Hard Light Productions Forums

Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Goober5000 on December 23, 2005, 10:12:19 pm

Title: Classic campaigns: Awakenings / Destiny of Peace
Post by: Goober5000 on December 23, 2005, 10:12:19 pm
Destiny of Peace: This Post (http://www.hard-light.net/forums/index.php/topic,37935.msg766982.html#msg766982)

Quote
Three years have passed since the collapse of the Sol jump nodes. The Galactic Terran Alliance have just successfully completed their counterstrike against the confused Shivan forces. But now,  things are going bad for the GTA. Shivan ships are pushing back in to reclaimed systems, in higher numbers than during the first months of the Great War. With the Terrans and Vasudans still recovering from the loss of key bases and ship yards, the Shivans are preparing for the next great push over.

You are one of the many pilots stationed at Galatea Station in the Vasuda system. As a seasoned veteran of the 14-year war, you look at your new assignment as one of confusion, as you are now sworn to protect the very system you vowed to destroy. Things go slowly on the station. You spend most of your time protecting the construction of the Vasuda 5 Shipyards, the largest Terran-Vasudan shipyard ever built. From the new shipyards, the T-V alliance plans to take the  fight to the Shivan homeworld.

While conducting a routine attack on HOL cruisers near the jump to Antares, a pair of GTD Orion class destroyers jump out of the middle of nowhere. Where did these ships come from? What happened to the crew? What will become of the GTA? These questions are answered in Awakenings.

The FSPort team is pleased to announce the release of the classic FS1 campaign Awakenings, ported to FS2.  We figured you guys deserve something to tide you over until Silent Threat: Reborn. ;)

Download links:

Awakenings Campaign (http://www.fileplanet.com/dl.aspx?/3dactionplanet/hlp/hosted/fsport/awakenings.zip) (112 kb)

Awakenings Voice Files (http://www.fileplanet.com/dl.aspx?/3dactionplanet/hlp/hosted/fsport/awakenings-voice.zip) (18.5 mb)

Awakenings was originally created by Nathan "Dynamo" Hoying (website http://www.descent-freespace.com/awake/).  The ported version requires the Freespace Port v2.3 and is compatible with retail FS2.

Some caveats.  This is somewhat of an "informal" port, as it's missing the background graphics and the Orion nameplates.  It's also balanced somewhat on the hard side, an artifact of the FS1 engine and tables.  (We recommend playing on Easy.)  We were planning to hold off on the "official" release until v3.0 is out, but considering how long the missions have sat around in the internal (since summer 2003) we figured you'd rather have an informal release than wait another year or however long it takes for the "official" version. ;)

Happy playing, and Merry Christmas. :)
Title: Re: RERELEASE: Awakenings
Post by: Nuclear1 on December 23, 2005, 10:37:53 pm
Sweeeeeeeeeet!

*download immediately to go jog more memories* :D
Title: Re: RERELEASE: Awakenings
Post by: Depth_Charge on December 23, 2005, 11:18:26 pm
Cool....(goes D/L).....oh and "Merry Chirsmas" everyone....now i know its bout 24 hrs early but........ ;7
Title: Re: RERELEASE: Awakenings
Post by: Cobra on December 23, 2005, 11:54:06 pm
erg, another poster wasting the . databank. :shaking:

i don't think i've played this campaign before... huh. must've missed it, i guess. anywhoo, *downloads* i'll play this after i kick the lucifer's ass in subspace. :D
Title: Re: RERELEASE: Awakenings
Post by: Skippy on December 24, 2005, 03:23:34 am
Goob, you forgot to post info here (http://www.hard-light.net/forums/index.php/topic,20956.0.html)  :D
Title: Re: RERELEASE: Awakenings
Post by: Selectah on December 24, 2005, 03:35:01 am
Yargh... beat me to it... I wuz thinking about a Selectah Christmas Extravaganza, like releasing DOP and Awakenings on X-mas eve... You guys, I swear....

Merry christmas to those who celebrate it.


Cordially,
- Selectah

Title: Re: RERELEASE: Awakenings
Post by: Jetmech Jr. on December 24, 2005, 09:31:20 am
So I take it this is a classic?

Is it any good?
Title: Re: RERELEASE: Awakenings
Post by: BlackDove on December 24, 2005, 11:13:04 am
One of the best..... for FS1 tho.
Title: Re: RERELEASE: Awakenings
Post by: Goober5000 on December 24, 2005, 12:57:55 pm
Goob, you forgot to post info here (http://www.hard-light.net/forums/index.php/topic,20956.0.html)  :D

I wasn't sure about that considering we didn't make the campaign ourselves.  And in any case, this isn't the final release of the campaign - that'll come after v3.0 is out. :)
Title: Re: RERELEASE: Awakenings
Post by: Skippy on December 25, 2005, 04:40:00 pm

I wasn't sure about that considering we didn't make the campaign ourselves.  And in any case, this isn't the final release of the campaign - that'll come after v3.0 is out. :)

OK, thanks for the info, I'll wait :)
Title: Re: RERELEASE: Awakenings
Post by: Mad Bomber on December 27, 2005, 12:16:17 am
Erm, any chance of getting those files from somewhere other than Fileplanet? It really doesn't want me to be able to download the voice files.
Title: Re: RERELEASE: Awakenings
Post by: Nuclear1 on December 28, 2005, 09:56:10 am
EDIT: Nevermind this post.
Title: Re: RERELEASE: Awakenings
Post by: TrashMan on December 28, 2005, 05:07:24 pm
Are those voice files needed or are tehy optional?
Title: Re: RERELEASE: Awakenings
Post by: NGTM-1R on December 28, 2005, 09:02:50 pm
I know it isn't really your fault, but I did save all the convoy ships in the first mission. Omega 2's engines got knocked out, so I didn't credit for saving it, though it survived.  :sigh:
Title: Re: RERELEASE: Awakenings
Post by: Mongoose on December 30, 2005, 06:31:57 pm
This campaign's one of the greats, and it'll be nice to be able to play it all shiny-fied in FS2 without having to worry about switching out table files in FS1. :p
Title: Re: RERELEASE: Awakenings
Post by: NGTM-1R on December 31, 2005, 12:39:04 am
I'm not impressed no more...very nearly every ship that would have beams in FS2 does, and EVERY ship that would have flaks has those too. Seeing the Hammer rip my wing apart with flak fire really, really kills the enjoyment.
Title: Re: RERELEASE: Awakenings
Post by: Col. Fishguts on December 31, 2005, 08:18:16 am
Oh goodie, the best FS1 fan campaign has come to FS2_open :yes:
Title: Re: RERELEASE: Awakenings
Post by: Admiral Nelson on December 31, 2005, 11:26:14 am
I'm not impressed no more...very nearly every ship that would have beams in FS2 does, and EVERY ship that would have flaks has those too. Seeing the Hammer rip my wing apart with flak fire really, really kills the enjoyment.

This is presumably because the ships are inheriting their default weapons from FS2.  Destiny of Peace has this issue too.  Does someone have a copy of the original FS1 ships.tbl?  It shouldn't be that hard to fix.
Title: Re: RERELEASE: Awakenings
Post by: Wanderer on December 31, 2005, 12:01:05 pm
I have silent threat ships and weapons tables that from i got from Spicious. I used them to build the FSwiki databases and specific weapon and ship pages (FS1 (http://www.hard-light.net/wiki/index.php/Weapon_Comparison_%28FS1%29) and FS2 (http://www.hard-light.net/wiki/index.php/Weapon_Comparison_%28FS2%29)). Tables can be found from here: ships (http://koti.mbnet.fi/vekkup/FS2/STtables/ships.tbl) and weapons (http://koti.mbnet.fi/vekkup/FS2/STtables/weapons.tbl)
Title: Re: RERELEASE: Awakenings
Post by: Admiral Nelson on December 31, 2005, 02:37:05 pm
Thanks Wanderer!

This XMT file should clear up the weapons issues.  Basically, if the mission author doesn't specifically define what weapons a given ship has,  it takes the default weapons from ships.tbl.  The Port ships.tbl has FS2 weapons in the default slots.  All the XMT file has in it is the original default FS1 weapons.  Thus there should be no Subachs or beam turrets in FS1 missions once this is installed.  Stick in your FS1 tables directory.  Latest CVS build required.

http://www.fileh.com/NelsonAndBronte/FS1_defaults-shp.zip

Title: Re: RERELEASE: Awakenings
Post by: Goober5000 on January 01, 2006, 11:06:32 pm
Thanks, Wanderer and Admiral Nelson. :)

Erm, any chance of getting those files from somewhere other than Fileplanet? It really doesn't want me to be able to download the voice files.

Well I haven't gotten the new FTP info yet. :p As soon as I do I'll upload them on the new server.

I'm not impressed no more...very nearly every ship that would have beams in FS2 does, and EVERY ship that would have flaks has those too. Seeing the Hammer rip my wing apart with flak fire really, really kills the enjoyment.

Sorry; as I said it's an informal release. :( We didn't have time to go through and reset all the capship weapons.  See if you can use the XMT tables.
Title: RELEASE: Destiny of Peace goes SCP!
Post by: Admiral Nelson on January 03, 2006, 12:34:25 pm
I have updated Selectah's DoP port to FS2 to include all the usual SCP goodies, such as nameplates, Lightspeed's nebulae, etc.

This update does not aim to tresspass on the original creator's design vision,  and so it won't include extra ships or the like.  My changes are mostly cosmetic in nature.  For instance there were no mission directives at all in the original campaign.  Now all missions have directives.  I would greatly appreciate any and all feedback,  including bugs, comments, criticism, etc.  The campaign has no cbanims, as I couldn't find any existing ones which made sense.  Similarly,  it could use voice acted command briefings.


Destiny of Peace for SCP

Originally created by Justin Mills

Originally converted to FS2 by Selectah

Nebulae created variously by Singh, Lightspeed and/or Blaise Russel

Changes below by Admiral Nelson

Requirements

FSPort v2.3
warble_fs1.vp
SCP CVS build 12/29 or later
3.6.8 Media VPs

FS1_SCP.vp (FS1 enhanced for SCP from http://www.fileh.com/NelsonAndBronte/FS1_SCP.zip )

Lightspeed's Nebula Pack (from http://www.penguinbomb.com/lightspeed/NaRR10_Nebulae.zip )

DoP files: http://www.fileh.com/NelsonAndBronte/DoP_SCP.zip

Changes

All missions skyboxed, and background added from either Singh's background emporium or Lightspeed's nebula pack

Mission directives added to all missions

Nameplates added for all Orion, Faustus and Fenris\Leviathan class ships

Spelling and grammar fixes

Mission debriefings updated to account for various outcomes; AWOL debriefings added

Many bugfixes / FRED fixes

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/TimberChase.jpg)

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/TimberSurrender.jpg)

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/NepentheApproach.jpg)

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/MedusaBoom.jpg)
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Goober5000 on January 03, 2006, 12:43:33 pm
Cool. :) Stickied.
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Depth_Charge on January 03, 2006, 02:54:03 pm
hey i can't even play the campaign...i put the vp files into the fsport folder for the mod and i doesn't come up on the campaign section??? did i do something wrong or something???
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Admiral Nelson on January 03, 2006, 03:13:06 pm
Did you select the FS1 mod in the launcher?  This is the contents of my FS1 directory:

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/FS1Folder.jpg)
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Shade on January 03, 2006, 03:14:01 pm
Holy... the second image there is one of the most impressive I've seen from a computer game. Ever. Great background, beautiful lighting effects, superb model, awesome angle... it's perfect. It even looks as if it's got shadows even though I know it can't. You sure you didn't cheat and render that instead of taking a screenshot? The rest of the pics are nice too, but that one is the best by at least an order of magnitude if you ask me.

I gotta play this. Now.
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Depth_Charge on January 03, 2006, 03:21:44 pm
oh i actually put the missions in fs2 mission folder by mistake....


[Edit]  whoa what the hell...its just kicks me out before it loads up...... :wtf:

[Edit - 2]  never mind never mind... i figure it out, it was teh fs1tmplr vp file....don't know why....but it works now.....
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Wanderer on January 03, 2006, 03:35:12 pm
That second pic would be great in the for the 'Wikipedia needs a better FSO pic'  thread/project.
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Admiral Nelson on January 03, 2006, 03:35:39 pm
Holy... the second image there is one of the most impressive I've seen from a computer game. Ever. Great background, beautiful lighting effects, superb model, awesome angle... it's perfect. It even looks as if it's got shadows even though I know it can't. You sure you didn't cheat and render that instead of taking a screenshot? The rest of the pics are nice too, but that one is the best by at least an order of magnitude if you ask me.

I gotta play this. Now.

Model is by Vasudan Admiral.  That particular background is by Lightspeed.  As the shot was taken in OGL, cool lighting is probably courtesy of taylor.  I uh, created the nameplate, put them all together and selected the angle for the shot.  How's that for a community effort?  :yes:
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Cobra on January 03, 2006, 07:59:46 pm
OMG OMG OMG!!!!!!! me will download this soooooooon!

Spoiler:
It was fun using the railgun in the Alexander Bell mission. I forget if it was the original port, but i used the railgun for the hell of it and pwned all the bad guys. :D
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Shade on January 04, 2006, 08:24:46 am
I might add that the reason I like the lighting so much in that screen is that the specular is not overdone.

On many screenshots I've seen around these boards (mostly during my pre-posting lurker stage, but some recently), the ships are lit up in red, blue, green or whatever to a point where they look like they're made exclusively from neon lights - You almost expect them to start flashing random advertisements at any moment. Not to mention it tends to obliterate the detail in the textures and even some details that are modelled in. Needless to say, this is not good.

This screenshot though, doesn't do that. The specular lighting seen doesn't ruin detail, it enhances it. . Did I mention overdone lighting/colours also make the whole game look cartoonish? Nope, well, now I did. And again, not a problem here. Not saying that red, blue or green are bad... but they need to be just a tint of the colour on top the texture, not a full on flourescent paint job from hell.

So I'm not just impressed, I'm happy. Happy to see that someone knows how to take a good screenshot where the various SCP effects and media upgrades are used well, but are not in your face, rather than just turn everything up to the max to the point where half the time you're not sure if you're actually seeing a ship in red light, a ship with bright red textures, or a graphics bug.

Finally, the screenshot is focused. 200 explosions and 30 different models in one place is great, if you want to show that the engine can handle it. But it doesn't do any good when it comes to aesthetics. Here, we have one model in the foreground that's the focus of the screenshot, one a lot further back, a node, and a nice background nebula. That's it. And it works :)
Title: Re: RERELEASE: Awakenings
Post by: Admiral Nelson on January 07, 2006, 10:53:34 am
In the mission "Preparing for Invasion"  the first two cruisers you escort don't seem to be able to "find" their exit waypoints properly.  The ships reach near where the waypoint should be, and then "spin" repeatedly around their center of gravity.  I don't see anything special about the waypoints in FRED.  What could cause ships not to be able to complete their waypoints and depart properly?
Title: Re: RERELEASE: Awakenings
Post by: Trivial Psychic on January 07, 2006, 11:53:33 am
That's a common problem.  One solution (if all the ship needs to do is warp-out after completing the waypoints) is to change the ship's departure cues from are-waypoints-done-delay to a check to see if the ship is within a certain distance from the final waypoint.  I usually do the later, as it prevents ships from having to slow down prior to warping.  Just make sure that there are no events, goals, or anything else that keys off of are-waypoints-done-delay for the ships in question.
Title: Re: RERELEASE: Awakenings
Post by: Admiral Nelson on January 07, 2006, 12:31:59 pm
That's got it sorted.  Thanks!  :yes:
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: TrashMan on January 08, 2006, 05:59:45 pm
Say is hte warble_fs1.vp really requred to play or not?

I mean, if I open the mission in FRED and change the music, it should run without it, right?
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Admiral Nelson on January 08, 2006, 06:35:44 pm
Yep, if you put back the FS2 music then you won't need the fs1 warble.  You'll also need to get rid of the mainhall.tbl and the music.tbl incuded in my FS1_SCP.vp file.  Those files put back the FS1 title theme and the FS1 success/fail music.   FS1 music is good, though.
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: TrashMan on January 08, 2006, 07:17:14 pm
Yeah it is..but I'm on 56k and the file is 40mb...
Wait a sec..I could allways extract it from FS1 CD.. DOH!!
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: S-99 on January 11, 2006, 02:41:51 am
hey i was curious, i don't log in that much perhaps i shoud, i do way too much lurking to find out what i need to know.
I have NaRR10_Nebulae.zip
Quite frankly?
Where do the contents of that zip go into the data folder?
Couldn't find anything relevant on milliways on how to install them, nor in this thread, looking at the files, the best i could deduce was putting the tbl file in tables, but where do the .fs2 files go?
And i had another calculated guess that all the other files go in effects or maps.
I'd really like to know, then perhaps i could vp them myself, and not have this problem anymore.
I just want to know where to put them in the data folder of the campaign here.
Once i figure that out, then perhaps maybe these nebulas should work in fs2 main campaign, because i really detest the retail nebulae.
Also being able to reflect the environment off of ships is really cool and awesome, but it generally sucks when there's not much environment if any to reflect.
I want really cool nebulae to reflect off of ships, and not just the specular coming from multi-colored suns only. :wtf:
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Selectah on January 11, 2006, 08:43:04 am
Quote
Spelling and grammar fixes

Why?

Why, God why?

 :(
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Admiral Nelson on January 11, 2006, 10:56:37 am
hey i was curious, i don't log in that much perhaps i shoud, i do way too much lurking to find out what i need to know.
I have NaRR10_Nebulae.zip
Quite frankly?
Where do the contents of that zip go into the data folder?
Couldn't find anything relevant on milliways on how to install them, nor in this thread, looking at the files, the best i could deduce was putting the tbl file in tables, but where do the .fs2 files go?
And i had another calculated guess that all the other files go in effects or maps.

Stick the PCX and TGA files in data\effects and the tbl file in tables.  The fs2 files are sample missions using these backgrounds.  They aren't required, but you can stick them in missions if you want to see what they look like.

Quote
I'd really like to know, then perhaps i could vp them myself, and not have this problem anymore.
I just want to know where to put them in the data folder of the campaign here.
Once i figure that out, then perhaps maybe these nebulas should work in fs2 main campaign, because i really detest the retail nebulae.

Negative.  Nebulae are defined in the mission using FRED to see Lightspeed's versions, the missions must be edited.  There is a project to remake the FS2 campaign using these nebulae, but it has not been released.

Quote
Spelling and grammar fixes

Why?

Why, God why?

I thought you might say that! :) I was an English major.  That stuff drives me nuts!  It's no good to have all spiffed up missions, but bad grammar and spelling.... ;)
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: S-99 on January 11, 2006, 03:02:10 pm
Thanks big time dude
Though i'm a little depressed that all the missions need to be remade.
But it's all good they work in user campaigns
Anyway yeah i have yet to play dop, i mainly saw those nice screenshots there that utilized the environmental abilities of the SCP so perfectly by actually having something for the ships to reflect off their shiny hulls.
Sounds all good though so far. :lol:
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Admiral Nelson on January 11, 2006, 04:00:50 pm
I would appreciate any feedback, positive or negative, once you or anyone else plays the campaign. :)
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: S-99 on January 11, 2006, 04:26:43 pm
Oh don't worry, i really hope to play it for sure knowing that the port is official SCP now along with DOP.
The port will be extremely amazing with the 3.6.8's (3.6.7's were amazing too), especially the new asteroids (if i remember sandwich did those).
All the nice hi-poly missiles with lighting now, much better lasers for capships.
And especially the fs1 dvd textures, which i found out from goobs other post i never got to see them because of how that one vp was named and how i must rename it.
Anyway, it should be really exciting to play any part of the port with the significant upgrade.
Especially the nebula which i will shutup about now.
Officially now DOP should be the best looking campaign with the good nebulas that compliment specular and other lighting in use.
Until i download...
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Selectah on January 11, 2006, 04:50:54 pm
Quote from: Admiral Nelson
That stuff drives me nuts!


Likewise.


Quote from: Admiral Nelson
It's no good to have all spiffed up missions, but bad grammar and spelling....


Agreed.

To an extent.

Somehow, the "good morning pilots" adage -- without the comma -- seems so ... so ... 'Freespace Community'. Somehow.

That said, I guess the same care should be taken when addressing the voice acting. It makes zero sense to painstakingly correct grammer and speling, if the accompanying voice files are dung. (Plus; no voice = no play.)

- Selectah
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Admiral Nelson on January 11, 2006, 05:30:12 pm
S-99, it is worth noting that Blaise Rusel's version of Derelict also makes use of Lightspeed's nebulae, so you will want to try that.  You may want to wish to wait a bit for the fully voice acted version to come out, though.  I'll have Awakenings done soon, also with Lightspeed's nebulae.

Selectah, I didn;t touch the bad grammar when it is voiced -- I'm still not sure what that first pilot is supposed to be saying.... :)   I thought I'd collect feedback on the campaign so far before seeing if there was any community interest in voice acting the command briefings.  There are only 7 missions, so it wouldn't take TOO long....
Title: Re: RELEASE: Destiny of Peace goes SCP!
Post by: Nuclear1 on January 12, 2006, 11:36:42 am
Great campaign, jogged some good memories. I still have issues with that last mission being so massive, and with the new SCP effects, it seems to slow down even more for me. Once the cruisers are gone, it's fine though.
Title: Re: Classic campaigns: Awakenings / Destiny of Peace
Post by: Mehrpack on February 01, 2006, 07:31:47 am
hi,
i dont like fileplanet, so is there any other mirror for awakenings available?

if dont a other mirror there, can anybody be so nice and can me send the campaine file to my email-addy, plz :).
thanks.

Mehrpack
Title: Re: Classic campaigns: Awakenings / Destiny of Peace
Post by: bfobar on February 13, 2006, 02:42:05 am
Hi, I have some destiny of peace feedback.

Great campaign, good voice acting, good plot. Lots of fun.

1 bad point: The mission Dopc4, the goals are set weird and do not seem to satisfy as true after the mission is done. I cracked it open in FRED and looked at the events and goals, and noticed that one goal contains the dreaded not-is-ship-destroyed SEXP tied to a primary goal, meaning it will be marked false on jump out since it will be incomplete when the mission ends and prevents advancing. I skipped to the next mission and didn't fix it because frankly I don't trust my fredding well enough to post to the public yet.

2nd bad point: In the next mission with the blow up the bad ECM transport in the asteroid field thingy, The bad ship got creamed by an asteroid before I got anywhere near it. All my buddies auto jumped out leaving me with a small armada to fight alone if I wanted to complete the bonus objective of kill all bad guys. Making a less agressive or spunky asteroid field may be a good tweak here.

If someone is going to take a look at these and touch them up for the next release, I hope they find this helpful.
Title: Re: Classic campaigns: Awakenings / Destiny of Pea
Post by: Mongoose on February 13, 2006, 01:40:56 pm
I never experienced either of those problems in the original FS1 version.  Could something have gotten tweaked during the conversion process, perhaps?
Title: Re: Classic campaigns: Awakenings / Destiny of Peace
Post by: Admiral Nelson on February 15, 2006, 09:03:50 pm
Ill check mision 4 again.  I may have put an interim file in the build.  The asteroid field problem has been there since it was converted; it prompted me to open a thread on Asteroid Busting over in Source COde project.  I intended to use the change WMCoolman made there to mitigate the issue.

I am travelling on business now; I'll have a look when I get back.
Title: Re: Classic campaigns: Awakenings / Destiny of Peace
Post by: Trivial Psychic on February 16, 2006, 12:30:54 am
Back in the FS1 days, I remember playng that mission and managing to destroy all hostiles, including the GTD Trinity.  I used phoenixes on the Trinity's turrets until she couldn't protect herself from incoming asteroids, then BOOM!
Title: Re: Classic campaigns: Awakenings / Destiny of Peace
Post by: bfobar on February 16, 2006, 04:12:57 am
Awakenings is a good campaign. There's a few missions that don't explicitly have the "you can go now" message at the end, but it was very playable. I can't wait to see what you guys do with the backrounds.
Title: Re: Classic campaigns: Awakenings / Destiny of Peace
Post by: Admiral Nelson on February 16, 2006, 02:22:35 pm
I've got a backgrounded and nameplated Awakenings already that isn't quite done yet -- I wanted to restore the FS1 music and fix those departure issues. I have also cleaned up the waypoints done delay issues with cap ships.  Right now I'm stuck traveling, though and haven;t any access to FS.... :(