Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Akalabeth Angel on February 19, 2008, 05:06:21 am

Title: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 19, 2008, 05:06:21 am
Meditations on the Abyss - Chapter 01 Version 1.1
For FS2 Retail

    Yes, that's right an FS2 Retail Campaign. What the hell? This is Chapter 1 of some over-ambitious campaign I started some years ago, I completed quite a few missions and then got very busy. Well, since I'm not busy at the moment I thought I'd at least finish the first chapter and release it. All Fredding, playtesting and playing was done using FS2 Retail, however I _assume_ that it'll work just fine with FSOpen. I would run FSOpen but without a real graphics card, the program crashes whenever I see a shockwave from a bomb or large ship exploding. It's unlikely that I'll ever finish the campaign, when first detailed out it was some 60 missions or so. But you never know, stranger things have happened. Any FREDing I do would probably be better served helping out another campaign, though with everyone doing FSOpen it would be a little hard to contribute at the moment.

Introduction:
You play the role of Miranda Doué, the only daughter in a family of long-standing military tradition. Unlike most pilots, you yearn for assignments with low prestige. You'd rather spend your career behind the scenes, contributing to the well being of the GTVA rather than in the limelight of the frontlines. However, fate has something else in store for you.

Features:
-About a half dozen new single player missions
-Two types of missions: Very Boring and Very Hard
-Several 3rd Party ships from various authors (credited in readme), and from FSPort. Plus a couple table mods by me.
-Lots and lots of dialogue, much of it rather poorly written
-Note that this is designed as the intro to a larger campaign, so the first few missions are kinda slow. Similar to how Derelict and Homesick are both slow in the beginning. Most of the fun missions are near the end (well, one of them is fun anyway).

Disclaimer:
1. The campaign does make some references to the events and ships of both Derelict and Warzone. However, I the sole author, have no association with those campaigns nor do I know who even made them, except of course that some of them are now involved with BWO. The references to Derelict/Warzone were made more for the sake of building upon past work, and most importantly because I wanted to use the GTFf Saphah. haha
2. Note that I have playtested each and every one of these missions quite extensively, however as the author, there still may be some large mission killing bugs that I'm unaware of simply because I'm unable to do the unexpected. Typically in those situations I do try to give some help in the messages so that the player can avoid breaking it the next time.
3. Some of the missions have a lot of dialogue, followed by combat. In extreme cases I have tried to make the combat fairly easy so the player doesn't have to go through all the damn dialogue again, but my definition of easy may differ from yours.
4. I have in many cases tried to create some unique missions, which are different from what I've seen before. However there are so many campaigns already, most of which I haven't played so that may not be the case. Also, if you feel that I've somehow ripped off a mission from an FSOpen campaign know that it's complete coincidence since I can't even play those darn missions! GRrrrrr  :(
5. I hope it works in FSOpen but I honestly don't have a clue. Some of the 3rd party ships may look like crap due to them not having all the fancy glow textures and whatnot that have been added to the other FS2 ships. EDIT: One thing that doesn't seem to work is that the generic.wav isn't registering for the messages when I started the first mission, dunno what the problem is.
6. Apologies in advance to all Russians.  :nervous:

Where to Get it:
Site 1: http://knossos.firenebula.com/FS2_campaign/mota_chapter1.zip (http://knossos.firenebula.com/FS2_campaign/mota_chapter1.zip)
Site 2: http://members.shaw.ca/pbcbrown/fs2/mota_chapter1.zip (http://members.shaw.ca/pbcbrown/fs2/mota_chapter1.zip)

For FSOpen Users:
Many people (if not all, except me . . . )are experiencing a problem in what is a relatively simple mission. But the problem basically halts any progress in the campaign. Mad Bomber has devised a quick fix which effectively corrects the problem. You can find the zip below. Note that it uses some features that are only available in FS2Open. If anyone has a problem with Mission 7 in retail, let me know.
http://knossos.firenebula.com/FS2_campaign/mota_chapter1FSO.zip (http://knossos.firenebula.com/FS2_campaign/mota_chapter1FSO.zip)
members.shaw.ca/pbcbrown/fs2/mota_chapter1FSO.zip (http://members.shaw.ca/pbcbrown/fs2/mota_chapter1FSO.zip)


Size: 1.6 MB
These are both my webpages so delay should be minimal barring some unforseen bandwidth restrictions I don't know about.

Other Mirrors:
http://www.freespacemods.net/download.php?view.53 (http://www.freespacemods.net/download.php?view.53) (courtesy Swantz) -Updated

How to Install:
FS2 Retail: Place VP in main Freespace2 folder
FS2 Open: Place VP in FS2Open\foldernameofchoice\ then choose said folder as the MOD in the launcher (ie c:\FS2Open\mota\ )

Audio Files: (2kb)
http://knossos.firenebula.com/FS2_campaign/mota_audio.zip (http://knossos.firenebula.com/FS2_campaign/mota_audio.zip)
http://members.shaw.ca/pbcbrown/fs2/mota_audio.zip (http://members.shaw.ca/pbcbrown/fs2/mota_audio.zip)

     I don't know why, but VPConstructor Suite doesn't like me doing subdirectories, so when I added a generic sound.wav for the messages, it doesnt appear in data/voice/special but rather just voice/special. I highly recommend you either extract the .wav from the VP or download this small zip file and put generic.wave in data/voice/special (or modname/data/voice/special for FSOpen) because there are a lot of messages.

Known Bugs:
Version 1.1 - bug in Mission file#7 where support ship fails to dock with Alpha 1. For FSOpen users, refer to knew FSOpen zip downloads above. For retail users, please me let me know.
Version 1.0 - had a bug in Mission File #5, where the victory conditions could NOT be fulfilled on Very Easy or Easy. This has been fixed. If you've played this mission to the end and encountered that bug (or just plain failed the mission), instead of replaying the whole mission I'm providing a new VP which cuts out the tedious section. You can find it here:

Site1: http://knossos.firenebula.com/FS2_campaign/mota_chp1nopain.zip (http://knossos.firenebula.com/FS2_campaign/mota_chp1nopain.zip)
Site2: http://members.shaw.ca/pbcbrown/fs2/mota_chp1nopain.zip (http://members.shaw.ca/pbcbrown/fs2/mota_chp1nopain.zip)

Credits:
FREDding, Writing, Playtesting, Playtesting more, Playtesing even more: Me (Akalabeth Angel aka Paul Brown)
   Btw, if you think a mission is boring, try playtesting it 20 times over! Holy smokes!
Table Edits: Me as well
3rd Party ships: See Readme (for the sake of surprises)
Asteroid BG: I don't know who did this, I don't have the name anymore. :(

   Feel free to voice any complaints, bug reports, flames, etcetera here.  ;7 I don't mind criticism, I'm a big boy, I won't cry.
   Most of all, I hope you have fun playing the missions! Or at least _some_ of them.  :lol:
   Btw, if people want/need .RAR files I can provide those as well. Most people should be able to handle .zip files and the download is very small by today's standards. But let me know.

EDITed - for various reasons.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: achtung on February 19, 2008, 05:11:34 pm
http://www.freespacemods.net/download.php?view.53

Mirror.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 19, 2008, 05:52:11 pm
http://www.freespacemods.net/download.php?view.47

Mirror.

     Ah thanks dude, I also added your link to the main post above. (if that's cool?)
     Btw the game seems to run fine on FSOpen, except that the .wav file doesn't work. I seem unable to set up the proper directory structure within the VP, VPCS doesnt like subdirectories for some reason. I highly recommend that people put generic.wav (downloadable from the main post, or extractable from the VP) into data\voice\special (or ie for FSOpen mota\data\voice\special). Because there are lots of messages. LOTS (I reached the limit on one mission I know).
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Mad Bomber on February 20, 2008, 08:49:29 pm
One problem:

Mission 3 5 is uncompletable in Easy or VE difficulty, since

Spoiler:
the "Victory" event is only flagged when all 3 pirate wings are destroyed, and one of them never shows up in low difficulties.

Bloody irritating to run into a bug like that after a long, long patrol mission.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 20, 2008, 09:05:42 pm
One problem:

Mission 3 is uncompletable in Easy or VE difficulty, since

     
Spoiler:
Ah bugger, did you actually destroy all the fighters? Or no.  Typically some of them will get away in my experience. Actually is this, mission three with the missing freighters in the asteroid belt? Just looking at the .fs2 file and none of the fighters have difficultly levels on 'em.
     I'll look into it though, that's one reason why I didn't bother with difficultly levels for most everything. Seems like you always need to FRED all types of exceptions for different difficulty levels, rather annoying (Though even more annoying to play a mission and not have it work, as the designer or first time player).

    Some of the earlier missions are sort of poorly designed in comparison to the later ones (by virtue of experience or lack thereof).
   
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 20, 2008, 09:30:04 pm
     Oh wait, I know which mission you're talking about. Actually it's mission 4 I believe . . and yeah, that WOULD be annoying. Damnit!
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Mad Bomber on February 20, 2008, 10:31:13 pm
5, actually. My bad. Previous post edited.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 20, 2008, 10:50:46 pm
    Okay, sorry man. Believe me when I say I FEEL YOUR PAIN. Imagine playtesting that mission? Damn . . .
    Regardless, both of the original zip files have now been updated with a mission to fix that. In addition, anyone who encountered that bug, or played that mission and failed but hasn't done a cheat to get by it yet I give you this new VP file:

Site1: http://members.shaw.ca/pbcbrown/fs2/mota_chp1nopain.zip (http://members.shaw.ca/pbcbrown/fs2/mota_chp1nopain.zip)
Site2: http://knossos.firenebula.com/FS2_campaign/mota_chp1nopain.zip (http://knossos.firenebula.com/FS2_campaign/mota_chp1nopain.zip)

    Basically its the same campaign, except mission 5 has been edited to cut out the ENTIRE patrol. You start the mission just after you've finished the patrol, so from there it's just a bit of combat. I think you should be able to overwrite the VP with no problems. The campaign file or VP contents were not changed except for the one was replaced.
 
   And I do assure you, that's the least fun mission of the campaign. The one after that is my favourite . . . though, potentially the most buggy as well depending on what the player does at the start. You'll see at the end of the campaign that I learned my lesson from this damn patrol mission.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Ransom on February 21, 2008, 11:36:31 pm
Got to mission seven and I can't progress at all.

Spoiler:
Ship's hopelessly busted from that Sathanas beam. No comms, engine, sensors, or anything, and nothing happens to fix that even after several minutes.

That 'dream' that came before it, though. That was pretty cool.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 21, 2008, 11:44:48 pm
Got to mission seven and I can't progress at all.

Spoiler:
Ship's hopelessly busted from that Sathanas beam. No comms, engine, sensors, or anything, and nothing happens to fix that even after several minutes.

That 'dream' that came before it, though. That was pretty cool.

     Is this the mission 7, with Nedu station? If so . .

Spoiler:
Follow the uh, inflight chatter. They mention that there's a support ship nearby, simply call it rearm + more importantly repair you. You should not have lost your Comm system  . . . btw. There wasnt any such thing for that. Unless you actually got hit by the beam itself??? Hmmn, you should only lose Engine, Weapons and Sensors in mission 5. Then sit through mission 6 and basically see stuff but not have anything happen . . . and then mission 7 you can call the support ship to repair you. If you managed to get hit somehow in mission 6 you might just want to run through it again so you're not hit (on like x4 speed or something). Sometimes i'd get hit when the Vasudan is getting wasted, but I wouldn't really live to tell about.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 22, 2008, 12:46:11 am
Also . . .

Spoiler:
Just incase anyone else has the same problem, I uploaded an updated VP which has a little event at the start of mission 7 getting the comm system repaired. If it's easier to download that and throw it in your directory that might be easier.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Ransom on February 22, 2008, 05:30:10 am
Spoiler:
Follow the uh, inflight chatter. They mention that there's a support ship nearby, simply call it rearm + more importantly repair you. You should not have lost your Comm system  . . . btw. There wasnt any such thing for that. Unless you actually got hit by the beam itself??? Hmmn, you should only lose Engine, Weapons and Sensors in mission 5. Then sit through mission 6 and basically see stuff but not have anything happen . . . and then mission 7 you can call the support ship to repair you. If you managed to get hit somehow in mission 6 you might just want to run through it again so you're not hit (on like x4 speed or something). Sometimes i'd get hit when the Vasudan is getting wasted, but I wouldn't really live to tell about.
Spoiler:
Yeah, I got hit by the beams right at the end. Brought my hull down to 1% and wrecked all my subsystems - I thought I'd been ship-guardianed and that it was meant to happen like that. An easy way to solve this problem would be to make the player invulnerable for the duration of mission six.

I got shot by the beam again when I tried to run through mission six a second time. What's supposed to happen? Is it meant to miss?

In the end I had to add that comms-repairing event myself to complete that mission.

In any case, I finished the rest of the campaign. It's quite good, all things considered.

Spoiler:
A few things that bothered me: Your Vasudans, particularly in the first few missions, use 'yet' far too much. It's not big, but it started to grate on me after a while.

I got no debriefing for mission eight.

I wasn't at all convinced by the descent into violence between the Regulus Syndicate and the Vasudans in mission nine. It just seemed silly. Between grumpy pilots, okay, but the cruiser getting into it was a bit much.

And in the correspondence with Miranda's brother in the fourth mission, he says 'Did you here the news?' It's minor, but I actually laughed at that misspelling. It wasn't much of a first impression. There's a bunch of mistakes like that throughout the campaign - the 'Twighlight Seven' transport in the last mission, for instance - I'd recommend doing a more thorough proofreading, or getting someone else to run through it for you. Simple polish like that does a lot for immersion.

Speaking of the correspondences with Miranda's brother, though, I really liked them. The second one was particularly excellent; he came off very convincing as a worried older brother. But that's almost a problem - in the end he seemed more human than Miranda did. Her motives are very poorly explained, and that combined with her cheesy action-hero dialogue at the end meant I never really sympathised with her.

I did enjoy this, though. It's always nice to play a more character-driven campaign, and this had some great moments. The 'dream' in subspace and the final missions especially. I hope you get around to making the follow-up chapters.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 22, 2008, 05:46:38 am
Spoiler:
I got shot by the beam again when I tried to run through mission six a second time. What's supposed to happen? Is it meant to miss?
In reply:
Spoiler:
Yeah it's supposed to intersect right in front of the fighter. Like fill the screen but not actually do anything. I dunno why you keep getting hit, it doesnt uh . . . hit me when I play. Wierd.


Quote
Spoiler:
I wasn't at all convinced by the descent into violence between the Regulus Syndicate and the Vasudans in mission nine. It just seemed silly. Between grumpy pilots, okay, but the cruiser getting into it was a bit much.

Speaking of the correspondences with Miranda's brother, though, I really liked them. The second one was particularly excellent; he came off very convincing as a worried older brother. But that's almost a problem - in the end he seemed more human than Miranda did. Her motives are very poorly explained, and that combined with her cheesy action-hero dialogue at the end meant I never really sympathised with her.

I did enjoy this, though. It's always nice to play a more character-driven campaign, and this had some great moments. The 'dream' in subspace and the final missions especially. I hope you get around to making the follow-up chapters.

   Hey thanks for all the kind words, all things considered. I'm glad that someone other myself got some enjoyment out of it.
   Yeah I think I need to like, develop more . . . concrete characters. Writing a woman's part is I think a set up for disaster from the get-go. Lessons learned perhaps . . .

Spoiler:
As I said some of the dialogue was pretty bad,I thought the dream sequence dialogue (obvious inspired by Derelict) was kinda crappy too but you seemed to like it so that's cool. And yeah I know, all those little typos get past me, no matter how many times I play it. And the first few mission are kinda slow . . . I think if I did chapter 2 it would be a lot more fun (theoretically), though I need to sort of look into a few things. The end story is kinda sketchy right now. . . . I'll look into that lack of debrief though . . .that shouldn't happen.

   I think I might need to invest in a video card once I get a job so I can use FSOpen, I'd like to take advantage of the cutscenes. There is one cut-scene type thing in this mission, but obviously . . . it's a pain in the behind to setup. Oh and with regards to the Vasudans, I dunno . . .I tried to make the translator turn their speech into formal english without contractions and all that, but I know by the last mission I thought "this sounds dumb, screw this. I'm gonna write normal". I can write extremely verbose if I let myself do so . . . not always a good thing. I don't remember how they did it in FS2 main campaign.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Mad Bomber on February 22, 2008, 10:15:25 am
Spoiler:
I liked the character of Viktor. I'm surprised you didn't do a "nuclear wessels" joke, frankly, but I was saddened at his death.

I had trouble with mission 7, too. I *could*not* get the damn thing to dock with me, and ordering it around had no effect (it kept saying Support Aborted). Finally I gave up and went into FRED and manually scripted the docking and repair.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Ransom on February 22, 2008, 11:27:01 am
That happened to me too. I wonder if it's not something to do with FS Open.

Spoiler:
I found Viktor grating at first, but I admit he grew on me. Not enough to make me care about his death, though - he was very two-dimensional. I guess life's tough when you're a stereotype.

Writing a woman's part is I think a set up for disaster from the get-go. Lessons learned perhaps . . .
I don't think the problem had anything to do with the player-character being a woman - I just didn't 'get' her by the end of the campaign.

Spoiler:
She gets angry with her brother for wanting to pull her out of the backwater - why? All I have to go on is the vague notion she has that her job's important too. I don't know why she thinks that, and her inconsistent personality doesn't provide any clues. With Viktor you've got a stereotype, so that's easy characterisation. Reginbald also had a clear personality; arrogant, professional, slightly hypocritical. I understood her more than I did Miranda, which I'm pretty sure wasn't what you were going for.

All she needed was a consistent personality and, probably a bit more importantly, motivation. Miranda had an easy out from the dump she was in, and at least in this chapter you never really explored why she refused to take it.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: woutersmits on February 22, 2008, 11:55:36 am
I HAVE A PROBLEM
THATS MY PROBLEM CAN SOMEONE FIX IT
IT HAPPENING BY MISSION 4

[attachment deleted by ninja]
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: achtung on February 22, 2008, 01:15:17 pm
http://www.freespacemods.net/download.php?view.52

Updated Mirror Link.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: woutersmits on February 22, 2008, 03:25:19 pm
still not working
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 22, 2008, 06:39:49 pm
        The game crashes completely? (I assume that's German windows complain), yikes I dunno what's going on there. Maybe something wrong with the new ships I put in there? Though the only new models are from Aldo and Derelict, think they should work . . .
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 22, 2008, 06:41:02 pm
Spoiler:
All she needed was a consistent personality and, probably a bit more importantly, motivation. Miranda had an easy out from the dump she was in, and at least in this chapter you never really explored why she refused to take it.

     Yeah I think the main problem is I didn't really work out what her motivation is, something to think of for Chapter 2 if I get around to doing one.   
     I'll have to test out mission 7 in FSOpen here . . . something's screwy and obviously if the both of you had problems, anyone else playing is likely to have the same problem. I know I gave it some wierd order that Fred complains about but I cant remember what it was all about right now. I'll check it out when I get home.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: TrashMan on February 22, 2008, 06:49:52 pm
Damn Stasis model with colision box errors..can't disarm the thing...lol
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Mad Bomber on February 22, 2008, 07:23:48 pm
     I'll have to test out mission 7 in FSOpen here . . . something's screwy and obviously if the both of you had problems, anyone else playing is likely to have the same problem. I know I gave it some wierd order that Fred complains about but I cant remember what it was all about right now. I'll check it out when I get home.

If you want I'll give you my forced-dock version. Solves the problem nicely without the player having to do anything.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Backslash on February 22, 2008, 10:28:09 pm
I would run FSOpen but without a real graphics card, the program crashes whenever I see a shockwave from a bomb or large ship exploding.
Is this the only reason?
Have you tried running FSOpen without the mediavps?  I'm hoping at the very least you could run a FSOpen build even without the graphical goodness, and be able to take advantage of new gameplay and FREDing features.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Mura on February 23, 2008, 01:10:54 am
i tried that to no avail... at least not with the 3.6.9, i had to grab an older version and it was no good anyway...

It's better to get a cheap low end card at least to make it all work(and if he can get something with 3.0 shaders the better XD )

but really... old builds are as good as no builds... or at least it was for me, since it didn't brought anything to me than more problems and endless courage about not being able to use it properly  :lol:


EDIT: uh! btw, i am downloading your mod, but shall play it later... there's a long list of mods to play...
It really looks promising story wise... i like long boring missions with lot of text sometimes, shall check it out  :D
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 23, 2008, 01:37:57 am
     I'll have to test out mission 7 in FSOpen here . . . something's screwy and obviously if the both of you had problems, anyone else playing is likely to have the same problem. I know I gave it some wierd order that Fred complains about but I cant remember what it was all about right now. I'll check it out when I get home.

If you want I'll give you my forced-dock version. Solves the problem nicely without the player having to do anything.

    Odd, the Support ship docks with me in FSOpen too . . . . I dunno, bizarre. Though apparently it also repairs my subspace drive after I broke warp . . . is this some FSOpen feature? If so it's a damn annoying one that's for sure. You can send me the mission and I'll do it as an alternate download or something . . ? Or maybe, just the main download if more than one person is having problems. Which mission did you not get a debrief on? The final mission? You said mission 8, but I'm darn confused. (When I said the campaign for example had about a half dozen missions, this was opposed to 12 mission files. . . .)

Another Guy Wrote:
Quote
I HAVE A PROBLEM
THATS MY PROBLEM CAN SOMEONE FIX IT
IT HAPPENING BY MISSION 4

      Which mission comes before this? Maybe it's a problem with one of the 3rd party ships??
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 23, 2008, 01:41:19 am
I would run FSOpen but without a real graphics card, the program crashes whenever I see a shockwave from a bomb or large ship exploding.
Is this the only reason?
Have you tried running FSOpen without the mediavps?  I'm hoping at the very least you could run a FSOpen build even without the graphical goodness, and be able to take advantage of new gameplay and FREDing features.

    Yeah it's the only reason . . . the game crashes whenever I see a shockwave. I don't know how to disabled the MediaVPs, but I can look into it. It runs fine, in terms of frame rate . . I mean I played through the whole of WC Saga for example, until the last mission it'll crash when I get back to the main fleet (I assume the Kilrathi are bombing them . . hence shockwaves). Similarly I was playing something else, and did okay until some larger ship exploded.  I can be in a mission with bombs going off, etcetera . . . I just can't be looking at them at the same time.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: NGTM-1R on February 23, 2008, 01:52:14 am
Don't download them, or remove them if they're already there.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 23, 2008, 02:17:18 am
Don't download them, or remove them if they're already there.

    Hmmn, it does work . . just played the first mission and got a nice big shockwave with no crashes. I guess I can do FSOpen, sweet. Just not those fancy pants graphics everyone's using for their campaigns. . . yeah for cutscenes and stuff I was going to have some invisible support ship dock with Alpha and tow him around. Man, that would've been a pain to choreograph.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Dysko on February 23, 2008, 04:29:03 am
I have the Nedu Support docking problem too. Whenever I order her to rearm and repair, it says "Rearm aborted", as it has already been noted.

BTW, the previous mission is wonderful! :yes:
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Jeff Vader on February 23, 2008, 06:00:46 am
I would run FSOpen but without a real graphics card, the program crashes whenever I see a shockwave from a bomb or large ship exploding.
Is this the only reason?
Have you tried running FSOpen without the mediavps?  I'm hoping at the very least you could run a FSOpen build even without the graphical goodness, and be able to take advantage of new gameplay and FREDing features.

    Yeah it's the only reason . . . the game crashes whenever I see a shockwave. I don't know how to disabled the MediaVPs, but I can look into it. It runs fine, in terms of frame rate . . I mean I played through the whole of WC Saga for example, until the last mission it'll crash when I get back to the main fleet (I assume the Kilrathi are bombing them . . hence shockwaves). Similarly I was playing something else, and did okay until some larger ship exploded.  I can be in a mission with bombs going off, etcetera . . . I just can't be looking at them at the same time.
I'm gonna give a shot at logical deduction. You have been playing FSO with the mediavps, right? With decent framerates, right? And you experience severe slowdowns during explosions? Conclusion: You've had mv_adveffects.vp in your mediavps folder. Removing it could've easily increased performance.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Backslash on February 23, 2008, 08:05:15 am
I bet Lobo is right, but it is possible the video card is so bad that it even chokes on MV_Effects.  Therefore, I suggest adding the MediaVP files back in one by one and testing.

Start with MV_Core.vp -- there's pretty much no way this is the problem.  This will give you quite a few fixes.
Next try MV_Effects.vp -- this has lots of pretty stuff, yet still simple enough to work on most computers.
Finally add MV_Assets.vp -- this has the potential to crash you with certain ships on the screen, but it doesn't have animated maps which I suspect was the problem with the shockwaves.

Good luck, and let us know if it works!
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 23, 2008, 10:04:29 am
I have the Nedu Support docking problem too. Whenever I order her to rearm and repair, it says "Rearm aborted", as it has already been noted.

BTW, the previous mission is wonderful! :yes:

      Damn, is it just me or is it always the little trivial things that the designer doesn't worry about which go horribly wrong. Supposed to be a fluff and eye candy mission, simple in design but with a complex setting sorta thing . . . grrrr. I'll updated the VP once I get the uh, fixed mission from Mad Bomber. We know at least his works so rather than have me screw around some more . . . I dont seem to have the problem but everyone else does just about.

      I should also fix some of the little spelling errors that have been found while I'm at it. Just because I have an English degree doesn't mean I'm a dictionary . . "twighlight" haha. Good thing to catch it now . . .

Another guy said:
Quote
Start with MV_Core.vp -- there's pretty much no way this is the problem.  This will give you quite a few fixes.
Next try MV_Effects.vp -- this has lots of pretty stuff, yet still simple enough to work on most computers.
Finally add MV_Assets.vp -- this has the potential to crash you with certain ships on the screen, but it doesn't have animated maps which I suspect was the problem with the shockwaves.

Good luck, and let us know if it works!

   Okay, downloading the MV now. Though I dunno what the music thing is for . .  has it been enhanced too? Guess I'll find out.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Mad Bomber on February 23, 2008, 12:16:49 pm
I'll updated the VP once I get the uh, fixed mission from Mad Bomber. We know at least his works so rather than have me screw around some more . . . I dont seem to have the problem but everyone else does just about.

Ok, so you do want it then.

Here you go. Nothing fancy.

[attachment deleted by ninja]
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: TrashMan on February 23, 2008, 12:48:02 pm
I have the Nedu Support docking problem too. Whenever I order her to rearm and repair, it says "Rearm aborted", as it has already been noted.

BTW, the previous mission is wonderful! :yes:

Same problem here.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: jediben20 on February 23, 2008, 03:24:29 pm
I have the Nedu Support docking problem too. Whenever I order her to rearm and repair, it says "Rearm aborted", as it has already been noted.

BTW, the previous mission is wonderful! :yes:

I also have the same problem. The Nedu ship automatically comes to me and then it says something about going on a final approach and then next thing you know it is literally going in really big circles around my seth fighter. trying to abort does nothing. trying to rearm aborts. i'm just a sitting duck going nowhere fast.  :wtf:
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Dysko on February 23, 2008, 04:29:20 pm
Mad Bomber's fixed missions works just fine. Thanks!
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Mad Bomber on February 23, 2008, 07:16:42 pm
No prob :D
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 23, 2008, 07:58:35 pm
        Thanks again to Mad Bomber for the fix. I think whatever he did to it made it an FSOpen only mission, so for those of you who need the fix I've uploaded an FSOpen only VP file:

http://knossos.firenebula.com/FS2_campaign/mota_chapter1FSO.zip (http://knossos.firenebula.com/FS2_campaign/mota_chapter1FSO.zip)
members.shaw.ca/pbcbrown/fs2/mota_chapter1FSO.zip (http://members.shaw.ca/pbcbrown/fs2/mota_chapter1FSO.zip)

       Does anyone know, offhand, will a mission in the data/missions folder overwrite the mission in a VP in priority? Or no. I don't know if anyone who's had the problem was using FS2 Retail . . . or whether anyone even uses Retail anymore. Actually a more interesting question is does the mission work for anyone besides me? Wierd.


      Also thanks to whoever gave my campaign a highlight, though I think it's hardly deserving one (when compared at least to some things which have been highlighted in the past). I'm a little bogged out today but I'll try to look at some of the other outstanding issues soon. I'll also update the first post with the above information.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: jediben20 on February 23, 2008, 09:49:07 pm
        Thanks again to Mad Bomber for the fix. I think whatever he did to it made it an FSOpen only mission, so for those of you who need the fix I've uploaded an FSOpen only VP file:

http://knossos.firenebula.com/FS2_campaign/mota_chapter1FSO.zip (http://knossos.firenebula.com/FS2_campaign/mota_chapter1FSO.zip)
members.shaw.ca/pbcbrown/fs2/mota_chapter1FSO.zip (http://members.shaw.ca/pbcbrown/fs2/mota_chapter1FSO.zip)

       Does anyone know, offhand, will a mission in the data/missions folder overwrite the mission in a VP in priority? Or no. I don't know if anyone who's had the problem was using FS2 Retail . . . or whether anyone even uses Retail anymore. Actually a more interesting question is does the mission work for anyone besides me? Wierd.


      Also thanks to whoever gave my campaign a highlight, though I think it's hardly deserving one (when compared at least to some things which have been highlighted in the past). I'm a little bogged out today but I'll try to look at some of the other outstanding issues soon. I'll also update the first post with the above information.

well Mad Bomber's fix did the trick.

i have strangely enough encountered another problem, although i am not sure if it is of my own creation or not  :shaking:

in mission 9, the freighters just sat there during the entire ordeal. I'm not sure, but it may have something to do with the fact that i ordered my wingmen to destroy the euthanasia instead of letting one of the cruiser's deal with it.

also, the nimue has this really awful tendency, at the beginning of the mission, to just immediately ram through the convoy, sending many of the freighters in several colorful directions.  :confused:   

all in all, the freighters don't get anywhere near the station.  :( i've checked the events and that seems strange because their new ai goals should kick in regardless of who destroys the euthanasia. in any case, i've got a bit of a headache trying to figure it out, so i think i'll call it quits for tonight.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 23, 2008, 10:27:10 pm
i have strangely enough encountered another problem, although i am not sure if it is of my own creation or not  :shaking:

in mission 9, the freighters just sat there during the entire ordeal. I'm not sure, but it may have something to do with the fact that i ordered my wingmen to destroy the euthanasia instead of letting one of the cruiser's deal with it.

also, the nimue has this really awful tendency, at the beginning of the mission, to just immediately ram through the convoy, sending many of the freighters in several colorful directions.  :confused:   

all in all, the freighters don't get anywhere near the station.  :( i've checked the events and that seems strange because their new ai goals should kick in regardless of who destroys the euthanasia. in any case, i've got a bit of a headache trying to figure it out, so i think i'll call it quits for tonight.

       Uh . . . that's a new one.  :confused: Did it do this more than once? I don't see how destroying the Euthanasia will do anything different . . . I mean, there's the possibility that the freighters will ram the Boehme if it isn't out of the way in time, but the Nimue ramming the freighters? Odd.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 23, 2008, 10:30:38 pm
I'm gonna give a shot at logical deduction. You have been playing FSO with the mediavps, right? With decent framerates, right? And you experience severe slowdowns during explosions? Conclusion: You've had mv_adveffects.vp in your mediavps folder. Removing it could've easily increased performance.

     Hey  just to let you guys know I threw in the uh, new MediaVPs and they seem to work fine for the most part. I think the problem I had before is that I didn't know what I was doing, I just downloaded everything and threw it in there. Darn, now I have more stuff to play. Though . . . the new assets VP. Hmmn, yeah my computer doesn't like the Asteroids. Totally unplayable in the field. Otherwise I didn't notice any slowdown in the few missions I did . . . though some of the models seem to be adding detail for the sake of detail (Triton container for example). But whatever. Also I think I prefer the Mjolnir with the shiny lights.


     There is actually another single player mission for this campaign, but it's in the FRED contest. So you guys'll have to wait til that contest is done before you can play it I guess. It's kinda a fun mission, nothing too fancy.

 
     EDIT - oh yeah another thing I noticed is that with the new MediaVPs some of my nebulas are all crazy now. Random colours everywhere . .. oh well.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Jeff Vader on February 24, 2008, 02:38:35 am
     Hey  just to let you guys know I threw in the uh, new MediaVPs and they seem to work fine for the most part. I think the problem I had before is that I didn't know what I was doing, I just downloaded everything and threw it in there. Darn, now I have more stuff to play. Though . . . the new assets VP. Hmmn, yeah my computer doesn't like the Asteroids. Totally unplayable in the field. Otherwise I didn't notice any slowdown in the few missions I did . . . though some of the models seem to be adding detail for the sake of detail (Triton container for example). But whatever. Also I think I prefer the Mjolnir with the shiny lights.


     There is actually another single player mission for this campaign, but it's in the FRED contest. So you guys'll have to wait til that contest is done before you can play it I guess. It's kinda a fun mission, nothing too fancy.

 
     EDIT - oh yeah another thing I noticed is that with the new MediaVPs some of my nebulas are all crazy now. Random colours everywhere . .. oh well.
Of course, there is another option. Since The 3.6.10 mediavps are in a beta phase, and the 3.6.10 build isn't exactly official yet, you could try fs2_open_3_6_9 and the 3.6.8Zeta Mediavps. Again without adveffects. That's a pretty purdy solution and the asteroids shouldn't be a problem ,that is, unless you forget to enable jpg/tga textures, in which case you won't even see the asteroids.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 24, 2008, 03:49:16 am
Of course, there is another option. Since The 3.6.10 mediavps are in a beta phase, and the 3.6.10 build isn't exactly official yet, you could try fs2_open_3_6_9 and the 3.6.8Zeta Mediavps. Again without adveffects. That's a pretty purdy solution and the asteroids shouldn't be a problem ,that is, unless you forget to enable jpg/tga textures, in which case you won't even see the asteroids.

    I might just uh, play with the new asset VP and then whenever I get an asteroid field mission, just take that VP out of the folder. Or . . I could always make a new VP sans asteroids but that would be more trouble than it's worth I imagine. Even so, it's cool to know I can play with prettier graphics these days. Thanks guys.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Jeff Vader on February 24, 2008, 03:51:18 am
Oh wait. I've heard rumours that once the final 3.6.10 mediavps come out, the asteroid lag will be no more. That'll be a relief. I'm also getting slowdowns in asteroid fields.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 24, 2008, 04:01:43 am
Oh wait. I've heard rumours that once the final 3.6.10 mediavps come out, the asteroid lag will be no more. That'll be a relief. I'm also getting slowdowns in asteroid fields.

     Well. . . wouldn't call mine slowdowns per say . .. more like "press ESC to quit now because this is ridiculous, but still wait 10 seconds for the screen to come up". Glacier combat.
     Also the first time I played with the Assets is was like "What the hell did they do to the Shivans?" Few hours later I figured out I needed to enable the glowmaps. guess there's a few other options, specular something, which I can try out . . dunno what they do.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Jeff Vader on February 24, 2008, 04:06:08 am
Also the first time I played with the Assets is was like "What the hell did they do to the Shivans?" Few hours later I figured out I needed to enable the glowmaps. guess there's a few other options, specular something, which I can try out . . dunno what they do.
The basics of using the mediavps: Enable at least specular, glowmaps, and environment maps. Trust me on this one. With 3.6.9 it is also necessary to enable jpg/tga textrues. Use models for ship selection is also funny.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: NGTM-1R on February 24, 2008, 01:52:55 pm
I'd be against environment maps personally, since I think seeing stars reflect off battleship-grey armor plate is stupid, but...
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: jediben20 on February 24, 2008, 03:39:02 pm
i have strangely enough encountered another problem, although i am not sure if it is of my own creation or not  :shaking:

in mission 9, the freighters just sat there during the entire ordeal. I'm not sure, but it may have something to do with the fact that i ordered my wingmen to destroy the euthanasia instead of letting one of the cruiser's deal with it.

also, the nimue has this really awful tendency, at the beginning of the mission, to just immediately ram through the convoy, sending many of the freighters in several colorful directions.  :confused:   

all in all, the freighters don't get anywhere near the station.  :( i've checked the events and that seems strange because their new ai goals should kick in regardless of who destroys the euthanasia. in any case, i've got a bit of a headache trying to figure it out, so i think i'll call it quits for tonight.

       Uh . . . that's a new one.  :confused: Did it do this more than once? I don't see how destroying the Euthanasia will do anything different . . . I mean, there's the possibility that the freighters will ram the Boehme if it isn't out of the way in time, but the Nimue ramming the freighters? Odd.

Unfortunately this appears to happen every time. It seems that even though the nimue doesn't appear to quite physically touch the freighters, at first,  it still has such an effect (first on the rear left freighter) and then it gets messy. and unfortunately the boehme will forever be safe from being rammed by these freighters. they never move, even after the euthanasia goes boom.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 24, 2008, 07:18:19 pm
Unfortunately this appears to happen every time. It seems that even though the nimue doesn't appear to quite physically touch the freighters, at first,  it still has such an effect (first on the rear left freighter) and then it gets messy. and unfortunately the boehme will forever be safe from being rammed by these freighters. they never move, even after the euthanasia goes boom.

     Wierd, maybe they lost their inital orders?
     Freighter 1+3 should have initial orders to go to waypoint Freight 1&3
     Freighter 2+4 should have initial orders to go to waypoint Freight 2&4
     
     then with regards to events . . .
     "AIDIR: Convoy Speed"
     should set all freighters to speed 16

     "Go Freighters Go"
     should set all freighters speed 30
     And add new waypoints for Freighters 1 + 2 with (Freight 1 Run, Freight 2 Run respectively)

     If the freighters aren't moving at all, there must be a problem with one of those . . . I don't know what else it would be. (most likely the initial orders in the ship editor). Sounds like you looked at the events but not the ships themselves?? One other thing I thought is maybe somehow the table is being overwitten (ship.tbl) so the Syndicate ships are Fenrises instead. But I think if it was missing, FS2 would just turn them into Ares Fighters not Fenrises anyway . . . (the Fenris is faster than the Syndicate cruisers so in that case the Nimue would overtake them and run into them).
    Remember if there's <> around anything, like for example <Freight 1&3 Waypoint> it means the waypoint is missing.


    What version are you running? Retail or Open?
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 24, 2008, 07:26:21 pm
I'd be against environment maps personally, since I think seeing stars reflect off battleship-grey armor plate is stupid, but...

    Makes sense for windows and shiny bits, but yeah armour might be a bit of a stretch. I'll have to check it out.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: jediben20 on February 24, 2008, 08:23:13 pm
Unfortunately this appears to happen every time. It seems that even though the nimue doesn't appear to quite physically touch the freighters, at first,  it still has such an effect (first on the rear left freighter) and then it gets messy. and unfortunately the boehme will forever be safe from being rammed by these freighters. they never move, even after the euthanasia goes boom.

     Wierd, maybe they lost their inital orders?
     Freighter 1+3 should have initial orders to go to waypoint Freight 1&3
     Freighter 2+4 should have initial orders to go to waypoint Freight 2&4
     
     then with regards to events . . .
     "AIDIR: Convoy Speed"
     should set all freighters to speed 16

     "Go Freighters Go"
     should set all freighters speed 30
     And add new waypoints for Freighters 1 + 2 with (Freight 1 Run, Freight 2 Run respectively)

     If the freighters aren't moving at all, there must be a problem with one of those . . . I don't know what else it would be. (most likely the initial orders in the ship editor). Sounds like you looked at the events but not the ships themselves?? One other thing I thought is maybe somehow the table is being overwitten (ship.tbl) so the Syndicate ships are Fenrises instead. But I think if it was missing, FS2 would just turn them into Ares Fighters not Fenrises anyway . . . (the Fenris is faster than the Syndicate cruisers so in that case the Nimue would overtake them and run into them).
    Remember if there's <> around anything, like for example <Freight 1&3 Waypoint> it means the waypoint is missing.


    What version are you running? Retail or Open?

I'm running Open. 3.6.9

You are right. I peaked at the events. But, I have been avoiding looking at the ships themselves. It just so happens that whenever I do and I don't have the particular model in my data\models and associated table that it automatically reverts into a wonderful ulysses fighter and then a ton of errors come up. So I've definitely avoided that.  Since the freighters never went anywhere and since there was a definite collision course with the vasudans, I assumed that the "Go Frieghters Go" was the first cue for the freighters to turn on their engines. Apparently not.

I've checked the initial orders of the freighters and the events and they both seem in order. The waypoints are also definitely there.

So then the question becomes: why are the freighters not obeying their initial orders? since no body else has reported the problem it is probably just a fluke on this side.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 25, 2008, 01:59:20 am
I'm running Open. 3.6.9

You are right. I peaked at the events. But, I have been avoiding looking at the ships themselves. It just so happens that whenever I do and I don't have the particular model in my data\models and associated table that it automatically reverts into a wonderful ulysses fighter and then a ton of errors come up. So I've definitely avoided that.  Since the freighters never went anywhere and since there was a definite collision course with the vasudans, I assumed that the "Go Frieghters Go" was the first cue for the freighters to turn on their engines. Apparently not.

I've checked the initial orders of the freighters and the events and they both seem in order. The waypoints are also definitely there.

So then the question becomes: why are the freighters not obeying their initial orders? since no body else has reported the problem it is probably just a fluke on this side.


      I dunno what's going on. I uh took the same mission, and opened it up in FredOpen and then just made new waypoints and redid the exact orders. So basically the same mission, but with the problems redone with FredOpen code. Maybe it'll work??? (see attached file) I don't know.

      Incidentally, a question for those who've played Mission 9 (second part of the Syndicate Convoy)

Spoiler:
Did people have problems with the Dakla blowing up the Boehme? I played the mission through, like LITERALLY a hundred times in Retail and after a certain amount of tweaking, the Boehme would always survive with like at least 15% health. Then when I loaded it up with FSOpen the Boehme died twice in a row. So I thought "okay, maybe someone "fixed" the firing arcs on the Mentu. And played without the Assets.VP and for two missions, it survived . . . then on the third it died again. Completely baffling to me.

[attachment deleted by ninja]
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: NGTM-1R on February 25, 2008, 12:19:36 pm
My first attempt, it blew up. The Mentu apparently has quite the mean beams on it, the Boehme went from very minor damage (I think 97% hull) to 33% hull in one salvo. Or that was just its trashy Fenris ancestory showing. I'll try again later.

So I finally get around to really playing this.

Spoiler:
Thoughts so far: I have to admit the FRED quality is a little...jarring. Some of it is very well done, but there are some newbish persistant errors (like the cargo scanning, which was clearly meant to show "unknown cargo" and then reveal but instead gives you "not scanned" and "scanned", a few missing or messed-up head ANIs) as well. And the characterization of your main character struck me as...very odd, in the dreams sequence. Much too calm.

Yet at its core, it seems to be very well thought out and very well designed. Parts of it are simply superb, though a part of me is still twitching over the fact that some of your ideas about peacetime GTVA ops parallel mine so closely; I was just working on my own jump node patrol mission prior to starting the campaign and felt more than a little bit of deja vu. And will admit to probably going to be lifting a few things.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 25, 2008, 12:44:11 pm
My first attempt, it blew up. The Mentu apparently has quite the mean beams on it, the Boehme went from very minor damage (I think 97% hull) to 33% hull in one salvo. Or that was just its trashy Fenris ancestory showing. I'll try again later.

      Damn . . . does not compute. Maybe I should've made the battle a little more staged, though as I said it worked fine in retail. Odd how things change for no apparent reason in Open.

Spoiler:
Yet at its core, it seems to be very well thought out and very well designed. Parts of it are simply superb, though a part of me is still twitching over the fact that some of your ideas about peacetime GTVA ops parallel mine so closely; I was just working on my own jump node patrol mission prior to starting the campaign and felt more than a little bit of deja vu. And will admit to probably going to be lifting a few things.
[/quote]

      Yeah, some of those missions are very Noobish. Before I started this campaign, I did . . . hmmn maybe 4-5 serious missions I think? So still very much a noob.

Spoiler:
The Dream sequence was one of the things I thought was kinda iffy when I released it . . . everything's cool the first time, then when I play it two years later I was a bit . . 'eck'. But oh well. And hey, there's nothing wrong with lifting stuff. I just played Age of Aquarius and it has some similarities to my own ideas . . . so I might lift a few things he's done there, though at the same time do them differently. Lots can be done with the new FredOpen stuff. I was planning to have more node missions, but . . . they're so damn boring to Fred I just cut them out. Plus I can do what they intended much easier with Open. And ontop of that, I think I can accomplish the story with fewer missions basically . . . I've seen that from other people's campaigns. Need to be less verbose, but more convincing.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: woutersmits on February 26, 2008, 03:59:57 am
it still not working m 4

[attachment deleted by ninja]
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 26, 2008, 04:48:09 am
it still not working m 4

      Hey man I think I figured it out. Check your freespace2/data/tables directory. You should NOT have any files in there. If you have for example, a ships.tbl . . that file will be used INSTEAD of the VP's ships.tbl file. I don't know if you need those files for another MOD, an easy fix is to create a new subfolder and simply throw them in there while you play the mod.  So like, make freespace2/data/tables/backup or something and put your existing files in there. Then when you're done with the campaign, simply move them back and do whatever you were doing before. My VP files has a few new tbls which are needed for several missions, weapons.tbl ships.tbl and stars.tbl.

      That's the first mission with a new fighter (by aldo), though you maybe have seen it before. Normally if there's a new class that freespace doesn't have it'll just throw out the first fighter in the table. Typically a Ulysses. But the thing is, I have an event that adds that fighter to the tech database so you can look at it in the techroom. Apparently FS2 really does NOT like having Sexps mentioning ships that dont exist. (I crashed my fs2 pretty good!)

      Hope this solves your problem man. Let me know if it works or if you don't understand what I mean.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Jeff Vader on February 26, 2008, 05:20:35 am
it still not working m 4
Make sure you don't have any extra vp files in your \freespace\ folder.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: woutersmits on February 27, 2008, 02:32:00 pm
no thats not be a problem
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 27, 2008, 02:39:28 pm
no thats not be a problem

   Is it working now? Or no?
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: jediben20 on February 27, 2008, 03:51:45 pm
I'm running Open. 3.6.9

You are right. I peaked at the events. But, I have been avoiding looking at the ships themselves. It just so happens that whenever I do and I don't have the particular model in my data\models and associated table that it automatically reverts into a wonderful ulysses fighter and then a ton of errors come up. So I've definitely avoided that.  Since the freighters never went anywhere and since there was a definite collision course with the vasudans, I assumed that the "Go Frieghters Go" was the first cue for the freighters to turn on their engines. Apparently not.

I've checked the initial orders of the freighters and the events and they both seem in order. The waypoints are also definitely there.

So then the question becomes: why are the freighters not obeying their initial orders? since no body else has reported the problem it is probably just a fluke on this side.


      I dunno what's going on. I uh took the same mission, and opened it up in FredOpen and then just made new waypoints and redid the exact orders. So basically the same mission, but with the problems redone with FredOpen code. Maybe it'll work??? (see attached file) I don't know.

      Incidentally, a question for those who've played Mission 9 (second part of the Syndicate Convoy)

Spoiler:
Did people have problems with the Dakla blowing up the Boehme? I played the mission through, like LITERALLY a hundred times in Retail and after a certain amount of tweaking, the Boehme would always survive with like at least 15% health. Then when I loaded it up with FSOpen the Boehme died twice in a row. So I thought "okay, maybe someone "fixed" the firing arcs on the Mentu. And played without the Assets.VP and for two missions, it survived . . . then on the third it died again. Completely baffling to me.

I've just tried out the mission as attached. The freighters and the Boehme aren't going anywhere. I did notice that they do have the time-till-waypoint function, but it said "unknown" or something along those lines. So they are definitely registering their initial orders. There has been one other campaign I've played (at least last summer) where there was a similar problem with one of the ships. I think it is probably just a bug.

On another note, the first few times I tried playing the mission I was completely blindsided by the immediate destruction of the Boehme just after the beam was fired. I say blindsided because I had absolutely no idea what I should have done or could have done to prevent it. When I jumped back after being ordered to, I got an AWOL debrief and the debrief that pertained to success of the pirate attack. So I was kinda lost indeed. You might want to make the Bohme guardian threshold at something like 60 percent or so.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 27, 2008, 09:17:08 pm
On another note, the first few times I tried playing the mission I was completely blindsided by the immediate destruction of the Boehme just after the beam was fired. I say blindsided because I had absolutely no idea what I should have done or could have done to prevent it. When I jumped back after being ordered to, I got an AWOL debrief and the debrief that pertained to success of the pirate attack. So I was kinda lost indeed. You might want to make the Bohme guardian threshold at something like 60 percent or so.

      Yeah, I think I need to script that battle instead. I've been working on a few things with regard to the campaign, I'll let everyone know when there's a new version available. As for the convoy not moving . .  I dunno what to do on that front.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: NGTM-1R on February 28, 2008, 06:09:46 pm
So who noticed Hotel 3 goes hostile and thought to shoot it down before it makes everything go to hell during Mission 9, like me?

Spoiler:
FRED LIVES!
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: jediben20 on February 28, 2008, 09:47:01 pm
So who noticed Hotel 3 goes hostile and thought to shoot it down before it makes everything go to hell during Mission 9, like me?

Spoiler:
FRED LIVES!

Spoiler:
I did. And I chased it, but couldn't shot it down in time. So when I started it for the second time, i made sure to get in position. Ya, I paid for it. In one of the missions I've designed, if a capital ship that Alpha 1 is ecorting goes down and everyone is coming for him, I am somewhat more merciful, kind of. Jump drive mysteriously breaks and well, debriefing becomes a bit less worky worky
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Cobra on February 29, 2008, 01:59:26 am
I've only been able to play one mission, and all I can say is that it's okay. It took 20 minutes to go through the entire mission, and most of it was excessive waiting and hauling ass to checkpoints 5 klicks away in a Seth at full burners. Not quite sure I like the way you give Alpha 1 a voice, and the dialog seemed kinda weird for someone who just got out of the academy. Also, the Vasudan gas miner has a Terran head anim.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on February 29, 2008, 02:09:22 pm
I've only been able to play one mission, and all I can say is that it's okay. It took 20 minutes to go through the entire mission, and most of it was excessive waiting and hauling ass to checkpoints 5 klicks away in a Seth at full burners. Not quite sure I like the way you give Alpha 1 a voice, and the dialog seemed kinda weird for someone who just got out of the academy. Also, the Vasudan gas miner has a Terran head anim.

          Yeah, some of the dialgoue's a bit iffy . . .  :nervous:
          I'm not sure if I made that Vasudan guy a terran on purpose, simply becuase there aren't many Vasudan anis and I was already using both in those missions. That might be the reason, or maybe I just screwed up. First mission shouldn't have taken 20 minutes . . .more like, 12 I think. . .. though, there's a 20 minute one a bit later. Yeah, if there's a chapter 2, there'll be no more of those type of missions.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: woutersmits on March 01, 2008, 09:31:30 am
no its not working
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Cobra on March 01, 2008, 10:35:48 am
...

How about something more descriptive?
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Jeff Vader on March 01, 2008, 11:24:44 am
I think that's pretty much the most descriptive comment we can get from him. I PM'ed -Joshua- in the hopes of him contacting this dude and figuring out the issues, but that bastard hasn't been online in quite a while.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Cobra on March 02, 2008, 12:38:58 am
Spoiler:
Ok, uh, what the hell. No matter what happens, I get beamed by the Sathanas. What the hell am I supposed to do?
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: -Joshua- on March 02, 2008, 01:13:16 am
no its not working

Ok, zorg er gewoon eerst voor dat alles met de extensie .TBL weg is uit je FS2 folder, maakt niet uit waar. Draai gewoon eens de windows zoekmachine, vul in *.TBL en haal alles weg wat in je FS2 folder zit.
Draai eens de DEBUG.exe en post FS2_open.log.

First, make sure that everything with the .tbl extension is gone. Doesn't matter where.
Run a DEBUG build and post FS2_open.log? Not really an expert in FS2 technical help.

*wonders why his parents deemed it neccesary to ban FS2 out of his life*
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: woutersmits on March 05, 2008, 12:20:23 pm
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -snd_preload
  -mod fsport,mediavps
Building file index...
Found root pack 'D:\games\freespace2\fsport\Crucible.vp' with a checksum of 0xc3421ced
Found root pack 'D:\games\freespace2\fsport\FS1OGGcutscenepack.vp' with a checksum of 0x6b9172f7
Found root pack 'D:\games\freespace2\fsport\fsport-fs1_training.vp' with a checksum of 0x4f333bc2
Found root pack 'D:\games\freespace2\fsport\fsport-glow.vp' with a checksum of 0xb9892a5f
Found root pack 'D:\games\freespace2\fsport\fsport-hi_res.vp' with a checksum of 0x9b3bb212
Found root pack 'D:\games\freespace2\fsport\fsport-missions.vp' with a checksum of 0xa64dd452
Found root pack 'D:\games\freespace2\fsport\fsport-shine.vp' with a checksum of 0x49b0f292
Found root pack 'D:\games\freespace2\fsport\fsport3_0_4.vp' with a checksum of 0xe550591d
Found root pack 'D:\games\freespace2\fsport\LoA_music.vp' with a checksum of 0xd5e41aaa
Found root pack 'D:\games\freespace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x0fd3986f
Found root pack 'D:\games\freespace2\fsport\stu_fs1.vp' with a checksum of 0x5a3e68e7
Found root pack 'D:\games\freespace2\fsport\Tango.vp' with a checksum of 0x1487c755
Found root pack 'D:\games\freespace2\fsport\tango_fs1.vp' with a checksum of 0xbcf2447f
Found root pack 'D:\games\freespace2\fsport\TheLightOfAntares-v1_0.vp' with a checksum of 0x2ebbc6be
Found root pack 'D:\games\freespace2\fsport\warble_fs1.vp' with a checksum of 0x49c6c98d
Found root pack 'D:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'D:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'D:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'D:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'D:\games\freespace2\mediavps\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'D:\games\freespace2\mediavps\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'D:\games\freespace2\mediavps\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'D:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'D:\games\freespace2\mediavps\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'D:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'D:\games\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\games\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\games\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\games\freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\games\freespace2\UnLosses.vp' with a checksum of 0x5065195d
Found root pack 'D:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\games\freespace2\fsport\' ... 33 files
Searching root pack 'D:\games\freespace2\fsport\Crucible.vp' ... 16 files
Searching root pack 'D:\games\freespace2\fsport\FS1OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\games\freespace2\fsport\fsport-fs1_training.vp' ... 226 files
Searching root pack 'D:\games\freespace2\fsport\fsport-glow.vp' ... 6 files
Searching root pack 'D:\games\freespace2\fsport\fsport-hi_res.vp' ... 108 files
Searching root pack 'D:\games\freespace2\fsport\fsport-missions.vp' ... 128 files
Searching root pack 'D:\games\freespace2\fsport\fsport-shine.vp' ... 165 files
Searching root pack 'D:\games\freespace2\fsport\fsport3_0_4.vp' ... 645 files
Searching root pack 'D:\games\freespace2\fsport\LoA_music.vp' ... 6 files
Searching root pack 'D:\games\freespace2\fsport\sparky_hi_fs1.vp' ... 57 files
Searching root pack 'D:\games\freespace2\fsport\stu_fs1.vp' ... 1277 files
Searching root pack 'D:\games\freespace2\fsport\Tango.vp' ... 84 files
Searching root pack 'D:\games\freespace2\fsport\tango_fs1.vp' ... 69 files
Searching root pack 'D:\games\freespace2\fsport\TheLightOfAntares-v1_0.vp' ... 11 files
Searching root pack 'D:\games\freespace2\fsport\warble_fs1.vp' ... 110 files
Searching root 'D:\games\freespace2\mediavps\' ... 62 files
Searching root pack 'D:\games\freespace2\mediavps\mp-710_adveffects.vp' ... 2063 files
Searching root pack 'D:\games\freespace2\mediavps\mp-710_effects.vp' ... 91 files
Searching root pack 'D:\games\freespace2\mediavps\mp-710_models.vp' ... 31 files
Searching root pack 'D:\games\freespace2\mediavps\mv_adveffects.vp' ... 299 files
Searching root pack 'D:\games\freespace2\mediavps\MV_Assets.vp' ... 1580 files
Searching root pack 'D:\games\freespace2\mediavps\mv_core.vp' ... 88 files
Searching root pack 'D:\games\freespace2\mediavps\mv_effects.vp' ... 580 files
Searching root pack 'D:\games\freespace2\mediavps\mv_models.vp' ... 399 files
Searching root pack 'D:\games\freespace2\mediavps\mv_music.vp' ... 15 files
Searching root pack 'D:\games\freespace2\mediavps\mv_textures.vp' ... 1526 files
Searching root 'D:\games\freespace2\' ... 215 files
Searching root pack 'D:\games\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\games\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\games\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\games\freespace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\games\freespace2\UnLosses.vp' ... 29 files
Searching root pack 'D:\games\freespace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 42 roots and 17351 files.
AutoLang: Language auto-detection successful...
Setting language to English
cf_get_file_list_preallocated looking for type=6, filter="*-lcl.tbm"
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 7800 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 2.0.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 4
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
OpenGL: Created 512x512 FBO!
OpenGL: Reusing 512x512 FBO!
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initializationADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
cf_get_file_list_preallocated looking for type=6, filter="*-sct.tbm"
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checkedSCRIPTING: Splash hook has been runSCRIPTING: Splash screen conditional hook has been runUsing high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
cf_get_file_list_preallocated looking for type=6, filter="*-sdf.tbm"
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=6, filter="*-mus.tbm"
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
cf_get_file_list_preallocated looking for type=6, filter="*-mfl.tbm"
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
cf_get_file_list_preallocated looking for type=6, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=6, filter="*-wxp.tbm"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
cf_get_file_list_preallocated looking for type=6, filter="*-wep.tbm"
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_missiles-wep.tbm' ...
cf_get_file_list_preallocated looking for type=6, filter="*-aip.tbm"
TBM  =>  Starting parse of 'fs1-aip.tbm' ...
cf_get_file_list_preallocated looking for type=6, filter="*-obt.tbm"
cf_get_file_list_preallocated looking for type=6, filter="*-shp.tbm"
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GTB Medusa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'b05-turreta', for ship 'GTB Ursa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Fenris', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Leviathan', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion#Bastion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion#Bastion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion#Bastion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion#Bastion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion#Bastion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Cain', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Lilith', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GTSG Watchdog', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02a', for ship 'GTSG Watchdog', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GTSG Cerberus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02a', for ship 'GTSG Cerberus', has a negative reverse_start value!  Capping it at 0!
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
cf_get_file_list_preallocated looking for type=6, filter="*-hdg.tbm"
cf_get_file_list_preallocated looking for type=6, filter="*-str.tbm"
cf_get_file_list_preallocated looking for type=24, filter="*.pcx"
cf_get_file_list_preallocated looking for type=25, filter="*.pcx"
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 4410
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
cf_get_file_list_preallocated looking for type=26, filter="*.pl2"
cf_get_file_list_preallocated looking for type=26, filter="*.plr"
ANI cursor.ani with size 24x24 (25.0% wasted)
WARNING => Ship class GVF Seth not located in Ship_info[] in player file
Wokka!  Error opening file (mota_chp1.fc2)!
Error parsing 'mota_chp1.fc2'
Error code = 5.
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Wokka!  Error opening file (mota_chp1.fc2)!
Error parsing 'mota_chp1.fc2'
Error code = 5.
ANI 2_main1-m1.ani with size 368x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 224x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 123x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 72x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 210x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 165x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 234x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 118x118 (7.8% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Wokka!  Error opening file (mota_chp1.fc2)!
Error parsing 'mota_chp1.fc2'
Error code = 5.
Frame  0 too long!!: frametime = 0.291 (0.291)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
ANI 2_main1-m1.ani with size 368x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 224x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 123x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 72x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 210x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 165x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 234x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 118x118 (7.8% wasted)
Got event GS_EVENT_OPTIONS_MENU (8) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.945 (0.945)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_OPTIONS_MENU (5)
ANI 2_main1-m1.ani with size 368x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 224x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 123x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 72x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 210x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 165x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 234x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 118x118 (7.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
cf_get_file_list_preallocated looking for type=6, filter="*-fbl.tbm"
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 25 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 25 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 4252971066, IBX checksum: 1418599850 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.) 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3823586065, IBX checksum: 1805315705 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'cr-1.fs2'
Hmmm... Extension passed to mission_load...
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 1772075595, IBX checksum: 3378294527 -- "subspacenode.pof"
Starting mission message count : 163
Ending mission message count : 165
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'capital01-Intrepid.pof'
IBX: Found a good IBX to read for 'capital01-Intrepid.pof'.
IBX-DEBUG => POF checksum: 1669655649, IBX checksum: 1176586094 -- "capital01-Intrepid.pof"
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship capital01-Intrepid.pof
Allocating space for at least 25 new ship subsystems ...  a total of 200 is now available (25 in-use).
ignoring extension on file 'capital01-01c.dds'
ignoring extension on file 'capital01-02c.dds'
ignoring extension on file 'capital01-01a.dds'
ignoring extension on file 'capital01-02a.dds'
ignoring extension on file 'capital01-03a.dds'
ignoring extension on file 'capital01-04a.dds'
ignoring extension on file 'nameplate-intrepid.pcx'
ignoring extension on file 'capital01-06a.dds'
ignoring extension on file 'capital01-01b.dds'
ignoring extension on file 'capital01-02b.dds'
ignoring extension on file 'capital01-03b.dds'
ignoring extension on file 'capital01-04b.dds'
ignoring extension on file 'capital01-05b.dds'
ignoring extension on file 'capital01-07a.dds'
Loading model 'cruiser03x.pof'
IBX: Starting a new IBX for 'cruiser03x.pof'.
Loading model 'cargo05.pof'
IBX: Found a good IBX to read for 'cargo05.pof'.
IBX-DEBUG => POF checksum: 3240987515, IBX checksum: 2331063704 -- "cargo05.pof"
Loading model 'transport03.pof'
IBX: Found a good IBX to read for 'transport03.pof'.
IBX-DEBUG => POF checksum: 4026489551, IBX checksum: 2746974178 -- "transport03.pof"
Loading model 'freighter07.pof'
IBX: Starting a new IBX for 'freighter07.pof'.
Loading model 'navbuoy-terran.pof'
IBX: Found a good IBX to read for 'navbuoy-terran.pof'.
IBX-DEBUG => POF checksum:  693190442, IBX checksum: 1843648007 -- "navbuoy-terran.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum:  422861044, IBX checksum:   68757637 -- "fighter06.pof"
Model fighter06.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)WARNING: "GTF Hercules (fighter06.pof) has a null moment of inertia!" at ship.cpp:5444
WARNING: "GTF Hercules (fighter06.pof) has a null moment of inertia!" at ship.cpp:5444
Freeing all existing models...
here it is
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: -Joshua- on March 05, 2008, 12:50:04 pm
Jij draat deze campagne met FSPort?... Dat is niet echt de bedoeling... probeer de campagne ook eens "normaal" te draaien... Of gebeurt dit nu overal?

What... this is now happening in all your freespace?

Alright, I see quite a bit of problems with this debug file.
Ok, ik zie een heleboel problemen... Of wat er zou op kunnen slaan, maar ik ben geen expert

ALright, someone, talk english. Ill translate.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Jeff Vader on March 05, 2008, 12:55:32 pm
Jij draat deze campagne met FSPort?... Dat is niet echt de bedoeling... probeer de campagne ook eens "normaal" te draaien... Of gebeurt dit nu overal?
I think I see what you mean. He's using FSPort as a mod, even though this is a retail FS2 campaign. Tell him to remove the fsport part from the mod.ini in the meditations folder. Or actually, I don't think he has even put Meditations into its own folder. Tell him to do that and if he wants to play with mod.inis, the only mod needed is mediavps.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: -Joshua- on March 05, 2008, 01:11:01 pm
Jij draat deze campagne met FSPort?... Dat is niet echt de bedoeling... probeer de campagne ook eens "normaal" te draaien... Of gebeurt dit nu overal?
I think I see what you mean. He's using FSPort as a mod, even though this is a retail FS2 campaign. Tell him to remove the fsport part from the mod.ini in the meditations folder. Or actually, I don't think he has even put Meditations into its own folder. Tell him to do that and if he wants to play with mod.inis, the only mod needed is mediavps.

That is what I remembered when getting upstairs again, to much VP's.

Ok, je .VP bestanden staan nogal op de verkeerde plek. TEN EERSTE:
'D:\games\freespace2\fsport\Crucible.vp < Hoort in zijn eigen map.

'D:\games\freespace2\fsport\LoA_music.vp
 'D:\games\freespace2\fsport\TheLightOfAntares-v1_0.vp'
Horen ook in hun eigen map (twee in een map)

Quote
Found root pack 'D:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'D:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'D:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'D:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'D:\games\freespace2\mediavps\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'D:\games\freespace2\mediavps\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'D:\games\freespace2\mediavps\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'D:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'D:\games\freespace2\mediavps\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'D:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e

Je gebruikt meerdere versies van de Mediavp's door elkaar heen. Haal die map helemaal leeg en stop daar nog maar EEN versie in (dus bevoorbeeld de 3.6.10 beta's, en GEEN ANDERE!)


Searching root pack 'D:\games\freespace2\UnLosses.vp' ... 29 files < Eigen map

Searching root pack 'D:\games\freespace2\fsport\Crucible.vp' ... 16 files < Eigen map

Ok, aangezien je nu een hoop mod mappen hebt, en je waarschijnlijk nog steeds de MediaVP's wil gebruiken (en FSPORT voor de FS1 campagnes), zul je Mod.ini's moeten gebruiken. Er zit waarschijnlijk wel een mod.ini in je FSPort map, kopieer die over naar all die aparte modmappen die we net hebben gemaakt. Voor de mods die ook FSPORT gebruiken, moet je een stapje meer zetten. In de mod.ini bestandje vindt je de volgende lijn tekst:

Quote
SecondaryList = mediavps;

Bij een FSPort mod (Zoals crucible) moet die verandert worden in:

Quote
SecondaryList = fsport,mediavps;

(Oh, en nu je toch bezig bent, maak ook meteen een kopie (Een kopie! Niet de map zelf gaan verplaatsen, alleen een kopie) van de DATA/Pilots map, en zet die (de kopie) in Mijn Documenten ofzo. Is altijd handig ;).

For those english watching: I am not going to translate this back. All you need to know is probably: Eigen Map < Own folder. Otherwise, just use babelfish.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on March 07, 2008, 09:50:17 am
Spoiler:
Ok, uh, what the hell. No matter what happens, I get beamed by the Sathanas. What the hell am I supposed to do?

     Damnit, what the hell. I don't know why things always happen one way in retail and another way in FSOpen. Baffling. Okay well I made a slightly different mission. Big change is I added an invuln flag. Quick fix but should do the job, also a slight repositioning. Hopefully should work.

     
     Thanks to Joshua btw for coming in to try and help out that other guy.

[attachment deleted by ninja]
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Cobra on March 07, 2008, 10:57:12 am
I could actually fix that for you. :nervous:
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on March 07, 2008, 11:06:25 am
I could actually fix that for you. :nervous:

    Yeah, but I didn't want the players wasting their time fixing my missions. Unless you got a better idea of how to do it? Would be cool if FSOpen added an Intangible flag . . . haha. Though, wouldnt be good if the thing was moving around. GHOST SHIPS! bwahahaha.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Cobra on March 07, 2008, 01:36:46 pm
Eh, I don't mind. I really don't try to mess around with missions until after I've beaten the campaign, which I have. Had to cheat, but whatever. :P
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on March 07, 2008, 01:47:08 pm
Eh, I don't mind. I really don't try to mess around with missions until after I've beaten the campaign, which I have. Had to cheat, but whatever. :P

   Well cheating's cool if it prevents the mission being broken for no good reason. If it's for other reasons, well . . whatever floats your boat. Some of my missions might be a little hard. I know I had a very hard time playing the last mission on hard for example. But then again maybe some prostar had an easy time of it.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: -Joshua- on March 11, 2008, 04:06:59 am
Quote
Thanks to Joshua btw for coming in to try and help out that other guy.


Don't thank me just yet, I do not know yet if it worked or not.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: colecampbell666 on March 15, 2008, 10:11:33 am
It seems like we have to "catch him" otherwise he gives up on us for another month. Besides not understanding English, I don't think he's the sharpest tool in the shed.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: -Joshua- on April 13, 2008, 08:10:56 am
I don't think so either. Holy frak.. there are some times I hate my fellow countrymen...

Wait... I always hate them.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: colecampbell666 on April 13, 2008, 09:17:25 am
 :lol:
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Renegade Paladin on April 19, 2008, 07:13:24 pm
Spoiler:
Okay, fighting without sensors I can handle.  Fighting without sensors and with malfunctioning weapons?  Totally sucks.  I can stay right on his tail and keep him from shooting me that way, but I can't kill him.  The fight's been going on for twelve minutes with no sign of him dying.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on April 19, 2008, 07:18:09 pm
Spoiler:
Okay, fighting without sensors I can handle.  Fighting without sensors and with malfunctioning weapons?  Totally sucks.  I can stay right on his tail and keep him from shooting me that way, but I can't kill him.  The fight's been going on for twelve minutes with no sign of him dying.

Spoiler:
Yeah,  it's supposed to be tough though it seems no one else had a problem??? I dunno, if you're playing on hard it might be a problem. On hard I could barely last 10 seconds, but on medium or easy it should definately be doable. I wanted a duel, like the vs Vasudan Ace in FS1 that would be more challenging but it might be really hard on harder levels.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Renegade Paladin on April 19, 2008, 07:24:37 pm
Spoiler:
He's not killing me.  He's barely hit me at all; the most damage I've taken came from ramming him.  It's just that the weapons malfunction so often that his shields recharge before they start working again.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on April 19, 2008, 07:27:43 pm
Spoiler:
He's not killing me.  He's barely hit me at all; the most damage I've taken came from ramming him.  It's just that the weapons malfunction so often that his shields recharge before they start working again.

Spoiler:
You should have a steady stream of weapons fire, just interrupted when every 2nd or 3rd shot doesn't fire. I think I gave the fighter rockeyes too, so might be important to nail him with some of those. I guess you just gotta keep on him and wear him down . . .?? I have actually won the mission before so I know it's doable.

Btw your engine is also buggered, so you're slower than normal incase you didn't realise.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Renegade Paladin on April 19, 2008, 07:32:15 pm
Spoiler:
How could I not realize?   :P  I just redirected power to the engines to compensate since I barely even need my shields.  As for the Rockeyes, I used them all; the thing is the Rockeye missile is useless and doesn't home worth a damn, even when fired from directly behind the target while it isn't maneuvering.  I already used them all, and the Hornets are worthless.

I'm just going to go start over and unload the Hornets at him first this time, before the sensors completely break.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on April 19, 2008, 07:40:50 pm
Spoiler:
I'm just going to go start over and unload the Hornets at him first this time, before the sensors completely break.

Spoiler:
Your weapons, sensors, etcetera should be hovering between like 20-50% or so . . . so they should never be completely broken. Though, useless as far as hornets go. (giving tempests would've made it too easy. And yeah rockeye's are mostly useless, but you can hit him sometimes.

Edited for stupidity
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Renegade Paladin on April 19, 2008, 07:52:03 pm
What are you talking about?  The sensors go down to zero and stay there after about four minutes.  And while we're at it, the guns malfunction about half the time, and due to the firing sequence, the Prometheus cannon rarely gets to fire before the guns fail and the sequence starts over, Subachs first.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on April 19, 2008, 07:54:15 pm
What are you talking about?  The sensors go down to zero and stay there after about four minutes. 

     Really? That shouldnt be happening. Wierd. Oh wait . . . hmmn, darn. Maybe something's wrong with my sexp's, I just have that brokenness set up as a repeating loop but it only loops so many times. Maybe not enough times. (though I thought I set it like at 1000 or something akin to that). I'll check it out when I get home.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Renegade Paladin on April 19, 2008, 08:04:27 pm
I don't know, he might have hit me and taken my sensors all the way out. 

Anyway, I'm just going to go crash into debris five times and skip this, because it's seriously not fun. 
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on April 19, 2008, 08:08:54 pm
I don't know, he might have hit me and taken my sensors all the way out. 

Anyway, I'm just going to go crash into debris five times and skip this, because it's seriously not fun. 

    Sorry dude, it's also
Spoiler:
the last mission FYI. Maybe you just need to try it on an easier level? On Easy it's pretty easy, though as the level designer that doesnt mean jack really since I know the ins and outs of every mission.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Nuclear1 on April 20, 2008, 01:07:01 am
Spoiler:
Holy crap that subspace sequence with the Shivans was like an acid trip. Was that Sath actually moving closer or was I going crazy?

I really liked it though, good work. :yes:
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: thief on April 30, 2008, 10:55:30 pm
''What are you talking about?  The sensors go down to zero and stay there after about four minutes.  And while we're at it, the guns malfunction about half the time, and due to the firing sequence, the Prometheus cannon rarely gets to fire before the guns fail and the sequence starts over, Subachs first.''

Not only the sensors, but also engine and weapons remain disabled for good, and again is no way to call a suport to repair. :nervous:
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on May 01, 2008, 12:58:26 am
''What are you talking about?  The sensors go down to zero and stay there after about four minutes.  And while we're at it, the guns malfunction about half the time, and due to the firing sequence, the Prometheus cannon rarely gets to fire before the guns fail and the sequence starts over, Subachs first.''

Not only the sensors, but also engine and weapons remain disabled for good, and again is no way to call a suport to repair. :nervous:

       Er, okay. Uh . .. basically, what should be happening is after the player (alpha 1) says some cheesy dialogue about a pawn becoming a queen, the three systems should get repaired a little bit. Then, as per the game, they should began to repair completely over the time. But to prevent them getting to 100% I have them become sabotaged a little bit when they reach a certain threshold. For example, when the weapons get over 50% they're sabotaged 10%. Now, for you guys, I dunno what's going on. Either the inital repairs aren't happening, or the ship is being damaged by the enemy fighter??? Why things work on my end and fail to work completely on the other end I don't know, but it's certainly frustrating (and not blaming you guys). It would be nice to have things work for you the way they work for me.

      Hmmn, I wonder. Maybe someone renamed the Seth's subsystems on the HTL so they no longer match???  Hmmn, no they seem to be the same. I dunno what's going on.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: NGTM-1R on May 01, 2008, 03:08:43 am
Not sure why everyone had so much trouble, I even managed to get Hornet lock on the guy more than once. Of course being Hornets, they missed the first two times, but I found it tremendously satisifying when I got lock the third time and watched him take a full salvo in the face.
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Renegade Paladin on May 01, 2008, 11:44:59 am
Oh, getting Hornet lock isn't the problem; the problem is that the missiles don't want to fire, and, being Hornets, they miss too much.  I've whittled him down to 37% hull strength before running out of missiles, but once you're out of missiles, the jig is up. 
Title: Re: RELEASE: Meditations . . Chapter 1 (FS2 Retail)
Post by: Akalabeth Angel on July 29, 2008, 02:57:32 pm
Necro my own thread yay.

If anyone's curious I've decided to begin working on chapter 2. The end of the story is still very much up in the air for me, but that won't affect chapter 2. The second part will be SCP only, because I want to take advantage of the cinematic abilities of cutscenes, etcetera. The story will be the same, but the campaign structure will be a little different and hopefully something a little fun and refreshing.

I expect about 10-11 or so missions for Chapter 2 total. But that doesn't include the cutscenes and so forth, depending on how long that takes me to learn, it might slow the project down a lot but we'll see. And there won't be any more long boring patrol missions. A lot more action, but I'd always planned that from the get go so that's not really due to feedback or anything. Also the new campaign structure will hopefully keep out the filler missions, and what is basically unnecessary work on my part.

Hopefully with a little more pre-planning this time, the characters will be more consistent and believable.

Anyway, just thought I'd throw out the heads up. Expect a release when it's done. Hahah. Maybe next year (spring 2009), depends upon how long my interest lasts in it. I might also try to put in some new ships of mine, which may slow things down. Like the Vasudan fighter I never got around to texturing: http://www.hard-light.net/forums/index.php/topic,52461.20.html (http://www.hard-light.net/forums/index.php/topic,52461.20.html)