Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Phobos D. Deimos on June 08, 2011, 10:17:44 am

Title: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 08, 2011, 10:17:44 am
-- Mainly solved --

Revenge is playable with the current SCP.
The only problems left are some "mission-complete-errors" where the mission does not detect your actual win (cheats do solve this) and the problem in mission 30, described on page 3. But Revenge is completable and you don't have to miss any information. If you can't desytroy your targests like in mission 30, just use the cheats to do so and you get all the in-game messages you need, or let the cheats mark your goals complete so you can skip the mission.
I just finished the german version and the only thing I noticed, besides the problems discussed in this topic, is that the game detects several errors when loading missions that take place in subspace. But you don't really recognize the actual error since you don't really have to do anything in those missions. So you just wait until the next mission starts and listen to what your mates are saying there (those missions are playable though).


--

Ahoi Mates,

I finished the FrreSpace 2 campaign for the X-th time now but finally in the nice looking version of SCP. Really awesome work for all of you guy, thumbs up! :yes: :yes:
Also great thanks to SFN-Darkwarrior für ein so geniales Add-on! Ebenfalls  :yes: :yes:
But there is one problem: Since I purchased that Add-on years ago on ebay (I think it was my first ebay transaction ever...) I did never finish Revenge! So now, that SCP worked so fine with the standard campaign, I wanted to complete this task. Note here: Revenge does work fine on the standard FS2 without the launcher still, but the problems begin with the launcher:

First of all, after hitting "Run" I shortly see the SCP screen then I'm thrown back to windows with about 20 errors (I collected them in a txt file, see attachment).

The next message shows after those tons of "something-itches-here-erros". I get the Intro cutscene and the next Error:
(Error 1, see attachment)

The next Error comes up while loading the briefing:
(Error 2, see attachment)

And finally all weapons except the Zetor and the Teron are missing in the weapon selection screen, and I can only apply one Zetor to my Eryniers fighter :confused:
(Error 3, see attachment)


I tried to deselect the features and the mediavps mod in the launcher, but nothing changes. I can't find anyone with the same problem nor a fix for it on the vast internet.

So please help! I so wanna play Revenge in widescreen 1440x900 with all the jewelry like I just did with the main game!


[attachment deleted by ninja]
Title: Re: Revenge via SCP Launcher
Post by: The E on June 08, 2011, 10:20:23 am
Please read this FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0), and follow the instructions there to generate an fs2_open.log, which you should then post here.

Also, you purchased an add-on for FS2 on e-bay, did I understand that correctly? If you did, I have to point out that you were a fraud victim; there are no add-ons for FS2, and there are no mods or campaigns that you have to pay money for, it's all free.
Title: Re: Revenge via SCP Launcher
Post by: General Battuta on June 08, 2011, 10:21:01 am
Isn't Revenge: Final Conflict that really old weird campaign? I'm not sure it's SCP compatible.
Title: Re: Revenge via SCP Launcher
Post by: chief1983 on June 08, 2011, 10:27:20 am
It looks like it was a very old German campaign.  I'm not sure if it was ever sold retail or just released as a mod originally, I can't really read German that well.

Translated version thread (http://www.hard-light.net/forums/index.php/topic,38610.0.html) - can't believe the file's still up five year's later.

Found that through here (http://www.freespacegalaxy.de/forum/index.php?mode=viewthread&forum_id=9&thread=68&PHPSESSID=a0730235dbedeb9179b8f8129c7953e6), and it looks like some HLP members might be members there too.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 08, 2011, 10:36:43 am
Alright, I tried to follow the instructions to generate the debug log. Now I get imediatelly after the SCP screen a bigger message, which lets me do "break into debug" "continue" and "cancel". After either "Yes" or "No" the game crushes back to windows...

Here's the log so far:

[attachment deleted by ninja]
Title: Re: Revenge via SCP Launcher
Post by: General Battuta on June 08, 2011, 10:39:12 am
You should probably just play this campaign with retail FS2.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 08, 2011, 10:51:05 am
You mean without the launcher? It works indeed, but its crap to play 4x3 aspect games one widescreen and SCP delivers great results.

To that ebay thing: Possible, but for me it looked, like our friend did it somehow officially there. Everthing worked. And on top of that I did have contact with that guy, becouase I wondered, why there was no spoken speech ingame... I would really like to ask our friend SFN-Darkwarrior (he created Revenge, am I right?). If he can't remember putting his work on ebay then maybe I was a victim. But then I was a very young victim (about 15 I guess? It is indeed some years ago and as I said: one of my first transactions ever) ;)

But that's not point of my problem.
Title: Re: Revenge via SCP Launcher
Post by: General Battuta on June 08, 2011, 11:10:23 am
You really should not have paid any money for Revenge Final Conflict.
Title: Re: Revenge via SCP Launcher
Post by: The E on June 08, 2011, 11:20:34 am
And yeah, it seems that that campaign is incompatible with FSO due to table errors made by the original modders. You'll have to either play it using the retail executable, or fix it yourself. It should also be noted that having the files for this campaign in FreeSpace2\data or mediavps_3612\data will have side effects for other campaigns.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 08, 2011, 11:29:34 am
So that's the result of the debug log? So there's no other help? Okay, could you then shortly explain what fixing it by myself would mean to me? Maybe some links?

I read an older topic where some guys actually did play Revenge via SCP:
http://www.hard-light.net/forums/index.php?topic=20268.60 (http://www.hard-light.net/forums/index.php?topic=20268.60)

I'll maybe try contact those guys (if they are still alive).
Title: Re: Revenge via SCP Launcher
Post by: The E on June 08, 2011, 11:34:49 am
Well, see, that's where things get a bit difficult. Fixing campaigns to work with FSO requires some knowledge of how FS2 modding works. In particular, you need to know about tabling (http://www.hard-light.net/wiki/index.php/Tables) and the FS2 file structure (http://www.hard-light.net/wiki/index.php/FS2_Data_Structure).

Code: [Select]
WARNING: "weapons.tbl(line 65: Warning: Token too long: [GTW Teron SL-7                 +Tech Anim:                     Cb_loop-a_a.ani].  Length = 78.  Max is 31." at parselo.cpp:260
This error, for example, indicates that something is severely wrong with that mods' weapons.tbl, since the parser is unable to read the tbl file correctly.

Quote
I read an older topic where some guys actually did play Revenge via SCP:
http://www.hard-light.net/forums/index.php?topic=20268.60

I'll maybe try contact those guys.

You are aware that that topic is 7 years old, right? And that the engine in use today bears little resemblance to the FSOpen version around then? Whatever they did to get it working will probably not work anymore.
Title: Re: Revenge via SCP Launcher
Post by: Snail on June 08, 2011, 11:38:23 am
Basically this mod is really old and really buggy and probably not worth the trouble, unless you're going to go out and find a big mod team to fix each and every error, of which there are many.
Title: Re: Revenge via SCP Launcher
Post by: Macfie on June 08, 2011, 11:55:47 am
Freespacemods.net has a more up to date version translated into English.  There are many campaigns that have been updated to at least work with the SCP on freespacemods.net

http://www.freespacemods.net/download.php?view.399
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 08, 2011, 12:03:30 pm
Freespacemods.net has a more up to date version translated into English.  There are many campaigns that have been updated to at least work with the SCP on freespacemods.net

http://www.freespacemods.net/download.php?view.399

tables are still screwed, I am taking a look and will post fixes in a few hours
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 08, 2011, 12:15:07 pm
Cool, seems to work a bit better. There're still 185 warnings found on startup, but there are the weapons. But every count of them is 0. So every ship is empty and I cannot start the mission. And instead of the Teron the old Subach ist listed there, and no Kayser... so not finally it.

And is there a chance to get this over-SCP-runable Revenge untranslated? Since you have the original files, is it more than some copy&paste work, even if its a bunch of texts?

Since this is a forum of people helping dusty old games get to new glare and glory we should imo polish up the Revenge mod too, because its a great piece of work and I really recommend it to everyone who's able to play it, in german and in english!
Title: Re: Revenge via SCP Launcher
Post by: General Battuta on June 08, 2011, 12:18:13 pm
If you're interested in a restoration effort, absolutely go for it. There's a lot of documentation to help get you started.

What I recall of Revenge was not to my taste but that's no reason not to give it a shot.
Title: Re: Revenge via SCP Launcher
Post by: WouterSmitssm on June 08, 2011, 01:24:03 pm
try to use mediavps 3.6.10
Title: Re: Revenge via SCP Launcher
Post by: PeterX on June 08, 2011, 01:30:31 pm
...and 3.6.9 builds in combination with above,then all ships and weapons are here. Bis dann  :pimp:
Peter
Title: Re: Revenge via SCP Launcher
Post by: WouterSmitssm on June 08, 2011, 01:35:55 pm
yes ok but you need older mediavps if you understand me
download on this link
http://www.hard-light.net/forums/index.php?topic=65038.0
ok
Title: Re: Revenge via SCP Launcher
Post by: crizza on June 08, 2011, 05:43:02 pm
You really should not have paid any money for Revenge Final Conflict.
I did it too...I was young and innocent...but it was fun to fly a fighter with beam-weapons^^
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 08, 2011, 05:45:57 pm
Give these a try, there is a mod.ini set to mvp 3.6.12 and the tables work in r builds but debugs will crash out and is an issue I am still working on.  It reports 5 errors on start up but I think there are issues with the load out selection in the missions.

[attachment deleted by ninja]
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 08, 2011, 06:22:38 pm
@crizza: Did you buy it via ebay, too? The guy I got my copy from told me that it was a legitimate thing to do from his site. Do you belong to the german minority in this forum btw? :lol:

@headdie: Something went wrong with the 7z package. Please re-pack and re-upload. I tried downloading several times...
Okay, seems that winrar didn't like the file... had to download 7-zip...

EDIT: Tried the newer Revenge from this site: http://www.freespacemods.net/download.php?view.399 ... and combined it with headdies files. No change :confused: I still get 185 warnings on startup and the ships in the weapon selection are still empty. Also the Subach is still there where the Teron should be and also the Kayser is missing.

And how about the language thing? Looking at topics like the one chief1983 postet it should be not that difficult, only some copy&paste work.

Found that through here (http://www.freespacegalaxy.de/forum/index.php?mode=viewthread&forum_id=9&thread=68&PHPSESSID=a0730235dbedeb9179b8f8129c7953e6), and it looks like some HLP members might be members there too.

I would care for all this on my own if only I knew what to do... but I never modded a game and I have no idea how much work it really is. As fast as I would get into modding now some of the more experienced folks could probably write a whole new FreeSpace3 and make it work, I guess.
Title: Re: Revenge via SCP Launcher
Post by: Mongoose on June 08, 2011, 06:57:28 pm
I'd love to know who was putting it up for sale there.  Hopefully not the original creator, because that would be really crummy.
Title: Re: Revenge via SCP Launcher
Post by: Macfie on June 08, 2011, 09:31:59 pm
The Ships and weapons tables need to be converted to TBM files to get rid of all the errors.  You should be able to play the mod anyway.  Pretty much everything in this mod are table hacks. 
I wonder did you try a new pilot for this mod?
Some of the errors don't make any sense.  The weapons selection thing sounds like the degraded pilot problem.
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 09, 2011, 02:40:46 am
The Ships and weapons tables need to be converted to TBM files to get rid of all the errors.  You should be able to play the mod anyway.  Pretty much everything in this mod are table hacks. 
I wonder did you try a new pilot for this mod?
Some of the errors don't make any sense.  The weapons selection thing sounds like the degraded pilot problem.

the issue with using tbms is that it would mean rebuilding the vp file as it contains tbls, not  a big deal but while setting up and testing the fixes it is annoying

EDIT: Tried the newer Revenge from this site: http://www.freespacemods.net/download.php?view.399 ... and combined it with headdies files. No change :confused: I still get 185 warnings on startup and the ships in the weapon selection are still empty. Also the Subach is still there where the Teron should be and also the Kayser is missing.


Where did you place the tbm files?
Title: Re: Revenge via SCP Launcher
Post by: crizza on June 09, 2011, 03:56:16 am
@crizza: Did you buy it via ebay, too? The guy I got my copy from told me that it was a legitimate thing to do from his site. Do you belong to the german minority in this forum btw? :lol:
Yeah, I bought it on ebay and yes, I'm from germany, but I tried to hide it:p
Title: Re: Revenge via SCP Launcher
Post by: Deadly in a Shadow on June 09, 2011, 04:31:22 am
@crizza: Did you buy it via ebay, too? The guy I got my copy from told me that it was a legitimate thing to do from his site. Do you belong to the german minority in this forum btw? :lol:
Yeah, I bought it on ebay and yes, I'm from germany, but I tried to hide it:p
Dun dun duuun!!!!

Spoiler:
Me too but I can't hide it
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 09, 2011, 12:16:20 pm
@headdie: Everything into a new "Revenge" folder.

@crizza: Es muss so etwa die sechs sieben Jahre her sein, dass das bei ebay war, oder sogar noch früher. Ich erinnere mich noch genau an die vielen Screenshots und die ausladende Beschreibung, dass es endlich "richtige" Schlachten wären. Und er hat das ganze "Freespace 2 Addon" gennant, ohne Bindestrich und ich glaube er hat es auch das offizielle Addon genannt... und verschickt hat er das auf einer mit Edding beschriebenen CD, das weiß ich noch ganz genau.

EDIT: It has to be 6 or 7 years now since I found it on ebay. I remeber all those screenshots and the nice description that there were finally "real" great battles. And he called that "Freespace 2 Addon" without a "-" in between. And I think he did call that the official Add-on... he sent it on a simple CD, I remember that quite well.
Title: Re: Revenge via SCP Launcher
Post by: The E on June 09, 2011, 12:21:50 pm
Phobos: While I can understand that you're glad to have found a fellow german on the internet (Surprise, I am one too), this is an english-language forum. As a courtesy, I would like to ask people to stick to english outside of personal messages.
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 09, 2011, 12:54:01 pm
@headdie: Everything into a new "Revenge" folder.

place the tables into FreeSpace 2\Revenge\data\tables and that should help
Title: Re: Revenge via SCP Launcher
Post by: Mongoose on June 09, 2011, 02:15:15 pm
Phobos: While I can understand that you're glad to have found a fellow german on the internet (Surprise, I am one too), this is an english-language forum. As a courtesy, I would like to ask people to stick to english outside of personal messages.
It's kind of fun to read German as an English-speaker.  You can't understand what's being said, but the structure and some of the words are similar enough that you almost feel like you should be able to understand it. :p
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 09, 2011, 02:40:30 pm
@headdie: Okay, looks better now. There aren't 185 warnigs but 14 on start-up. And now the weapons are filled up again. We're getting close :yes: but still the Kayser is missing witch I think should be there (correct me if I'm wrong). And the last thing I can see is, although the Teron is in fact there and it is usable, it shows at the right in the weapons-screen the Subach-Infos.

And of course the big thing: Since we almost got Revenge compatible with SCP, is it possible to play it untranslated in german? I can upload the original "Revenge"-files if needed.


@Mongoose: It's fun because the languages are in fact very similar. Similar grammar, conjunctions and so on... it's not japanese where things get really mixed up (and a lot of stuff if simply not existent!)
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 12, 2011, 08:29:24 pm
Alright, something strange but positiv for me:
I copied the tabels into the mediaVP and still got the old original german missions in the global data folder... and it works! 14 warnigs on start up but it works! And it is german. And I can copy in old translated revenge missions, too (they suppose to be a bit less buggy, but I don't know...) and it works, too.

Of course it was too fine to be true: Some triggers don't pull so the game does not really detect that I actually won a mission sometimes. But that's ok since I can finish up the mission via cheats. It's not that bad, because you still can collect every information you need (and I noticed only a few of such corrupted missions).

But now I'm stuck in mission 30 where earth's beam canons should fire on my marked targets but it does not. Of course I could skip this mission using the cheats, but here I don't want to do that. I did play up to mission 60 (somewhere around there) the last time I play it so I do remember some facts but I don't want to miss a whole mission like this now.

I can imagine that the original author's idea of placing a beam gun origin near the planet image in the background doesn't work with SCP anymore, but maybe it is possible to place something new tiny that far away and let that thing fire the "earth protection beam" ?
Or any other ideas?
Title: Re: Revenge via SCP Launcher
Post by: General Battuta on June 12, 2011, 08:30:52 pm
That idea should work fine in SCP, actually.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 12, 2011, 08:36:11 pm
Wow, I hit the center! xD

So is it possible to recreate the mission close to the original, so that everything does look like it did before. I don't exactely remember how it looked like, but I'm shure it was no common beam...
Title: Re: Revenge via SCP Launcher
Post by: General Battuta on June 12, 2011, 08:38:48 pm
No, I mean, the original mission should work fine, there's no reason it wouldn't work in SCP and I don't know why it wouldn't (aside from this campaign generally being considered low-quality and buggy).
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 13, 2011, 05:54:48 am
Damn... ok, nevertheless I tried the debug once more. While showing the SCP screen it shows the following message and then it crushes. I also attach the current fs2_open.log. Maybe someone has a solution?

Message on start-up, I hope it helps:

Assert: count < max_ints
File: parselo.cpp
Line: 2213

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 208 bytes
<no module>! stuff_int_list + 175 bytes
<no module>! parse_ship_values + 20740 bytes
<no module>! parse_ship + 1013 bytes
<no module>! parse_shiptbl + 374 bytes
<no module>! ship_init + 445 bytes
<no module>! game_init + 1915 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes


[attachment deleted by ninja]
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 13, 2011, 06:04:01 am
Damn... ok, nevertheless I tried the debug once more. While showing the SCP screen it shows the following message and then it crushes. I also attach the current fs2_open.log. Maybe someone has a solution?

Message on start-up, I hope it helps:

Assert: count < max_ints
File: parselo.cpp
Line: 2213

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 208 bytes
<no module>! stuff_int_list + 175 bytes
<no module>! parse_ship_values + 20740 bytes
<no module>! parse_ship + 1013 bytes
<no module>! parse_shiptbl + 374 bytes
<no module>! ship_init + 445 bytes
<no module>! game_init + 1915 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes


that's the crash I mentioned in my update when i said there was a ctd in debug, problem is that you just get the same info in the log so it is proving interesting to fix.
Title: Re: Revenge via SCP Launcher
Post by: The E on June 13, 2011, 07:17:31 am
Well.

That crash is due to a formatting error in a tbl somewhere, specifically, ships.tbl. What you need to do in order to figure out where the error is is to create a debug_filter.cfg in FS2\data, and add the line "+Parse" (or, if there's a line with "-Parse", change it to "+Parse"). This will bloat the log, but it will tell you exactly where in parsing the error is.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 13, 2011, 08:32:13 am
Thanks for that. But since I never modded games nor I know what to do or with what... could someone help me out there?
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 13, 2011, 09:31:23 am
Well.

That crash is due to a formatting error in a tbl somewhere, specifically, ships.tbl. What you need to do in order to figure out where the error is is to create a debug_filter.cfg in FS2\data, and add the line "+Parse" (or, if there's a line with "-Parse", change it to "+Parse"). This will bloat the log, but it will tell you exactly where in parsing the error is.
cheers the e when i get home and have a mug of tea ready i will try that
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 14, 2011, 10:54:17 am
Double post

Ok thought this deserved a new post.  using The E's suggested filter I was able to track down the issue to a bad turret pbank default.  with that sorted it was possible to log and fix the remaining compatibility issues that have plagued this mod.  The fixed tables are below and no issues reported on fs2_open_3_6_13d_INF_SSE2-20110512_r7180.exe.

[attachment deleted by ninja]
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 14, 2011, 04:02:47 pm
Well, since there really are no shown warnings at start-up I think you have to admit that headdie has done a good job. Also at this point I really want to thank you headdie for at last putting effort in this problem! Thumbs up for you  :yes: :yes: :yes:

But still, earth does not fire it's beam canon like it should and I tried debug, too. And I think the result of that is our missing beam-fire, because it's the only error left when I load the mission and I#m very sure that this is it:

Could not find a usable beam section (2) bitmap (beam-white1) for weapon 'Zeuson-Beam'!

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! weapon_load_bitmaps + 936 bytes
<no module>! weapons_page_in + 488 bytes
<no module>! level_page_in + 66 bytes
<no module>! freespace_mission_load_stuff + 206 bytes
<no module>! game_post_level_init + 182 bytes
<no module>! game_start_mission + 387 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes



I think when that problem is solved, we can also mark this whole topic beeing solved.
The best thing about it: I can play it in any of the two languages I want. Both, german and english, work! Obviously because the original missions are still in the FreeSpace2/data/missions. And It does not matter whether I have german or english missions in that folder or if I choose the newer revenge.vp from Freespacemods an select that with the launcher.

But maybe we can keep the topic open for the following reason:
I will definitely play Revenge til the end, and this way I can check the whole mod for more "hidden errors" like this beam-issue.

[attachment deleted by ninja]
Title: Re: Revenge via SCP Launcher
Post by: The E on June 14, 2011, 04:11:38 pm
One question.

Did you put the revenge files (missions and tables etc) all in the mediavps directory or the data directory in the FS2 folder?

If so, please don't do that. We have the mod system for a reason, and something that messes with tables should be put in a separate mod folder. Please create a folder named "revenge" in your FS2 directory. Then, create a folder named "data" in that, and put all the Revenge stuff there, creating the required subdirectories as you go.

Then, create a text file named "mod.ini" in the revenge directory. Copy the following text into it:
Code: [Select]
[multimod]
secondarylist = mediavps_3612;

Then select the revenge folder in the Launcher's mod tab.

That way, you can play Revenge without creating issues for other mods.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 14, 2011, 04:26:20 pm
Alright. But unfortunally this didn't fix the beam problem of mission 30... same message. Everything else does work (including f.e. fsport).


EDIT:  Some interesting news.

I figured out, that the error mentioned above shows up in every mission where a Zeuson beam appears (not a big deal, I know). But the strange thing is, this particular beam did work on ships in those missions. So nevertheless there is this strange error, the missions worked totally fine and the Zeuson beam looks really nice (I attach two gif's to show how it suppose to look like).

Now this seems to be the same weapon used in mission 30, where "the earth image in the background" should use this, since it is exactely the same error message. So I think it would look exactly like the Zeuson beams on the cap-ships do. The last thing I remember from the first time I played this is, that this earth-beam was bigger than normal... probably, maybe I'm wrong.

So why does this mission not utilize the Zeuson beam since it worked in other missions?

[attachment deleted by ninja]
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 14, 2011, 05:57:29 pm
Could not find a usable beam section (2) bitmap (beam-white1)

this is a missing image file used with the weapon,  two possible fixes for this.  The normally optimum fix is to find the missing file, the alternative is to change the entry in the table but with this it is probable that the visuals will change.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 14, 2011, 06:11:58 pm
Well, but where can I find such a file? I don't think this is a common bmp image file which I just have to copy from one folder to another. Aren't they packed in other hughe files?
This puzzle piece has to be somewhere, all the data from FS2 does exist (at least on the CDs) and all the data the creator of Revenge used is also there.
So where is it  :confused:
Title: Re: Revenge via SCP Launcher
Post by: MatthTheGeek on June 14, 2011, 06:18:43 pm
The name sounds like a beam effect that you could find in INFR1.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 15, 2011, 09:58:33 am
Why should Revenge use a file from Inferno? That does not make much sense.
But we could give that file a chance.

Since the Zeuson beam does somehow work, I don't know how or why it actually does, we could tell mission 30 to do everything like in those missions? Just getting it somehow fireing that damn thing! Grrrrrr... I don't understand this! There it works on the cap-ships but here it does not  :banghead:  Maybe someone could edit the mission and at least place a Mjolnir sentri near earth and let that thing fire the Zeuson.
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 15, 2011, 10:54:50 am
Why should Revenge use a file from Inferno? That does not make much sense.
But we could give that file a chance.
Mods raiding each others resources is nothing new and a fact that in all likely hood not change, and inferno had a long streak of being the "cool" mod, a lot like BP is today.

Quote
Since the Zeuson beam does somehow work, I don't know how or why it actually does, we could tell mission 30 to do everything like in those missions? Just getting it somehow fireing that damn thing! Grrrrrr... I don't understand this! There it works on the cap-ships but here it does not  :banghead:  Maybe someone could edit the mission and at least place a Mjolnir sentri near earth and let that thing fire the Zeuson.

From the age of the mod the first thing to check is that the beam free SEXPs are correct.
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 15, 2011, 11:14:25 am
Mods raiding each others resources is nothing new and a fact that in all likely hood not change, and inferno had a long streak of being the "cool" mod, a lot like BP is today.

Contra argument: It worked in the past with the retail and it probably still does and I never used Inferno.
Even if he had utilized Inferno, all the needed files should be there. Maybe the missing file can be extraced from or be found in his modded root_fs2.vp ?

Quote
From the age of the mod the first thing to check is that the beam free SEXPs are correct.

Is this something I can do on my own?
And if nothing helps, how about the mjolnir-idea?
Title: Re: Revenge via SCP Launcher
Post by: The E on June 15, 2011, 11:51:03 am
What headdie meant was that the guy who made Revenge took a file from Inf and integrated it into his modpack. It happens all the time.
Title: Re: Revenge via SCP Launcher
Post by: headdie on June 15, 2011, 12:20:32 pm
I just opened the event editor on mission 30 and their are 19 events named "event name" of the rest are named 1 to 6 :rolleyes:  reading through, all but the last event name are fire beams with varying repeat counts. and the numbers are message sends.

The issue though is that the Zeuson is limited to 4,000m with a +weapon range: and 48,000m by the other stats and the distance needed to cross is 889139 meters. :wtf:

As a matter of interest, the Beams from "Earth" are from 12 Mjolnirs equipped with the weapon with a planet image in the background. 

As a fix I have duplicated the weapon expanding the range to a sufficient degree and modified the mission so the Mjolnirs to use that, see the file below for the fixes.  This one contains everything from the download I am working from with the amendments.

[attachment deleted by ninja]
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 15, 2011, 01:03:53 pm
Hmm... no noticable change so far. Does the fix notice my usage of the TAG-missiles, as it's the way the mission has to be completed? It seems to me like the "earth beams" just ignore me...

The debug mode shows the same warning again while loading the mission. The only new thing is that he now speaks of a "Zeuson-Earth" in the first line... is that due to your fix?
Title: Re: Revenge via SCP Launcher
Post by: Admiral Nelson on June 16, 2011, 05:33:56 pm
A long time ago I worked on fixing the quality of the English used in Revenge.  Most of the first two campaigns have been cleaned up.  The English is in the link below much better than the original, though that isn't saying much.  These files might be of use to you.

download link (http://fscrp.hard-light.net/FSCRP_Revenge/Revenge.7z)
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on June 22, 2011, 10:48:42 am
Well then.
I tried all the stuff uploaded here.
I tried it in combination with the mediavp_3610 and _3612.
I tried to use it without mediavp.
I tried to copy the different missions 30 from one mod to annother.
I tried debugging stuff, but that led me only backwards to some combinations showing again 185 warnings.
I think I ran out of Ideas.

The only new thing I noticed is: When I use Polaris missiles, it shows "Fringe Artillery" in the communication section on top of the screen. And when I use them on the targets in mission 30, earth sais I marked a target for them and they are going to open fire, just like when I use the Tag missiles; although those Polaris missiles suppose to destroy subsystems... The only difference is, that the Tag really makes the red target turn yellow for a while (like it's supposed to do) the polaris however does not.

Neighter the one nor the other way makes earth shot the zeuson beam. As I said, they just seem to ignore me. And because of that my question:
Is there maybe the link between my tag missiles and the beam-platform missing? Does this whole TAG-thing need some extra attention from somebody?? From a modder or from the player?

Since I finally wanted to continue I use the cheats to destroy the targets, read every Information shown and then proceed to the following missions. Up to now (mission 37) there's nothing I can complain about... Too bad this one particular mission refuses to work here. But I will go on checking the rest of the game.
And maybe I'll finde a solvable problem!
Title: Re: Revenge via SCP Launcher
Post by: Phobos D. Deimos on July 05, 2011, 09:43:33 pm
-- Mainly solved --

See first post.