Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: herkie423 on September 09, 2015, 08:14:58 pm
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Hello guys,
I know this way old news. But I am re-working my old "The Aftermath" at present. My compputer broke down two years ago and I have not bought a replacement until now. It's the reason why I was literally off the internet grid. Anyway, I have a new PC now but when I played my old Freespace 2, I had graphics issues so I downloaded the FS2OPEN 3.7.0. version. I am still using the old MediaAVP3612. My "Aftermath" works fine. Unfortunely and appologize for it, most gamers who tried to play it had huge problems and some tried to fix it and I really appreciated that especially of the effort and patience, I am overwhelmed and I never expected it to be noticed. The problem is that it was dependent on the very old version of Blueplanets 1 and 2. Now I have managed to remedy this so it will not be dependent on the two mods. It can stand on its own now (still needing the "MediaAVP3612). I want release this as a Beta version and hope to have feedbacks. The whole folder is 600mb but I don't know how to uppload it so that it will be available. I'm getting rusty. I also realize that I have to download the latest MediaAVPs so that I can further update the mod properly. To the fans of Freespace, thank you very much.
Herkie423
Herkie Del Socorro
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Well, I know you've got one devoted fan, who's incoming in 3...2...1... :lol:
Before he gets here, let me say that I like the idea you were (and are) going for. A big over-the-top blow-stuff-up-save-the-galaxy extravaganza. It's obvious you put quite a bit of effort into it.
I could give you constructive criticism on how to make NuAftermath better than the old one, if you want. One point I will say is: if you're making a new version, please cut down on the number of waves in the enemy wings. Better to have a short mission, than to have a repetitive long mission dragged out by killing the same wings 40 times in a row.
If you haven't seen it already, you may want to use this bug-fixed version (http://www.hard-light.net/forums/index.php?topic=87904.0) as a starting point. Some guy put a lot of hard work into smoothing out the rough parts, so you won't have to do as much bugfixing yourself if you take advantage of his work.
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Great to hear from you.
No campaign is everyone's cup of tea, but I had a lot of fun playing "The Aftermath". It was fun blowing up lots of ships in big fleet engagements with a epic scale storyline (one where the fate of the galaxy hangs in the balance). I certainly agree with Lepanto on that part.
I also agree with him on a point of constructive criticism. There's a number of missions where the same enemy wave repeats itself for a long time. I'm not telling you to take out those missions; I would merely suggest shortening them. To use one mission as a specific example: the mission where you escort an AWACS through the atmosphere of Shivana lasts about 17 minutes (defending it against waves of fighters and bombers repeating). It didn't feel like it needed to be that long; in my opinion that mission would have been fine at about 10 minutes or so.
Another example would be the mission where you're escorting a shielded captured Shivan Rakshasha through the remains of Capella (I won't say more about the mission because that would give away a lot more spoilers). That mission lasted around a half hour and was defending against tons of waves of Maras and other fighters. Cutting the length of missions like that would make them more enjoyable.
I could give you more suggestions if you like (though shortening missions like that would be my main suggestion).
Some of my favorite missions were the capital ship missions. Mowing down destroyers left and right is fun; those missions don't need to be shortened. :cool:
Like Lepanto said, check this thread:
http://www.hard-light.net/forums/index.php?topic=87904.0
Cyborg17 did a ton of work to get "The Aftermath" playable on the current MediaVPs and FSO builds. I'm pretty sure he wouldn't mind you using his work as a starting point (though I'd ask just to be sure).
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Thank you very much for the replies. Don't get me wrong, I greatly appreciate constructive criticism. Its important for one to improve. You are absolutely right, most of the missions are long. I actually slept halfway through the "Rakshasa" mission. I do find some of the missions tedious. I may have to scrub some of them. I will shorten them but I will throw a surprise or two for gamers to panic (he he he). There will also be new missions which I'm going to add or replace the "cookie cutter" missions. By the way, I'm not familiar with that term. What are "cookie cutter" missions? I will gladly accept all the help from more experienced modders. As of present, the mod in working well on FS2OPEN 3.7.0. (still using MediaAVPs 3612) but not the DEBUG because it gave tons error messages, I don't why, I'm bothered. Oh, I added 6 more ships; the cruiser prototypes.
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I do hope the three missions where you pilot capital ships (one with a Boreas cruiser and two with the Vengeance corvette) are able to stay in the campaign.
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Oh! The error messages, right. Um, there were a lot of model issues. I believe a lot of the models were the cause of the issues. Submodel problems, mostly.
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After using Cyborg17's update of "The Aftermath", I didn't get any error messages. Again, rather that starting completely from scratch it might be easier to start from his update and do your fixes to missions/grammar from there since his update already works with current VPs and FSO builds. However, this is just a suggestion, I'm not trying to force you to do anything.
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Herkie, I approve of the direction you're going in. :cool: Shortening missions, changing up their gameplay, and scrapping dull ones altogether are all good moves. And going independent of the BP releases.
Cookie-cutter missions are missions that follow the same repetitive template. i.e. any convoy escort mission that has you killing wave after wave of the same bombers. Nothing to surprise the player, force them to think, or feel like they're making progress. IMO, three or more waves of the same enemy wing is too much, and you should come up with something different to shake up the mission's gameplay.
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If you want to fix many of the errors, you don't have to dump your version or my version. For many of the model files I simply fixed the model files themselves. If you replace your model files with the model files I fixed, there should be no more errors except for the GTCv Nike (I believe.) and you'll end up with a more stable mod.
I can probably also help you with additional errors if any arise. Shoot me a PM if you need to.
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Right, the "cookie-cutter missions." I will modify those "escort" themes that has no meaning and re-arrange their placement in the campaign, adding some story elements in them. But I will retain the "Enterprise in Danger" mission because it's important to the plot. I have an idea of a "Vasudan" arc in the storyline. I felt it necessary because the campaign's story did not really elaborate the "Vasudan issue" when the GTD Archangel showed up. It was stated in the debriefing, command briefing and fiction viewer (Richter'e Logs) that the vasudans were agitated. I will add 7 missions (replace the boring ones) to complete and resolve the arc and since I have added 6 more ships (cruisers) and a cruiser-sized medicraft, those ships will play an important part. I just hope they don't have modelling issues. I don't make models, you know. I just download, re-texture and created their tables and most of the models I got from Steve-O and Blueplanet with proper acknowledgement of credit. I will download MediaAVP 2014 and the FS2OPEN 3.7.2. I will download the bugfix made by Cyborge17 so that I won't back in square one. Once again, thank you, guys. :)
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The 3 "Avenger/Boreas" missions will definitely be retained because without them, the entire story will break. And I have a couple more missions ideas for "Strike Group Alpha." By the way, I replaced the Avenger corvette model. It is now the re-textured version of the NTF Iceni with a separate POF (duplicated the original except for the added 3 gun banks) and a new table entry. Anyway, I will post some screenshots of "The Aftermath" as soon as possible.
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REPLY TO CYBORGE17: I will surely use those models that you have fixed. Well, I have just downloaded those models from SectorGames but I modified them like adding gun banks and change their texture. I was using the POF builder that came with the original installer (Volition and not the Hard Light FS2OPEN installer which I had used to download the MediaAVP3612) and that POF software is ancient. Maybe that was the problem. What I used and still using is the POFC2, MODVIEW32, VPVIEW, VPCS, ANIBUILDER and ANIMVIEWER. I hope that you good guys can help me to obtain the latest modding tools. It will be great.
PS: Is it still ok to use .PCX file format for the texture maps? DDS formats are efficient because they have their own mipmap levels but they are big files and take up space.
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I would highly recommend you use DDS over PCX.
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On another note, if I may ask you Herkie:
How did your time in the Philippines army go? Someone said a while ago you were in that. Glad to see you're okay.
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REPLY TO CYBORGE17: I will surely use those models that you have fixed. Well, I have just downloaded those models from SectorGames but I modified them like adding gun banks and change their texture.
The fixed models were fixed from your model files and tables, so any adjustments you made before I got my hands on the files were kept.
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A minor issue that I just thought of: since various campaigns get version release numbers, what 'version' would this upcoming one be?
Here's my view:
version 1-Herkie's original version
version 2.x-Cyborg17's updated version and subsequent patches
version 3-Herkie's upcoming remake
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May I make another suggestion Herkie?
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The 3 "Avenger/Boreas" missions will definitely be retained because without them, the entire story will break. And I have a couple more missions ideas for "Strike Group Alpha." By the way, I replaced the Avenger corvette model. It is now the re-textured version of the NTF Iceni with a separate POF (duplicated the original except for the added 3 gun banks) and a new table entry. Anyway, I will post some screenshots of "The Aftermath" as soon as possible.
One more thing: if you're going to use the Iceni model for the Avenger, you should probably reclassify the Avenger as a frigate instead of a corvette.
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I just thought of this: since the new Erebus destroyer came out, would you want to use that instead of the Raynor in your upcoming update?
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I am back again... I got off the grid for sometime there. The internet in my area was somewhat erratic and I could not connect. Anyway, I read some of the "newer" post and I will reply them. During my "offline" period, I have spent the updating and modifying "The Aftermath" campaign. I also found some new useful features in the new FS2OPEN 3.7.2 release. The campaign right now is working fine using the MEDIAVPs 2014. No more errors (DEBUG) except for the "resize" error message when I access the techroom. Nevertheless, the original campaign is working as I have intended it to be (not using the Debug). Now that there are new cool models that released, I might download some to revamp my missions.
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On another note, if I may ask you Herkie:
How did your time in the Philippines army go? Someone said a while ago you were in that. Glad to see you're okay.
Well, that was a long time ago 1996. I'm retired now and running my own real estate business. The Philippine Navy gave me the option to discharge myself after my third "Purple Heart" medal. Yeah, I was wounded three times. Twice by a sniper. I was lucky. The third time we were ambushed by more than a hundred insurgents while on our escort detail. We protected the 3-bus convoy of civilians (hence, my campaign's "escort syndrome"). None of them were killed but the rebels wiped out half of our platoon, me included. Seven of my friends were dead on the spot and three at the hospital days later. Actually, Richter's diary in "The Aftermath" contained some of my personal thoughts during my military days.
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A minor issue that I just thought of: since various campaigns get version release numbers, what 'version' would this upcoming one be?
Here's my view:
version 1-Herkie's original version
version 2.x-Cyborg17's updated version and subsequent patches
version 3-Herkie's upcoming remake
I think I will name it as "The Aftermath:Reboot" since the first release didn't work as planned. Only through the efforts of Cyborb17 that some of the downloaders were able to play it. The release was half-baked and that I certainly admit.
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The 3 "Avenger/Boreas" missions will definitely be retained because without them, the entire story will break. And I have a couple more missions ideas for "Strike Group Alpha." By the way, I replaced the Avenger corvette model. It is now the re-textured version of the NTF Iceni with a separate POF (duplicated the original except for the added 3 gun banks) and a new table entry. Anyway, I will post some screenshots of "The Aftermath" as soon as possible.
One more thing: if you're going to use the Iceni model for the Avenger, you should probably reclassify the Avenger as a frigate instead of a corvette.
Ok. that is a new classification. I only know of four; "cruiser" "corvette" "capital" and "fighter." I classify the Avenger as "corvette" and "player ship" in the flags so that you can use it and other cap ships will fire beams on you. Can you explain the uses and features of the new classification? On another note. I might download an new model for the avenger.
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I just thought of this: since the new Erebus destroyer came out, would you want to use that instead of the Raynor in your upcoming update?
I think I will keep the "raynor" model because it's a good ship. I might use the "Erebus" model to replace the one used by the GTD Galileo.
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One more thing: if you're going to use the Iceni model for the Avenger, you should probably reclassify the Avenger as a frigate instead of a corvette.
Ok. that is a new classification. I only know of four; "cruiser" "corvette" "capital" and "fighter." I classify the Avenger as "corvette" and "player ship" in the flags so that you can use it and other cap ships will fire beams on you. Can you explain the uses and features of the new classification? On another note. I might download an new model for the avenger.
It's not a new classification (it also doesn't have a corresponding ship flag); it's the same classification the Iceni had in the original Freespace 2 campaign. The Iceni itself still used the "corvette" flag because it doesn't actually mean much beyond "capital ship with a lower priority than the 'capital' flag and a higher priority than the 'cruiser' flag". In fact, since priority is used almost never, the biggest effect it has is to set the default briefing icon.
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One more thing: if you're going to use the Iceni model for the Avenger, you should probably reclassify the Avenger as a frigate instead of a corvette.
Ok. that is a new classification. I only know of four; "cruiser" "corvette" "capital" and "fighter." I classify the Avenger as "corvette" and "player ship" in the flags so that you can use it and other cap ships will fire beams on you. Can you explain the uses and features of the new classification? On another note. I might download an new model for the avenger.
It's not a new classification (it also doesn't have a corresponding ship flag); it's the same classification the Iceni had in the original Freespace 2 campaign. The Iceni itself still used the "corvette" flag because it doesn't actually mean much beyond "capital ship with a lower priority than the 'capital' flag and a higher priority than the 'cruiser' flag". In fact, since priority is used almost never, the biggest effect it has is to set the default briefing icon.
Whew...I thought I had it wrong. I used the "Iceni" model for the Avenger. A corvette that you can pilot. It is also available in the team loadout in some missions.
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What I meant is that, in-game FS2 called the Iceni a frigate. A frigate is a ship that's more powerful than a corvette but not quite as powerful as a destroyer.
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Is it fine for everyone to have deep blue or red or green colored space sky boxes? I have already made 12 of them and here are some of the snapshots:
Blue Colored Space:
(http://i59.tinypic.com/98ht37.jpg)
(http://i60.tinypic.com/21l7prb.jpg)
Green Colored Space:
(http://i59.tinypic.com/dhcvt1.jpg)
(http://i61.tinypic.com/351ii5u.jpg)
Red Colored Space
(http://i62.tinypic.com/2w3953b.jpg)
Blue Colored Space With Nebula
(http://i61.tinypic.com/2mmxobs.jpg)
I am modifying and re-editing the missions now and tested the mission using "medium" settings. It seems that with new computers, the "BOE" missions (Battle of Endor - Star Wars) are no longer an issue with the new FSO build. But I will not overdo it by throwing a lot of ships into the fray. The unaltered missions are also working fine as I had intended a long time ago.
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Of those, I like the green colored space and blue colored space pictures the best.
Though, you should probably keep in the normal background color (black) for some missions too.
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I also have the black skybox too. Those colored skyboxes will be used in some missions like the red one is used for the Adhara system, the blue colored space with nebula will be for the Gamma Draconis. All the 12 skyboxes are used in the campaign. However, I also found that the skyboxes themselves are 500mb, very huge.
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I don't know how far along you are in the process of making the new version of The Aftermath, but I have one more suggestion/piece of constructive criticism.
The very first mission of The Aftermath needs to be changed or scrapped in my opinion. It is pretty difficult for a first mission. The enemy waves spawn fairly close to the ships you're meant to keep from getting disabled. Also, waves of enemy craft spawn very quickly so players don't have much time to even breathe.
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Oh yes. That mission is already modified. The re-spawning enemy wings comes with only 2 fighters and a minute (or more) apart. when I played it again in "medium" difficulty, it was insane. So I have adjusted the AI setting of each fighter as well. That was error on my part. The first mission should be a kind of an "orientation" or "training" mission for players unfamiliar to the game. Plus, enemy wings that really affects the missions will be properly designated (the other numerous fighters are just for show and their names will be hidden and what you'll see is just the name of the ship's class). By the way, in modifying the missions, I am using "medium" difficulty. That should balance things out.
P.S. Oh,...There are still hundreds of fighters involve ;7
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Looks and sounds amazing Herkies! I can't wait to see the finished article! :)
Edit: Oh, if you need any new sounds for new weapons/tech, then I made a small sound pack earlier this year. You can find the thread here:-
http://www.hard-light.net/forums/index.php?topic=89409.0
:)
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Great! I will definitely check that one and if will use it, you will surely be acknowledged.
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One more suggestion for now:
When this gets done and bugs are sorted out, talk to Goober5000 about getting the new "The Aftermath" added to the Freespace Open Installer...if that's something you want to do.
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Thank you CT27, that is great info for me. I have already worked the bugs of most of the models to coincide with the new VPs save for a few (Cyborg17 will try to fix them). The user interface, main halls. campaign screens, and others will also be revamped. Additional in-game music will be added too. Of course, those plans will come later as soon as Cyborg17 and I fix the campaign missions.
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You said you'll be adding new music to the game. I do hope there is one music track you will keep.
I liked Origa's "Aney, Unborn Child." That was a track that played sometimes when you were reading journal entries.
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You said you'll be adding new music to the game. I do hope there is one music track you will keep.
I liked Origa's "Aney, Unborn Child." That was a track that played sometimes when you were reading journal entries.
Oh. that's my favorite too. That song will definitely stay. Actually, most of the BP soundtracks will not be remove. There will be 7 more in-game music.
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If I may make one more suggestion:
Maybe you should add a line of text somewhere in one of the briefings that says the Boreas cruisers/Avenger corvettes are super super expensive or something like that. Seeing how good they are some people would probably wonder why the GTVA didn't make more of those.
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Right. I did missed that detail. I have to justify their existence.
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Right. I did missed that detail. I have to justify their existence.
You might have misunderstood me. I don't think you should have to justify their existence because it's obvious they are very good ships and have a lot of destructive potential. What I was saying is that you should explain briefly in game (and it doesn't have to be a long explanation) why the GTVA isn't pumping out more of them.
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Right. I did missed that detail. I have to justify their existence.
You might have misunderstood me. I don't think you should have to justify their existence because it's obvious they are very good ships and have a lot of destructive potential. What I was saying is that you should explain briefly in game (and it doesn't have to be a long explanation) why the GTVA isn't pumping out more of them.
Oh...Ok. Well, these ships are prototypes. The only one(s) of their kind was built at that time. The boreas cruisers and the Avenger frigate (no longer designated as corvette, someone suggested it), and even the Archangel were even completed and launched by the GTVA in middle of the campaign. I guess I have to mention that in-game.
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That sounds good.
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Happy New Year Herkie!
How is development going on the reboot of The Aftermath?
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We've gone through Act 1 and at least most of Act 2. There are so many missions, though. It takes a pretty long time to get through them all.
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Thanks for the update.
No rush, I was just wondering.
Did you have a good Christmas/New Years Cyborg17?
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I just learned about this mod when I was digging through old files on Sectorgame. It's good to see the mod's getting updated and improved and I hope to see it re-released when you feel comfortably ready to as the download links were dead when I checked.
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I just learned about this mod when I was digging through old files on Sectorgame. It's good to see the mod's getting updated and improved and I hope to see it re-released when you feel comfortably ready to as the download links were dead when I checked.
http://www.hard-light.net/forums/index.php?topic=87904.0
Did you see the links in the OP of this thread? These should work (Cyborg17 worked to fix bugs in the original campaign and to make it compatible with 2014 MediaVPs). If the original (the one with the download links that apparently don't work) was version 1 and Herkie/Cyborg17's upcoming collaboration is version 3...I guess you could call the one I linked version 2.0
I guess what I'm saying is that there is a playable version of the campaign out right now if you wanted to try it.
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I am back again... Anyway, during my "inactive" time, I have finished the entire interface, all the game screens, all the buttons. I have also fixed some graphical glitches and refined the space background elements. And I have added 8 fully working in-game soundtracks. All the models are fixed (phew). I have not done any mission editing though. But as soon as i finished the music, i will continue through Act 3. The missions have undergone revisions from game balancing to added elements. I am also planning to modify, again, the main hall screens, adding some animations.
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NOTICE TO ALL: In a few days time this post will not be updated. I am going make a new post announcing the re-released of "The Aftermath" under the new name: "The Aftermath:Reboot" by Herkie423 and Cyborg17