but I'm sure going to check this out
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Hey! I can't get pass the 3rd mission!! Help please :warp:
Is there some sort of bug, or just difficulty?
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Mission identity theft
Screw that mission. Seriously, screw it.
There is no way to keep the Fate alive. It's random on how much hull it will be left with after it destroyed the enemy cruiser group. I have to disarm and disable the ship alone cause if I dont all my wing men will blow it all to hell. So that means i'll be busy disarming the damn thing alone. Then, after I finally did all of that there will be a wing of enemies jumping in which will completely and utterly wreck the damn thing with a huge barrage of missiles. All my wingmen are already dead by that point because they are utterly useless.
Or hell, when it was disabled and disarmed I told my wingmen to engage at will (since you know, things are starting to get pretty crowded with all those fighters jumping in) AND THEY DESTROYED IT.
Bloody hell.
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Mission identity theft
Screw that mission. Seriously, screw it.
There is no way to keep the Fate alive. It's random on how much hull it will be left with after it destroyed the enemy cruiser group. I have to disarm and disable the ship alone cause if I dont all my wing men will blow it all to hell. So that means i'll be busy disarming the damn thing alone. Then, after I finally did all of that there will be a wing of enemies jumping in which will completely and utterly wreck the damn thing with a huge barrage of missiles. All my wingmen are already dead by that point because they are utterly useless.
Or hell, when it was disabled and disarmed I told my wingmen to engage at will (since you know, things are starting to get pretty crowded with all those fighters jumping in) AND THEY DESTROYED IT.
Bloody hell.
It's hard, I had the same problems as you did, but you can win with a little luck, just load the disruptor gun (whatever is called) and go straight to the Fate, dissable it and start dissarming.
when the transport docks with it start shooting eveyting down, order your wingmates to attack all, they will ignore the Fate as long as there are enought fighters around.
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I didn't yet have time to actually play the campaign (though downloading a file called Dos_interface for Freespace2 was kina funny :lol: ), but couldn't you first order your wing to attack at will and then immediately order them to ignore the fate?
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I can't finish the campaign, in the last mission, after fighting the 3 different destroyers you are asked to dock with the Raynor but nothing happens when you get inside the fighterbay.
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Gahk! Seriously?
EDIT: You want to be within 25m of the fighter bay subsystem...I may have missed a zero there or something.
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Mission identity theft
Screw that mission. Seriously, screw it.
It's quite possible. You have to focus on your mission objectives diligently though. No wandering off to engage the cruisers and pay attention to what's going on.
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Hey! I can't get pass the 3rd mission!! Help please :warp:
Is there some sort of bug, or just difficulty?
Difficulty in disabling the ship and the mission can not be skipped...
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Get all your wingmen to help. They shouldn't ALL be dead.
Or you can just...kamikaze yourself into the enemy ship's beam five times and you can skip.
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This campaign isn't bad. I like it.
My only gripe is that the normal maps for at least the cockpits suck.
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Did you guys use Dragon's normal maps for the FFP ships?
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What is End War anyway?
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What is End War anyway?
See this:
http://www.hard-light.net/forums/index.php?topic=57037.0
Did you guys use Dragon's normal maps for the FFP ships?
I think so. ShadowGorrath just stuck them in as a separate VP last second. I was complaining that they would rape performance too hard. :nervous:
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If the BP guys tune up those normal maps any more, we'll send you the improved ones. They don't look great in cockpits.
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Alright, just finished it.
It was alright--enjoyable at first, but it got really repetitive eventually: show up, either blow up every hostile ship, disable/disarm a hostile ship, or go after beam cannons. It's a good start, but it needs some work. Variety in the missions is a must.
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Just came back from the mission where some ship warps in to rape the **** out of the Storm, and like the others, I crashed.
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Alright, just finished it.
It was alright--enjoyable at first, but it got really repetitive eventually: show up, either blow up every hostile ship, disable/disarm a hostile ship, or go after beam cannons. It's a good start, but it needs some work. Variety in the missions is a must.
QFT.
I would issue my own review, but technically I haven't finished the campaign so.. well it's basically the same Nuclear said anyway.
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Finished it
I'm with the rest here. It starts out pretty decent, nice ships and weapon effects. Just have to get rid of the cockpit.vp asap. I like how each faction has its own version of beam weaponry.
The first missions are really short and easy in comparison to the later ones. There are some incredible hard missions and some missions that tend to be near impossible. A lot of the harder missions suffer from expecting the player to either know whats coming, or just having to be at several places at the same time. For example the mission rupture, so many bomber wings coming from so many different directions at once. Like wise the mission that comes before it, where you are tasked with defending a destroyer. Bomber wings coming from one direction then suddenly from the complete opposite direction. And while you are desperately trying to intercept them, 3 cruisers jump in and you are told to disarm them. While MORE bombers jump in on the OTHER side of the destroyer.
There are also smaller bugs and flaws that could have been removed with a bit more play testing and polishing. I also noticed an unusual amount of return to desktop crashes without a FSO error of any kind. Though at this point i'm not sure if DoS has any blame for that.
In the later missions the focus tends to be a bit too heavily on all the different kind of destroyers. Which pretty much reduces the role of the player to "Disarm or defend". The high point of the campaign is certainly the mission Judgement day. Flying the Thor in that mission is so much fun. The mission that follows after that (Union) feels really weak in comparison though.
Overal its a campaign that scores on the visuals above everything else. The setting/backdrop is interesting but there isn't much story to speak of otherwise. Mission design ranges from meh to the occasional good. It won't blow you away, but it deserves a highlight in the very least (which makes me wonder why it hasn't gotten one yet?)
Oh and a small thing I noticed. Most of the talking head ani's are being cut short. This is most likely caused by the 'beep' sound being used when a message is being displayed. If the duration of the sound is shorter then the length of the .ani. The ani is cutoff.
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Thanks for the feedback, guys! :D
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I know this is not the recommended way of playing this (sue me), but I tried to play it with 3.6.11 debug. These are the results:
---------------------------
Warning!
---------------------------
Primary bank capacities have not been completely specified for ship class AEF Thor... fix this!!
AlliedEarth-shp.tbm(line 137:
Warning: Boolean list has more than allowed arguments; max is 2. Arguments over max will be ignored.
AlliedEarth-shp.tbm(line 777:
Warning: Boolean list has more than allowed arguments; max is 2. Arguments over max will be ignored.
Pbank capacity specified for non-ballistic-primary-enabled ship AEF Thor.
Resetting capacities to 0.
Loading the Thor LOD0 in the Ship lab fails with assertion:
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Assertion Failed!
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Assert: bank->num_slots < MAX_SLOTS
File: modelread.cpp
Line: 1599
Viewing the shipyard gives me:
Subsystem "communications" in model "Shipyard.pof" is represented as "communication" 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.
Model 'Shipyard.pof' has too many bay paths - max is 10
Duat:
Subsystem "engines" in model "Duat.pof" is represented as "engine" 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.
Subsystem "communication" in model "Duat.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.
Aten2:
Couldn't open texture 'vascap4'
referenced by model 'Aten2.pof'
Subsystem "engines" in model "Aten2.pof" is represented as "engine" 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.
Subsystem "communication" in model "Aten2.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.
Isis:
Rotation without rotation axis defined on submodel 'gearleftb' of model 'transport02.pof'!
Rotation without rotation axis defined on submodel 'gearightb' of model 'transport02.pof'!
Rotation without rotation axis defined on submodel 'gearleftc' of model 'transport02.pof'!
Rotation without rotation axis defined on submodel 'gearightc' of model 'transport02.pof'!
Aurora:
Subsystem "engines" in model "aurora.pof" is represented as "engine" 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.
Callisto:
Couldn't open texture 'glowblue'
referenced by model 'INF_Callisto.pof'
Zagreus does not have a valid IBX in data\cache and seems to like spawning null vec3d errors.
Reliant:
Rotation without rotation axis defined on submodel 'sagi' of model 'reliants.pof'
Deluge:
Rotation without rotation axis defined on submodel 'mainhull' of model 'e_deluge.pof'!
Rotation without rotation axis defined on submodel 'detail1' of model 'e_deluge.pof'!
Rotation without rotation axis defined on submodel 'debris01' of model 'e_deluge.pof'!
Asphodel:
Model 'MiningStation.pof' has 3 slots in dock point 'Upper Dock'; models must have exactly 2 slots per dock point.
Belus:
Rotation without rotation axis defined on submodel 'mainhull' of model 'freighter3e-01.pof'!
Rotation without rotation axis defined on submodel 'radarb' of model 'freighter3e-01.pof'!
Eclipse:
Couldn't open texture ''
referenced by model 'Eclipse2.pof'
4 times in a row.
Constellation:
Rotation without rotation axis defined on submodel 'Turret03a-arm' of model 'constellation.pof'!
Rotation without rotation axis defined on submodel 'Turret04a-arm' of model 'constellation.pof'!
Rotation without rotation axis defined on submodel 'Turret05a-arm' of model 'constellation.pof'!
Darkness:
Couldn't open texture 'xdamag'
referenced by model 'darkness.pof'
Raiden:
Rotation without rotation axis defined on submodel 'raiden' of model 'raiden.pof'!
Rotation without rotation axis defined on submodel 'hull2' of model 'raiden.pof'!
Model 'raiden.pof' has 1 slots in dock point 'dock01'; models must have exactly 2 slots per dock point.
Nautilus:
Rotation without rotation axis defined on submodel 'detail0' of model 'TennysonSub1.pof'!
Rotation without rotation axis defined on submodel 'detail1' of model 'TennysonSub1.pof'!
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3.6.10 Debug didn't give me those errors. :wtf:
Freaking hell...there's so many of them I might as well fix them =.= ... at some point in time when I don't have exams.
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Well, the problems with the Thor model can be fixed; the BP version does not throw those errors anymore. Contact Darius for it.
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Last I remember BP wasn't going to have the FTFx Thor... :wtf:
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Dammit, you're right. Must have confused that with something else.
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3.6.10 Debug didn't give me those errors. :wtf:
3.6.11 is much stricter and comprehensive in its error checking than any previous releases like .10. All mods should be debugged using recent .11 build.
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Dammit, you're right. Must have confused that with something else.
Probably the MiG Fighter thing.
Would be nice to have it though. :nod:
Anyway, about the mod, a lot of the ships were cool (Obviously counting the Federal Fighters), retextures, and the different forms of beams, but there were some missions that made it almost impossible to remotely enjoy, particuarly the mission that's a total mock-up of the Inferno mission Nemesis. Wings of SIX Saracen bombers all with swarm Firestorms? How can you possibly hope to take them down without catastrophic damage to the fleet resulting, especially when it's happening three different places at once and friendly ships suffer the AI-of-Incompetince to the extreme?
Or the convoy defense with Lambda? seven waves of six wings in ten minutes when half of each wing goes straight for the Poseidons and ganks them while the other half tears your wingmen apart then harass you so you can't destroy the Antaeus fighters popping your freighters because the moment you fly straight-and-level to try to aquire a missile lock or fire primaries you die.
This is a decent mod, where some missions were awesome and then some were just...redonkulous.
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On a "INF Ripoff" mission, you have to assign your wingmen to guard ships that come under attack and you have to do it before any action starts.
For me, it really felt like I was in charge of this entire operation, having to constantly control ships that I commanded and reenforce wings that got damaged.
Be carefull to equip your wingmen with custom loadout.
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Actually the wings are already set to defend certain ships except Alpha who guards you, so I use them to provide extra defense for the other wings.
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Methinks I'm on the last mission now.
Missions are hit-and-miss, some are just a bit too repetitive and uninteresting.
Good visuals, interesting setting, but it lacks something. It seems as tough practicly all the factions are utter morons, since the'y re so easily tricked into waging war on eachother and have absolutely terrible security. Story seems a bit stretched.
Not bad overall, could be better.
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Blargh. Mission after Ephemeral 137 crashes sometime after you successfully finish, but before debriefing. Using Nightly 5618 because I'm too lazy to keep updating my .exes.
Error: Can't open model file <>
File: modelread.cpp
Line: 801
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Run it thorought debug and post the log.
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oh yeah, forgot about debug. Moment.
Here it be.
There's an atrocious amount of model load errors in there, missing effects, misnamed subsystems... and what seems to be null vec3d errors or something.
[attachment deleted by admin]
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That's the error I wrote about on the first page. Only I got it in the mission after ephemeral 137
I only saw it once however.
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I'm downloading this right now... Hope it's working :nervous:
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Help!
Mission "Seeds of Chaos" - I lose one corvette to the unexpected beam turrets, then destroy the turrets. The second corvette doesn't fire, and I can't get the Windforce below 10%. Obviously I'm doing something wrong...
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Help!
Mission "Seeds of Chaos" - I lose one corvette to the unexpected beam turrets, then destroy the turrets. The second corvette doesn't fire, and I can't get the Windforce below 10%. Obviously I'm doing something wrong...
Go into the communications screen and order the carrier vigillant to attack. Or activate cheats and blow it up manually.
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Yeah, this mission was a little bogus. Getting the carrier to attack is virtually the only solution to finish the Windforce.
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Oh jesus christ, I told them about that too.
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Second time I play through the mission where you have to protect the Valor from the Storm, and on 3.6.10, it crashes, too.
Error: Can't open model file <>
File: ModelRead.cpp
Line: 1995
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
That was with the regular 3.6.10 release version. If I run the debug, I get a whole slew of error messages in my face before I can even enter the game.
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Dude, I just posted about that. :blah:
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Yeah uhh...the crash is random, so if you play it again, chances are it won't happen...
I don't know why.
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if you take the cockpit media vp and put it in with the standard SCP media vp files, will it show the cockpits for all campaigns?
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No, it doesn't work that way.
The Cockpit vp has a -shp.tbm that enables cockpit view for a specific set of ships (only the ones in this campaign). It'd probably give errors if you tried it with just the standard MVPs).
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Yeah uhh...the crash is random, so if you play it again, chances are it won't happen...
I don't know why.
I guess third time's the charm, crashed twice and worked the third time.
Someone might wanna fix the eyepoints for the Antaeus. The view's somewhere in the model or behind the pilot model, I can't tell.
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Seems like a good campaign, but a couple of things I noticed:
Spelling errors. LOTS of spelling errors.
In the mission with the Fate Leviathan, it's possible to go over the allotted time for the mission (one destroyer wins) and still get the victory. The failed debriefing is displayed, but when you hit accept, it continues on.
Also, for whatever reason, in the mission in Earth Atmosphere when you're dealing with the AEC's Leadership, the game keeps locking up. No idea why, debug build won't even load the mission. And locking up to where I have to press the reset button on the computer is annoying.
All in all, not a bad campaign. Just wish I could finish it.
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Oh uh...that problem with the atmosphere mission might be a performance issue.
That mission is basically a BoE-style mission with lost of Steve-O's fighters. Try turning off normal maps, etc.
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Also, one thing that bugged me:
In a mission's command brief, the CO talks about how the AEC is planning to break up the ICC with no mention of capturing fighters. Yet in the following briefing, the squadron leader talks about capturing ICC fighters as if the player already had prior knowledge of the plan.
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Yeah uhh...the crash is random, so if you play it again, chances are it won't happen...
I don't know why.
I guess third time's the charm, crashed twice and worked the third time.
Someone might wanna fix the eyepoints for the Antaeus. The view's somewhere in the model or behind the model, I can't tell.
Alright, here goes then... :doubt:
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The one week I don't check HLP, and LOOK WHAT GETS RELEASED! At least it wasn't WiH. Downloading now.
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More showstopper bugs!
Alright, I finally passed the mission that crashes, but now I'm at Rupture, and I cannot destroy the the whatever it's called that's guarding the space station. I get it down to 10%, with no help of the capital ships that were supposed to help me (One shoots its railgun but is out of range, the other just sits still in a corner), so I've skipped this mission.
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More showstopper bugs!
Alright, I finally passed the mission that crashes, but now I'm at Rupture, and I cannot destroy the the whatever it's called that's guarding the space station. I get it down to 10%, with no help of the capital ships that were supposed to help me (One shoots its railgun but is out of range, the other just sits still in a corner), so I've skipped this mission.
Same experience, only one of the corvettes died and the other simply stopped shooting at the destroyer. I had to cheat to finish.
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You can order the carrier!
But yeah that needs to be addressed, and will be as soon as I figure out why it works on my computer.
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Nitpickety: in the mod ini, "secondrylist" was spelled without the "a". I know, I know, "secondrylist" works and it'll also work for those people who are still using Launcher 4, but it still bugs me every time I see it.
Also, there was a comma before the "mediavps" part. I'm sure someone has had problems before because of that. I can even try to find the thread about it.
And yes: doing a rerelease because of these two things would be utterly stupid and I'm not even suggesting it. Just sort of a "the next time you're going to release something, keep this in mind" thing.
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Here's a quick and dirty patch.
I don't expect it fixes everything. But hopefully it fixes something!
http://dl.dropbox.com/u/126554/FS2/DoS_Patch01.rar
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:yes: Good start, fixed a few of the problems on load.
Several of the POFs seem to have null values for their moment of inertia?
Also, was looking at the POFs and I noticed the Starlancer-esque fighters have a lot of subobjects. Is there any reason for this that you all know of?
Managed to get through the atmospheric mission with some compatibility settings... now the one after that is hanging on a trail error. I'll post it next time I try and play.
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The subobjects are for triggered animations (such as fins deploying when you hit afterburners/switch weapon banks, etc).
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I'm at the last mission now, and I must say - The visuals so far have been stunning. Very, very good job on that. I think I might play through it again afterwards with the patch.
Edit: Last mission keeps crashing midway. Last time it happened was when our carrier was destroyed, and this is after the patch.
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That's strange, I never had any issues with it.
On a side note, I noticed that BP is getting highlights even for their trailers, maybe DoS release also should get highlighted.
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DoS release also should get highlighted.
Agreed and done.
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I like the backstory of the setting. Especially the part about the messed up subspace, which explains how something like a frontline can even exist in times of intrasystem jumps.
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I finally got past the mission that takes place in earth orbit. This sounds petty, but the dialogue is horrible: I find myself going "no, stop it! Stop it, stupid! Lalala I'm not listening" in my head, and seemingly it goes on the next mission.
Also, I re-encountered another bug: In a few previous missions, entering the fighterbay of the Raynor did not end the mission. But I solved this once by continuously poking around in there until I hit what seemed to be a a sweet spot. In the mission where you face off against all the flagships of the other factions, nothing worked and I had to kill myself 5 times to advance to the next mission.
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Bad dialogue is not a petty complaint. Dialogue is one of the big pillars of a campaign.
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I modded the Avenger II. it is so bad-ass while still a starter cannon. I added the "cycle" flag, which is what I did for the Avg II from SaH
In SaH I used the Gauss Cannon sound from Descent ][; this time I used the Level 5 laser, which sounds appropriate. Also, that laser, for those of you who have not played D2, is a orange yellow. Furthermore, it sounds like a lancer type weapon. I simply VPMAKE'ed everything - the new gun sound, the weapon TBL and the sound TBL files.
Oh, and no it is NOT over-powered I made sure of that, and It doesn't use a ridiculous amount of energy to fire, it is merely double the original, which isn't much (0.1 units)
EDIT: yes.
EDIT: I changed it around a bit. I lowered the damage a pinch to make up for its nice re-fire rate
oh and I moded the original Avg to make it not-useless by giving it moar range, however damage is untouched.
oh and i did some spell-checking, not much though
[attachment deleted by admin]
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Bad dialogue is not a petty complaint. Dialogue is one of the big pillars of a campaign.
Dialogue is what I happen to suck at writing the most, and noone helped me ;_;
@Infamus: wat is that? You modded the Avenger II? lol.
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Last I remember Laser Level 5 was yellow with a white core.
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@ Commander Zane: Dude
level 1: red
level 2: purple
level 3: blue
level 4: green
level 5: yellow
level 6: silver/white
@ Droid803: I believe it is is a nice modification of the Avenger II seeings that everyone was complaining about it the normal version :bump:
about the dialog, yes it is very important to any campaign.
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While that dialogue wasn't exactly the best of the best, I think it is far from being as bad as Nemesis6 makes it out to be (especially since you can just not read it.... after all it's only text).
If you ever make changes to the campaign, I'd try to add in some rumors about unhappy civilians and such, to make the change in the populations attitude a bit more smooth instead of a 180° turn from one second to the next. Perhaps that would fit in well with pilot chatter.
Furthermore I'd change the last mission a bit. Just someone saying "ship x destroyed" all the time is boring. Maybe you could add a little speach, or make a reporter comment the big event for the news.
Edit: Oh almost forgot: Why are supportships deactivated in every single mission?
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Because I don't have a good, bug-free support ship mode available and I didn't want to use the Centaur. (The Hygeia is out for obvious reasons).
The in-universe reasoning is that the fighters (the newer ones at least) were deemed to be able to carry more than enough ordnance for a given assignment. They don't want you wasting expensive missiles.
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Or alternatively, that the support ships don't have enough room for the newer jumpdrives, that are able to punch through the interference perhaps?
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Yeah, something like that :P
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@ Commander Zane: Dude
level 1: red
level 2: purple
level 3: blue
level 4: green
level 5: yellow
level 6: silver/white
I ****ing know that, they're not just a solid color though they have a different colored core.
level 1: red / orange
level 2: purple / white
level 3: blue / white
level 4: green / white
level 5: yellow / white
level 6: silver / white
Unless your system was too low-end to even play Descent 2 on a high enough setting to have the Laser cores...
Dude.
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You should put an explenation about the support ships into the first command briefing, so people like me stop bothering you about it :P
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@commander zane: Hmm, didn't think you meant that, sorry dude. Also, I know what the core colors are; I am able to put the graphics at maximum.
I don't think that support ships are even needed seeings that you have plenty of weaponry to get the job done.
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I keep running out of missiles. Too many targets. :P
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What's with the massive explosion damage of the wraith?
In the 2nd to last mission a Jackal, when a Wraith explodes in about 150 meters distance, the Jackal loses about 40% hull despite having full shields. They have worse shockwaves than most cruisers!
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Yeah uhh...the crash is random, so if you play it again, chances are it won't happen...
I don't know why.
I guess third time's the charm, crashed twice and worked the third time.
Someone might wanna fix the eyepoints for the Antaeus. The view's somewhere in the model or behind the pilot model, I can't tell.
Happened to me three times, then I had enough and started to ram myself into the Longetivity 5 times in a row so I could skip the mission.
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Great campaign! Is "End War" available for download? If it is I can't seem to find it.
Loved the story!
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Is "End War" available for download?
Nope, it's not.
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I sure hope the addition of the Circe in the last mission is deliberate!
[attachment deleted by admin]
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I don't know, but it wasn't there in Beta version.
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The only thing that bothers me is the Wraith and Thor have two primary banks instead of their original three (Except the one mission that keeps the original Wraith for use of the third weapon slot).
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I'm pretty sure that's because you can't link 2 out of 3 weapon banks. Switching through 3 weapon banks on the Thor would be unhandy because of it's heavy beam weapon.
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However the Wraith and Thor's compatability setup originally meant that it specialized in only having a particular type of weapon in each bank, the special mount, the Archer and Thor's Hammer, a standard dogfighting primary, and a specialized anti-hull, anti-shield, or anti-subsystem weapon.
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Phew! Enjoying this very much so far!
In fact I'm only posting now because it just crashed at the same place everyone's saying it crashed (The Space Station Rescued by Deus Ex Machbeamcannon Part). ;)
The detail on the ships is great; I especially love how when you link banks on the 'Rail Gun Fighter' a load of cooling fins and stuff open up :lol:
Right, that patch should have downloaded by now, so back into the maelstrom of battle...!
(Thaaanks again! :D)
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The detail on the ships is great; I especially love how when you link banks on the 'Rail Gun Fighter' a load of cooling fins and stuff open up :lol:
Steve-O's ships have some wonderful submodel animation. The Kentauroi/Wraith also has some great stuff when you afterburn.
I think the Uhlan/Lancer is the only really boring one.
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Are you sure about the Wraith? The only fighter I noticed anything going on when using afterburners was the Jackal, extending those flaps.
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Whoops, you're right, got my ships confused. It's the Kentauroi/Jackal.
I've found some time to play this campaign, and I'm enjoying it tremendously. :) The interface, weapon effects, and ships are great - I particularly like some of the freighters, like the Belus.
The writing's a bit dodgy (in desperate need of a spell-checker), but that could be fixed easily enough. A few of the plot elements also made me giggle a bit; the idea that the Asteroid Belt is some kind of defense perimeter that people would have trouble getting past is a bit odd, since presumably the ICC could just fly up and over it. For that matter, since everyone's using subspace, why are defensive perimeters at all effective? Is a Richochet Effect style handicap in effect?
While it's got it's faults, I'm still having a ton of fun - it's a beautiful popcorn campaign, entertaining and fast-paced. This is a very solid piece of work, and I'd be honored to play anything else this team produces.
Oh, I have to ask: why do I self-destruct whenever I fail a primary objective?
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Double post for great lulz:
It's a Majestic! We don't stand a chance! Oh, ****, our jump drives overloaded. It's been a pleasure serving with you, pilots.
While the mission was rather fun, that made me chuckle in an inappropriate way.
Really liking the weapon design for this mod, though, especially the blob turrets.
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The writing's a bit dodgy (in desperate need of a spell-checker), but that could be fixed easily enough. A few of the plot elements also made me giggle a bit; the idea that the Asteroid Belt is some kind of defense perimeter that people would have trouble getting past is a bit odd, since presumably the ICC could just fly up and over it. For that matter, since everyone's using subspace, why are defensive perimeters at all effective? Is a Richochet Effect style handicap in effect?
It was said somewhere that Lucifer's explosion disturbed subspace in Sol and made jumps difficult.
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Okay, cool.
Mission 'Seeds of Chaos' is terribad on my end. There are a lot of missions so far that have had some tedious dead space, but in this one, the Windforce maneuvered around for a while while I painstakingly disarmed it. Meanwhile, the surviving Raiden did...nothing.
I finally ~-Ked the Windforce only to find that the recovery carrier had somehow been destroyed during all the fighting, leaving the mission to go on forever.
Blah!
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Right, mission 'Downpour' has something problematic going on. During at least one playthrough, disabling the Downpour's communications system caused a crash. Believe it's been reported already.
Additionally, the mission is very poorly balanced - having multiple respawning wings all ordered to attack Alpha 1 is poor form.
I am a bit put off by the simple duplication of Blue Planet's soundtrack. It was enough to make me grin and nod along when it was only one track, but now most of AoA's music has appeared in its entirety. It's not that this is unprincipled or bad - I don't think you'd even need permission, since it all came from public sources - but it all feels derivative.
What's more, the music hasn't been used in very interesting situations; regular FS2 music could've done as well. The best use of music so far was during the attack on the Mars shipyards, which was an original track.
All in all I think this campaign could do with a bit more polish, some soundtrack shuffling, and a re-release. Then it'd move from 'flawed but fun' to 'classic'.
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Okay, cool.
Mission 'Seeds of Chaos' is terribad on my end. There are a lot of missions so far that have had some tedious dead space, but in this one, the Windforce maneuvered around for a while while I painstakingly disarmed it. Meanwhile, the surviving Raiden did...nothing.
I finally ~-Ked the Windforce only to find that the recovery carrier had somehow been destroyed during all the fighting, leaving the mission to go on forever.
Blah!
For some reason everybody's having trouble with it, but anything like that never happened to me.
I think that Windforce should self-destruct after firing it's beams.
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The mission where you escort the OLP convoy away from Pluto is glitched. My first time through, an event triggered halfway through that caused a bunch of Gaganas and Auroras to jump in. Fine, fair enough. I died and retried.
My second time through, waves of Antaeuses jumped in endlessly until, while I was shooting down something like Gemini 31, the convoy ships were destroyed. Then command told me that the 'convoy was clear', I jumped home, got the success debriefing, and moved on to the next mission without a problem.
:confused:
Also, that mission totally did not need Razorback.
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For me it was the other way round. I defended the convoi untill the jumped, then I got "Primary goal failed". But the mission was a success anyway.
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Interesting. Probably an easy fix.
I love the new aspect lock reticule. Did I mention that? Also love what you've done with warship weapons. Those EMP rockets used for self-defense on the Zagreus destroyers are awesome.
I'm liking the political intrigue developing here, but I wish I had some reason to care about these factions. They're all just a bunch of three-letter acronyms wrangling with each other, without real history or personality.
This campaign is so close to glory; the modpack is fantastic and the missions are okay. It just needs a bit more soul, a little more history and character and music to call its own.
EDIT: Just finished. Unfortunately, as the campaign's plot suggested, it went out with a whimper instead of a bang. Starting with 'Bellow of the Beast', the missions became so irritatingly and inconsistently difficult that I mostly cheated my way through the tail end. I can see what you were going for, and I'm sure it would've been awesome with a bit more playtesting, but as it stands the final run of missions was just too BoEtastic, prone to random player death and instafail scenarios.
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;-)
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I actually thought it was a bit too long. At mission 10 I was feeling good, but it became repetitive, and it had pacing issues. After 'Bellow of the Beast' I was ready to be done, and after 'Judgment Day' I was hoping the remaining missions would be cutscenes or dialogues.
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;-)
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I'm using Nighteyes' effects too. They're pretty great.
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It's also strange that the escorting ICC destroyer self destructs in the distance in that mission.
I guess it's supposed to be shot down by bombers, but those are too small to see at this distance or somesuch.
Maybe put something into the debriefing like "While you were busy the Bombers of the <insert shipname here> were able to shoot down the third destroyer".
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;-)
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There should be a Nautilus-class destroyer engaging it.
If there isn't, you may have found a bug!
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Most of the issues are just nitpicks TBH; I think overall this was a very solid campaign, especially since it wasn't made by a large team :)
Even when things didn't work out, I understood what was supposed to happen, and while the delivery of the story was a bit iffy, I was hooked enough that I wanted to see it through to the end :)
Did get a bit too hard (Either that or I'm getting rusty!), but the distances I needed to travel plus the lack of any reloads really made ship choice tricky... (I loved the Wraith, but sometimes you just needed the Jackles...)
The Thor was a nice bit of icing... I was giggling maniacally while using the beam to strip off sub-weapons and fighter wings :lol:
My only real annoyance (Aside from the crashes and odd glitch) was on the ships with the pretty subanimations - Some times they wouldn't unlock the guns; The Jackle was especially prone to this, so I'd be shooting something, then switch weapons, press fire and... nothing.
Only way I found around it was to just hold down the fire button and cycle through the weapons until the one you wanted caught.
This isn't that serious tho', since by then you have a good ship selection, but I did end up flying the Lancer and the ICC's Super Valkyrie thing (Forgot the name off the top of my head!) a fair bit because of that.
Bonus marks for adding all the fluff to the Tech Room tho' BTW! :D :yes:
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I think we somehow fixed that submodel stickiness for War in Heaven. I'll check it out and see if I'm just making stuff up or if there's an actual solution we can share.
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I hope so cuz' that drives me nuts trying over and over and over to try to get the Archer, or Thor's Hammer, or Sledgehammer bays (Coldsnap on DoS) to open.
Or the Tachyon cannons on the Jackal (Just using the Federal Pack and weapons alone) or even the Massdrivers on the Saracen.
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;-)
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Honestly I think you should try making the actual campaign a bit shorter. This one felt a weeee bit stretched out.
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;-)
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It's not a question of length, it's a question of pacing. Derelict built tension marvelously.
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Only way I found around it was to just hold down the fire button and cycle through the weapons until the one you wanted caught.
Interrestingly enough, my weapons only seized up when I was switching through them in order. When I switched through in reverse (shift + . ), it worked without a problem.
also some player ships are so maneuverable that it is very difficult to shoot and hit enemy fighters with your primaries.
You could just lower your joysticks sensitivity while flying such a high manouver craft, even if you are already in the mission (F2).
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;-)
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Yeah, you really need a good analogue stick to fly those craft!
My friend plays with a Logitech dual analogue pad and has a little trouble doing fine movements, which are essential in very responsive craft and craft which are very 'heavy'/have lots of turning momentum (e.g. bombers and heavy assault fighters).
My Sidewinder stands up surprisingly well still! :D
Norbert's trick for the stuck weapons is a good tip tho'; I could still get them stuck sometimes when cycling in reverse, but it seemed a lot less prone to it.
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Gamepads don't deserve to be used on FreeSpace.
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Totally agree! :D
Problem is there aren't that many good affordable sticks around these days, and analogue pads have a huge number of buttons on them compared to most sticks... (Obviously I'm not lumping Cougar-level sticks in here :P Although the Cougar is a pretty horrible stick for FS2; Waaay too much throw and the gimbal springs are badly tensioned; Makes doing a smooth circular movement almost impossible unless you're Mr T or Herman Munster!)
I really hope I catch the next round of the descentbb's Sidewinder->USB run tho' as this stick won't even work on newer machines!
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Keyboard FTW!
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;-)
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Gamepads don't deserve to be used on FreeSpace.
As I've said in the past, you can come up with a fairly reasonable configuration for a PS1/2/3 controller; I knew someone back in college who played that way. You'll have to remove your hands from the controller for certain commands, but you can at least get all the motion/weapon controls and a few of the more common targeting functions on there.
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;-)
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a gamepad for a First Person Shooter?
:eek:
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Keyboard FTW!
Quoted for Gospel.
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The only problem I've had is destroying the Windforce, is there anyway to skip the mission? I had time compression at max, got it down to 1 hull% and waited for the recovery carrier to kill it with tiny laser turrets, my laptop ran out of power before the Windforce blew up :/
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Just cheat. The mission is broken.
Type www.freespace2.com, select the Windforce at mission start, hit shift-tilde-I to make it non-invulnerable, then hit tilde-K until it dies.
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;-)
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The weapon is broken somehow. I went over this in testing but the error wouldn't duplicate for Droid so fixing it was by guess and by god.
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Alternatively, try this: http://www.mediafire.com/?kzwzazkzjy4
It's a beta version of the mission that I tested, which worked for me just perfectly.
I was playing it on medium, so it should work on this diffculty.
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Mark down another that had trouble completing mission 3. I wasn't able to disable the destroyer, even with a wing and a half of buddies left shooting at the engines with me. Too much depends on your wingmen AI being smart enough to fly around and start shooting almost immediately after the engines kick in.
Still playing through the rest of the campaign, but I have to say the visuals for this campaign are top notch. As someone else mentioned, the new aspect lock indicator is nice, and I thought it served as a reminder that Sol moved along a different line of tech development than the rest of humanity.
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In fact I disabled the destroyer in m03 literally as it was warping out - the warp vortex was just about to open when the engines went to 0%. Needs a bit of tweak, I think.
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In fact I disabled the destroyer in m03 literally as it was warping out - the warp vortex was just about to open when the engines went to 0%. Needs a bit of tweak, I think.
Yeah same here and it was mostly because all my wingmen had been firing on it for a while since I joined in late (was too busy shooting turrets :P )
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:headz:
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Whenever this kind of "I can't kill this ship and the other ships involved are behaving stupidly", I just hack the tables and set all my weapons to "huge" and "supercap". I kinda wish that conventional FS2 weaponry could destroy capital ships like they can in The Babylon Project, so that you can always kill something if you shoot at it enough.
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Great campaign though, especially the fighter mounted beam cannons. I wish there were more of those in other campaigns, as I derive great satisfaction from blowing up destroyers and other capital ships.
On a side note, why do almost all campaigns involving the FS2 era Sol system (with the exception of Inferno) go the route of "now that we've taken out the trash in our government, we have been able to form a utopian society?"
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They don't. I believe only two campaigns, including Dawn of Sol, have done so. And Blue Planet's 'utopia' was significantly more complicated, since it was neither utopian nor universal, merely a sort of fledgling stab at it.
Most campaigns take the Inferno route: Inferno, BWO, Machina Terra, Olympus Burning, so on.
I've also got to dispute that this campaign was 'great'. Very promising, perhaps, but I think it needs to be taken back for a long round of polish. It's not up to snuff.
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What do you have against this campaign that is not polished enough to your liking?
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I have nothing against it. Read back through the thread and check out my posts and you'll see how my initial enthusiasm waned.
You can start here (http://www.hard-light.net/forums/index.php?topic=66994.msg1331175#msg1331175).
I just think it's a shame that so much effort was put into it, but not quite enough. The biggest issue is a lack of playtesting and FRED polish; the last run of missions is so aggravating it's basically worth cheating through. A consummate lesson in Battle of Endor syndrome.
All that said I rather liked the opening missions of the campaign.
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Whenever this kind of "I can't kill this ship and the other ships involved are behaving stupidly", I just hack the tables and set all my weapons to "huge" and "supercap". I kinda wish that conventional FS2 weaponry could destroy capital ships like they can in The Babylon Project, so that you can always kill something if you shoot at it enough
Ah... that comment brings back memories of me sitting in a Valkyrie in FS1 after the Bastion warped out and nibbling a Demon destroyer to death with my tiny little lasers...
I wish there were more of those in other campaigns, as I derive great satisfaction from blowing up destroyers and other capital ships.
As Nehemian mentioned you can do just that in The Babylon Project and there you don't even need fighterbeams for it (nontheless there are fighters who have them).
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a problem .
i'm having texture corruption in the first mission .
i can se the fighters but when i'm switching to ship view from the outside it's good , when using the the hud view there are odd texture patters.
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Please take a screenshot (press the print screen button on your keyboard. The screenshot will be in the screenshots directory. Also, please follow the steps mentioned here:
Your fs2_open.log: (possibly the most important thing ever)
fs2_open.log is a file generated by debug builds. It contains all sorts of useful information that we need in order to help you. That is why you should follow the instructions below and provide us with that file when asking for help. Creating an fs2_open.log happens like this:
- Download the recommended build (link is in the first post of this thread) if you haven't already and place the .exe files to your \freespace2\ folder.
- Switch to windowed mode (open the Launcher, open the Features tab, select Dev Tools from the pulldown menu and tick on "Run in window").
- Select the debug build (fs2_open_3_6_10d.exe) and run it. If you've been experiencing crashes, do exactly what you've done previously, up until it crashes.
If you have had other issues, it is sufficient to run it until you get to the Main Hall. If the debug build crashes fatally even before getting to the Main Hall, no worries. - Quit the game.
- Find fs2_open.log from \freespace2\data\, copy it to a safe location and deliver it to us by using one of the following means:
- include it to your post as an attachment (click Additional Options when posting)
- include it to your post using the "code" tags
- send it to pastebin (http://pastebin.org/) and provide us with the link to it
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i switched to the debug buil and that was the error
[attachment deleted by admin]
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That's a warning, not an error. You can skip it by clicking "No". Anyways,
- Find fs2_open.log from \freespace2\data\, copy it to a safe location and deliver it to us by using one of the following means:
- include it to your post as an attachment (click Additional Options when posting)
- include it to your post using the "code" tags
- send it to pastebin (http://pastebin.org/) and provide us with the link to it
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the fs2_open log
[attachment deleted by admin]
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Well, those errors don't seem to be connected to the issue at hand; they are errors that the mod creators should fix.
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You're missing the patch for the MediaVPs. It is available from the MediaVPs release thread (http://www.hard-light.net/forums/index.php?topic=65038.0), step 6.
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Don't use the debug build and it works fine.
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Don't use the debug build and it works fine.
Except that he was told to, in order to see if there's something going wrong on his end.
If your mod does not work with a debug build, it's YOUR duty to fix it, or tell people that you're not going to.
There are several issues reported in this thread, will there be a patch to address them? Or will you leave the mod in its current, somewhat broken state?
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That should really be my job to fix it, though I am completely unable to do that at this point.
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still presists after i put the 3.6.10 patch.
still presists after i put the 3.6.10 patch.
can some one move this thread to the DoS Thread?
[attachment deleted by admin]
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Do you mean the awful reflections on the cockpit glass? You can disable those by removing the cockpit VP from your Dawn of Sol mod directory.
Or if you want to keep the cockpits, you can turn off environment mapping in the launcher.
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It's a "bug" with 3.6.10 and up builds (it was not present during 3.6.9, on which DoS started development). Glass gets rendered on both sides along with reflections, which is why I added the option to remove cockpits.
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thank you averyojne who helped it's now works fine ...
the envirment of earth is really beutifull.
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Some models gimme real fps downpressor counter. I Think that this project should focus more on optimalization instead make a new gfx features (SCP)
No,really if my rig runs crysis or gta4 ~30 fps and this campaign on mission with devastator runs like 3fps this is something wrong i think.
And the most funny thing is that fighters strafeing raynor eat the most of my rig powerz
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It's not an SCP problem, it's a problem with Steve-O's fighters themselves. They use a ton of textures.
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My packard bell ipower 8620, stock configuration runs this fine. But crysis not so well. 25-30 fps according to fraps. On medium settings minus aa.
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Yeah, it's Steve-O's fighters.
When BP:WiH comes out with the optimized versions (if it does), I'll incorporate them into a patch or something.
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I can run steve-o's fine.
Crysis not so fine. How odd is that. . . .
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Hm.. maybe my Ati 4890 gfx have some issues with OpenGl i just realise that even stock + mediavps lags sometimes :rolleyes:
or week cpu athlon64 dual 3600 makes buttleneck ... nvm im from Amiga times, low fps is just what i rise on hehe
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Yeah those last missions are retardedly graphically demanding. If it lags, turn off stuff like normal/shine/glow maps and stuff.
It runs ~15 FPS with everything on, and ~60 with those off on my computer so yeah.
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Sorry for necroposting, but this mod seems to be quite interesting, so I decided to give it a go. Advanced till the mission "Seeds of Chaos", where I need to assist two corvettes in killing destroyer Windforce.
When Windforce fires her beams and kills one corvette, command tells me to disable her artillery. I disable. Even if I don't, Windforce doesn't fire on the second corvette. But what is worse, corvette is not firing at the destroyer! And neither me, nor my wingmen have any weapons capable of killing a capship.
Probably there is a patch of some sort? Or the mod is simply incompatible with 3.6.12 and INF build?
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That's one bug I never ran into. Might indeed be a 3.6.12 problem.
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Yeah, try the 3.6.10 final FSO build. I remember code-side beam behaviour had some changes around then.
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There was a similar issue with Fall of Epsilon Pegasi, I believe. Try ordering all ships to attack.
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I'm sorry for the thread necro, but I ran into a technical problem:
On the second to last mission where you have to defeat the three flagships of your enemies, I beat the mission and it said to land in the Raynor. I went in and I couldn't. I flew around and around in there but couldn't trigger the mission to end/debriefing.
Has anyone else ran into this bug? I got this problem on multiple builds.
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I ran into this bug too... :confused:
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undercover
[22:51]
lol
[22:52]
ive accepted it ofcorse
[22:56]
ive found an bug ive scanned trainquility it says ive failed
[22:56]
while ive susseded
[22:59]
failture massege is also there
[23:00]
it susseded
[23:00]
with failture mission
[23:00]
lol
[23:04]
ae-05LOOP01.FS2 is bugged whos fown of sol maker
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To be clear, woutersmits is reffering to version of the mod that was put on Knossos recently by a third party.
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Is the Dawn Of Sol that was recently put on Knossos the old version of the campaign or is it a newer version (that DOS' FS Wiki page said was being developed)?
If it's the older version I don't think I'll try as while it had a lot of potential I also ran into a number of technical issues as well.
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Is the Dawn Of Sol that was recently put on Knossos the old version of the campaign or is it a newer version (that DOS' FS Wiki page said was being developed)?
If it's the older version I don't think I'll try as while it had a lot of potential I also ran into a number of technical issues as well.
MjnMixael only debugged certain modpack errors which caused mod to throw tons of errors at preload stage. He's not responsible for all in-mission errors. It's still old, and still likely to be buggy. In fact DoS requires attention of somebody like FSCRP. We may actually take care about it in the future. I'll discuss this matter with Adm.Nelson.
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Some issues apparently have never been adressed
Ephemerality 137, ended the mission with a 'no debriefing for etc etc'
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Is the Dawn Of Sol that was recently put on Knossos the old version of the campaign or is it a newer version (that DOS' FS Wiki page said was being developed)?
If it's the older version I don't think I'll try as while it had a lot of potential I also ran into a number of technical issues as well.
MjnMixael only debugged certain modpack errors which caused mod to throw tons of errors at preload stage. He's not responsible for all in-mission errors. It's still old, and still likely to be buggy. In fact DoS requires attention of somebody like FSCRP. We may actually take care about it in the future. I'll discuss this matter with Adm.Nelson.
Yeah, this mod is old and is a buggy mess, and certainly hasn't aged well.
I was working on a fix/restoration/remake of this a number of years back but it never really got anywhere, mostly because it was probably a bit too ambitious trying to re-write some of the latter portion of the campaign.
I believe I still have some of the fixed/upgraded earlier missions lying on a hard drive somewhere. It's not being developed anymore and hasn't been for, oh, many years now for lack of creative direction for the latter portion and how it could be tweaked or improved (my primary collaborators on this project having moved on).
For reference, the newer version of this died before I even started working on Dimensional Eclipse.
As for the remade files - if there's any interest in restoring this campaign a bit, hit me up (in PMs, or better yet just DM me on Discord) and I'll be happy to provide. I got as far as fixing up to "Rupture", and I believe there's a few all-new missions for the "SOC" loop too, if I recall. Granted, those haven't been extensively tested and it's very likely they're buggy messes even worse than the original but yeah.
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A few days ago I tried the version recently posted on Knossos. If someone ever tries to remake/fix this campaign, here are a couple bugs I found:
-In the mission with the Windforce, the second allied corvette doesn't fire on it. Both ships just sit there. There is a technical workaround: order your transport carrier to come and attack the Windforce...that will eventually destroy the Windforce, but it will take a long time.
-In the second to last mission: landing on your ship (as directed) doesn't end the mission.
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so after finishing this campaign post release on Knossos:
-The Thor's beam cannon sucks
-Some of the mission designs suck (Ephermality 103 or whatever as an example, the mission where you disguise as the ICC or Jupiter or whoever. They're just generally messy and unbalanced.)
-A lot of dialogue doesn't trigger, but I'll blame that for the fact this campaign is a decade old.
-Windforce as mentioned before having your corvettes sit there and do nothing.
Otherwise nothing's that gamebreaking, you can move on from Ephermality blowing up and just don't die. I do miss support ships though and the Thor desperately needs a better beam cannon because that reload is ridiculous (I only got to shot it once and it doesn't even do that much damage?) but it's not something that servers as full blocks.
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That's another issue I had:
In the mission where you get the fighter beam cannon, it was only able to fire once.