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Hosted Projects - Standalone => The Babylon Project => Topic started by: darkmaster on January 06, 2009, 07:33:39 am

Title: RELEASE Guardian Of Light DEMO 2 (Updated 18-04-14)
Post by: darkmaster on January 06, 2009, 07:33:39 am
UPDATED 18/04/2014

Exclusive DEMO : 4 missions and 2 cutscenes. Compatible with lastest recommended build (3.7.0) and latest Zathras (2.8)

Download link : https://www.mediafire.com/?btoqam08ooe78bm (https://www.mediafire.com/?btoqam08ooe78bm)

Difficulty level : From Novice to Intermediate
Recommended FS2 Difficulty Settings : Easy

How to install :

Code: [Select]
1> Install TBP 3.4 (OUTSIDE of C:\Program Files - choose another folder to install) and Zathras by following Vidmaster's instructions : [url]http://www.hard-light.net/forums/index.php?topic=51780.0[/url]

2> Download the DEMO and put it into your TBP folder

3> Launch the wxLauncher, choose FS2 Open 3.7.0 as your exe, and Zathras as your mod. Then go to the Advanced Settings tab and check "Enable 3D Shockwave"

4> Click on "Play" :D

What has been changed :

Code: [Select]
1> Fix a bug that prevent messages from showing up in the last cutscene
2> Fix all balancing issues (the campaign is much more easier now)
3> Fix some minor bugs and spelling mistakes.

How to clear secret bonus goals and unlock secret story line :
A bonus walkthrough is available, I recommend you play the campaign one time before going for the bonus.

Spoiler:
Mission 2 : The Enlightenment : When something sends you an EMP burst quickly turn your radar range to infinity and look for a ship marked as "unknown" in the radar (you won't be able to select it by pressing the "u" button). Target this ship and keep it targeted for 7s until it sends you another EMP burst. You have cleared the first bonus.
Mission 4 : Unnatural Situation : If you had cleared the bonus in mission 2 then at the end of this mission the unknown ship will reappear and send you another EMP burst. Quickly target it and keep it targeted until you got another EMP hit ^^. If so you have cleared all the bonus in this DEMO.

Enjoy the additional cutscene at the end of "Unnatural Situation part 2".
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion
Post by: Vidmaster on January 06, 2009, 07:45:00 am
Please note that at the time of this post, I have not played anything yet. (I am currently at work and playing TBP would suck here :nod:).

I had concepts for a second DarkChildren from a Vorlon Fighter's point of view long ago, complete with special abilities like the Rage Mode and regenerating health but never started fredding. And probably won't ever do it.
Despite "your Vorlon" differing from "my Vorlon", you may use whatever stuff you like from Dark Children.
Rewrite the mission in question, although it wasn't all that good (since I just wanted to put an end to development and move on to Fortune Hunters 2260 at this point).

About that
Spoiler:
ending of the campaign, the battle at Coriana 6 and especially the Vorlon Planet Killer killing planet effect.
I recommend either dropping the idea and doing something else or waiting until Fortune Hunters 2261 is released. Let's just say this campaigns features great things never seen before and I would like to keep these things (and how they work) a secret until I release it to the public.

FUBAR has been insanely helpful during the creation process  :lol: , I don't know how many times I crashed my head into some code-bug or logical wall.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion
Post by: darkmaster on January 06, 2009, 07:59:19 am
Yeah so choosing the first ending may be a logical choice ^^, until FH2261 is released.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion
Post by: darkmaster on January 06, 2009, 10:08:54 am
Bonus walkthrough :
I recommend you play the game one time before going for the bonus.

Spoiler:
Mission 2 : The Enlightenment : When something sends you an EMP burst quickly turn your radar range to infinity and look for a ship marked as "unknown" in the radar (you won't be able to select it by pressing the "u" button). Target this ship and keep it targeted for 7s until it sends you another EMP burst. You have cleared the first bonus.
Mission 4 : Unnatural Situation : If you had cleared the bonus in mission 2 then at the end of this mission the unknown ship will reappear and send you another EMP burst. Quickly target it and keep it targeted until you got another EMP hit ^^. If so you have cleared all the bonus in this DEMO.

Enjoy the additional cutscene at the end of "Unnatural Situation part 2".
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: Tinman on January 07, 2009, 02:13:15 pm
for the Mac people - I compiled an TBP Inferno build for MacOS X...

d/l link is in my sig, extract it into "The Babylon Project" folder and you're ready to go  :)

(I had no time to test it for a long time, so no guarantee there are no issues) 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: darkmaster on January 09, 2009, 07:51:59 am
So, did anyone play it ? Please give me your opinion (especially on possible bugs). I'm planning for the next part with some special abilities enabled (health regeneration...). The primary enemy in the next part will be Drahks and Shadows ^^.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: Nordwin on January 09, 2009, 04:58:09 pm
Well, I played it with me new and shiny INF-Build on Linux.. and I really liked it... although I am pretty shure that you misquote someone in one of the missions:
Spoiler:
The Vorlon proverb is "Truth is a three edged sword" and not "Knowledge is a three edged sword"

apart from that, I really enjoyed it.. and I am waiting for more ;-)
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: carbine7 on January 09, 2009, 06:16:40 pm
Once again, very good darkmaster! So this has been what you've been spending you're time on. MORE! Or Else  :warp:
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: Angelus on January 10, 2009, 12:40:17 pm
So, did anyone play it ? Please give me your opinion (especially on possible bugs). I'm planning for the next part with some special abilities enabled (health regeneration...). The primary enemy in the next part will be Drahks and Shadows ^^.


Yeah, i played and enjoyed it, although those enemys in the last mission are tough, either that or i forgot how to fly... :p


During playing i noticed some minor stuff, like the nebula overlapping a planet.
Didn't check the missions in FRED yet, i'm currently recording the videos for my mod ( which is a REAL pain in the a** ).
I check them later and post a report and a couple of screenshots of things i found odd ( no worries, nothing really bad ).  :)
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: darkmaster on January 10, 2009, 12:48:43 pm
So, did anyone play it ? Please give me your opinion (especially on possible bugs). I'm planning for the next part with some special abilities enabled (health regeneration...). The primary enemy in the next part will be Drahks and Shadows ^^.


Yeah, i played and enjoyed it, although those enemys in the last mission are tough, either that or i forgot how to fly... :p


During playing i noticed some minor stuff, like the nebula overlapping a planet.
Didn't check the missions in FRED yet, i'm currently recording the videos for my mod ( which is a REAL pain in the a** ).
I check them later and post a report and a couple of screenshots of things i found odd ( no worries, nothing really bad ).  :)

Strange, I thought the last mission was easier than the previous one (if you play on very easy you can win without even moving your fighter, I played it on medium and still won easily). The previous one was toucher since I had no way to win on medium .

Waiting for your report ^^.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: VERTi60 on January 10, 2009, 06:42:31 pm
I have issues with third mission. I get stuck right after the warp. Additionaly all other wingmen are stuck and the greater guardians gets destroyed and mission will fail each time.  :confused:
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: darkmaster on January 10, 2009, 07:02:53 pm
I have issues with third mission. I get stuck right after the warp. Additionaly all other wingmen are stuck and the greater guardians gets destroyed and mission will fail each time.  :confused:

You meaned the Dilgar mission or the Earth mission ? And what did you mean by "stuck" (well you were in open space so it's a bit funny to get "stuck" ;)) ? Don't take it serious just a joke.
For your problem, well I think you should try to create a new pilot and use him to play. I once got a similar problem with the first mission ( you started without your fighter and all other wingmen were showed as dead, right ?). If so just play it using another pilot (I really don't know why, sorry).
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: Peter12345 on January 11, 2009, 01:02:06 am
That was a pretty interesting campaign.  The Dilgar mission was very tough:
Spoiler:
I'm surprised the Vorlons would let Kosh go into an unknown situation without sending a greater guardian to defend him.

I completed the bonus objectives and didn't really understand what
Spoiler:
That small transport was all about.  I'm assuming it was telepaths or shadow minions.  After I finished the second bonus I followed the transport and tried to fry it with my beam.  Also, all I saw in the final cutscene was the transport watching them in hyperspace then flying off.
 
I might play through the campaign again to see what the alternate ending would be without completing the bonus objectives.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: darkmaster on January 11, 2009, 07:29:47 am
That was a pretty interesting campaign.  The Dilgar mission was very tough:
Spoiler:
I'm surprised the Vorlons would let Kosh go into an unknown situation without sending a greater guardian to defend him.

Thanks for your comment.
Spoiler:
Kosh was the commander of this battle, so he was free to do anything he liked and the Vorlon fleet must obey him. Additionally he had this situation totally under control, the Dilgar weapon could not penetrate the Vorlon shield and his ship was very very "safe" ^^.

For the transport ship you will get more revelance when the final release comes out.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: Angelus on January 11, 2009, 10:37:47 am
I checked the Mission's in FRED, to see if some of the things i found are bugs.
I didn't check all the events, though.

what i found is actually minor stuff, so consider this report as "nitpicking" :D
I also didn't check the first 3 missions, since they are improved versions of the first demo.

Before is start, i would like to say, that i'm NOT an expert, when it comes to FREDing. :)




Spoiler:


The custom music you mentioned is always triggering, that's good!

You can see on the pic below that the nebula is overlapping the planet.

(http://img220.imageshack.us/img220/6398/screen1310xf3.jpg)



In the Vorlon vs Earth ships mission the Omega destroyer is flipped upside down, dunno if this intentional, but it looks a bit odd.

here is the screenie:


(http://img186.imageshack.us/img186/3597/screen1314fz9.jpg)



The messages in the last cutscene aren't showing up.
While playing, i thought it's a cool scene like you see them in movies, no dialogue a.s.o.,
but as i checked it in FRED, there are messages supposed to show up.

In the rush i checked the missions, i couldn't find the error, why they don't show up.
It could also be, that it's something on my end, if you or someone else could check and verify,
just to be sure...


One more thing:


In the Vorlon vs Earth mission, there are to Vorlon Dreadnought's.
The first one is jumping out, and a bit later is a second one jumping in.
My question is: is this supposed to be the same ship?
                         You named them "Great Guardian" and Great-Guardian"

If the answer is no, everything is fine ( FREDing wise ).

If the answer is yes, then you can cheat by naming the first one "Great Guardian" and the second one
"Great Guardian#a".

The game doesn't display everything after the #.


I also didn't clear the Bonus, have to play it again...





Besides these minor things, it's really good campaign, and i hope to see more.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: darkmaster on January 11, 2009, 11:05:27 am
Hi Angelus,
I will correct the things you mentioned.
Spoiler:
For the last cutscene... normally the messages will show up but I got this problem once. I couldn't understand either. The solution is to create a new pilot and start the campaign again.
Anyway I will replay it and try to figure out why sometimes the messages show up and sometimes they don't.
For the great-guardian thing thanks for your advice this was the same ship. But I don't know if I should change its name since changing ship's name after finishing all the event is a very bad practice to my opinion.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: Angelus on January 11, 2009, 11:13:08 am
Yeah, i forgot that inferno builds require a new pilot, my bad. :D
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: FUBAR-BDHR on January 11, 2009, 03:45:03 pm
Spoiler:
Mission 1 has quite a few issues.  Biggest is the difficulty.  On easy the only way I could make it through was hide in the hanger bays of the ships and blow up the enemy as they were spawning.  The friendly AI don't even last the first wave.  I had to get more than 60 kills myself.  Other problems:  Vorlon ships are scannable with no cargo and the before mentioned ability to just sit in the hanger of the caps. 

Mission 2.  Very good. 

Mission 3.  Lack of directives for the player.  I had no idea what I was supposed to be doing and no matter what I try it ends with my engines failing.  Again this is on easy and there are over 60 ships to kill.  Friendly AI lasts mere seconds leaving me to both defend the caps and attack.  If you take the logical course and go after the flagship you loose because you can't disable it (assuming the engines are guardianed) which seems to be the directive you are given.  EA Vengence missiles fired from the Dilgar ships.  Since they are targetable it's a real standout.  Suggest a .tbm with them renamed. 

Mission 4.  Again with the lack of directives at the start.  Also at that period in time did the EA even have beam weapons on those ship classes?    Also while this one might actually be possible on easy it's very difficulty.  Again all the AI are wiped out very quickly leaving the player against all the fighters and trying to disarm the caps before they kill Kosh. 

Overall it's a good concept but it needs some balancing. 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: CaptJosh on January 11, 2009, 03:48:10 pm
Inferno builds USED to convert pilots, I thought, but ever after, that pilot would only work in an inferno build...
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: darkmaster on January 11, 2009, 04:57:33 pm
Spoiler:
Mission 1 has quite a few issues.  Biggest is the difficulty.  On easy the only way I could make it through was hide in the hanger bays of the ships and blow up the enemy as they were spawning.  The friendly AI don't even last the first wave.  I had to get more than 60 kills myself.  Other problems:  Vorlon ships are scannable with no cargo and the before mentioned ability to just sit in the hanger of the caps. 

Mission 2.  Very good. 

Mission 3.  Lack of directives for the player.  I had no idea what I was supposed to be doing and no matter what I try it ends with my engines failing.  Again this is on easy and there are over 60 ships to kill.  Friendly AI lasts mere seconds leaving me to both defend the caps and attack.  If you take the logical course and go after the flagship you loose because you can't disable it (assuming the engines are guardianed) which seems to be the directive you are given.  EA Vengence missiles fired from the Dilgar ships.  Since they are targetable it's a real standout.  Suggest a .tbm with them renamed. 

Mission 4.  Again with the lack of directives at the start.  Also at that period in time did the EA even have beam weapons on those ship classes?    Also while this one might actually be possible on easy it's very difficulty.  Again all the AI are wiped out very quickly leaving the player against all the fighters and trying to disarm the caps before they kill Kosh. 

Overall it's a good concept but it needs some balancing. 

Thanks FUB for mission 4 just cheat by disarming the capships while they were talking with Kosh ^^.
I think I must add more friendly fighters on upper difficulty level to make it winable. In all the missions the directives are written in the directive board, just have a look at it and you will know what to do.

EA ships already have beam weapon in this period (after the EA-Minbari war and before Babylon 5). I modified the ships' weapons according to the B5 RPG book.

The concept is to fight big battles with many capships and a bunch of fighters to make the game as intense as possible. It turns out that this makes balancing a little difficult.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: FUBAR-BDHR on January 11, 2009, 05:15:10 pm
There were no directives or the contradicted the actual goal.  Well maybe they don't but the player can't do both the stated directive and achieve the overall goal.  As for disarming while they are talking that's not a good plan.  Firing before being told is usually very bad. 

One other thing about the early missions.  Since you seem to be trying to follow a canon time line doesn't having even one Vorlon die contradict the show?  I can't remember where but isn't there a reference to a Vorlon death (possibly Kosh) being the first one in ages.  I took that to mean none had died since the Shadows went into the 1000 year sleep. 

On the other hand there is nothing to say the Vorlon fighters are actually flown by Vorlons.  They could just be telepathically controlled. 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: Angelus on January 11, 2009, 05:32:17 pm
There were no directives or the contradicted the actual goal.  Well maybe they don't but the player can't do both the stated directive and achieve the overall goal.  As for disarming while they are talking that's not a good plan.  Firing before being told is usually very bad. 

One other thing about the early missions.  Since you seem to be trying to follow a canon time line doesn't having even one Vorlon die contradict the show?  I can't remember where but isn't there a reference to a Vorlon death (possibly Kosh) being the first one in ages.  I took that to mean none had died since the Shadows went into the 1000 year sleep. 

On the other hand there is nothing to say the Vorlon fighters are actually flown by Vorlons.  They could just be telepathically controlled. 


That's actually true, Kosh was the first Vorlon in ages that died.

There are references that unlike the Shadows, which mostly use members of lesser species, Vorlons Remote control their Fighters.
Although not mentioned, telepathy is most likely the way. Not mentioned in the show, thus not canon.

On the other hand, it is mentioned in the show ( at least two times ), that the Vorlon ships are sentient beings
( season two - where the crew of B5 uses Kosh's ship to hide President Santiago Doctor from EA ), the Doc said that the ship sing to him.
Also after the death of Kosh Naranek, his ship cremated itself in the sun.
In season 4, Kosh Ulkesh's ship leaves B5 on it's own while Kosh Ulkesh and ( what's left of ) Kosh Naranek are fighting. This could be canon.

We can also assume that the Vorlon fighters are sentient beings, capable of fighting on their own.
And as long no Transports, Dreadnought's ( which are always manned ) are destroyed, it doesn't matter how many fighters get destroyed, at least before the fight with the Shadows begins and Kosh dies.

Remember, Kosh died AFTER the Vorlons engaged the Shadows, while the Transports and the Dreadnought has been damaged, none of 'em where destroyed.
The fighters otoh...

Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: darkmaster on January 11, 2009, 05:33:36 pm
1> Vorlon fighters are not flied by Vorlons. They act as semi-sentients. And my character is not a Vorlon, but one of their bio-ship (which they call Guardians).
2> No Vorlon dies in my campaign, if one dies, you fail, and a message will show up saying that you failed to preserve mission-critical resources.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: Angelus on January 11, 2009, 05:39:22 pm
Yeah, what i said. :D


Just out of curiosity...what can we expect from the next release ( story wise )?
IIRC, i said already that Vorlons are one of my favorite species from B5 so...

If you want to keep it as a secret, that's ok, though.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: darkmaster on January 11, 2009, 05:47:03 pm
I'm gonna keep it secret, but it will definitely follow the show's timeline, and you will meet that ship again if you continue to clear bonuses.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: FUBAR-BDHR on January 11, 2009, 06:11:00 pm
That brings up the question of if the Vorlons need to be close(as in the mission) to give orders or not. 

My personal theory is that the ships are "Grown" by the Vorlons.  Not really alive in their own right but given life by the Vorlons.  They basically become a part of the Vorlon or more to the point the Vorlon gives a part of himself to the ship thus establishing a link with the ship.  Loosing a ship would be like cutting off a finger.  The Vorlon dying would be like loosing your mind.  Hence Kosh's the ship couldn't live without that mind and destroyed itself. 

Anyway what I'm trying to say is you should think of the way you want to present this overall in the campaign. 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: darkmaster on January 11, 2009, 06:22:03 pm
I personally think that Vorlon fighters are controlled by a "common mind", a psychic link between them and the Vorlons, rather than any individual Vorlon. (A transport belongs to its owner, and thus cannot live without its owner. But the fighters... euh... they belong to the community (and obviously no Vorlons lose fingers if they died) :D
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: FUBAR-BDHR on January 11, 2009, 08:41:06 pm
Slight mistake in my mission 3 report.  It should be EA Nemesis not Vengeance. 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: Vidmaster on January 13, 2009, 09:52:18 am
My personal theory is ...

everybody has one. I have one too. I almost fredded my personal theory  :lol: Almost is the word.
This is how darkmaster thinks about it okay  :)? 

Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: LeGuille on January 14, 2009, 03:31:04 am
Well, when the second "Kosh" arrived, it became apparent that there was a sort of shared mind. From everything I saw in B5, the Vorlon psychology is such that they share a common mind, as if they are all on conference call at he same time. When a Vorlon speaks he speaks for all Vorlons. "We are all Kosh."

The ships I agree that they are grown, and that it has a symbiotic relationship with the Vorlon that pilots it. But to me, each Vorlon is a vessel that speaks the voice of the whole. The encounter suit I think is their only way of showing individuality. If you kill one Vorlon, they all knew about it instantly, and it hurt them all, instantly. It was as if they all could exist together in some sort of conference call, or central mind, and they all were that mind. I see the Vorlons as having shown that "Omniscience" and "Omnipresence" by all being one mind, and the individual was a voice of the Vorlon whole, so in essence the 'one being' can be in many places.

If you could call the Vorlon whole God, I would guess the encounter suits they travel in, are Angels. Makes sense to me.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: CaptJosh on January 14, 2009, 10:49:43 am
Not if you actually read the Bible. Angels are created beings, not parts of God.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: LeGuille on January 15, 2009, 06:00:24 am
Not if you actually read the Bible. Angels are created beings, not parts of God.

Yes, they are created. But they are created from the essence of god, as is everything else. Angels spoke God's Word. The Vorlon Ambassadors speak the Vorlon Whole's word.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required
Post by: darkmaster on January 15, 2009, 08:23:44 am
Not if you actually read the Bible. Angels are created beings, not parts of God.

Yes, they are created. But they are created from the essence of god, as is everything else. Angels spoke God's Word. The Vorlon Ambassadors speak the Vorlon Whole's word.

Judging from the difference in personality between Kosh 1 and Kosh 2 I think that despite all the common mind or common psychic link they still maintain some kind of personality and privacy among them.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: Vidmaster on January 15, 2009, 08:58:50 am
right. Kosh cared for the lesser races, all other Vorlon's did not (remember what Lyta said).

it's pleasing that Darkmaster has understood the most important lesson for creating campaigns, a good story. A story that starts a discussion  :yes: I remember when he was out to "just create some fun". I hope you see now that story equals fun  :nod:.
 
My original Vorlon Campaign was supposed to be named Pawn and I think that's exactly what the Vorlon fighters are. Their warships are tools, assets, they just have their own mind to be a more efficiant fighting machine (learning from your enemy, remember ; ?) So in that case, they are like Angels.
They carry and force the Vorlon way.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: rayray18 on February 26, 2009, 08:50:47 pm
how do you turn radar on infinity? i saw the ship, but can't find the key
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: Vidmaster on February 27, 2009, 03:28:46 am
by using the key you did bind. Check the control setup under options (or by pressing F2).
It's called set-radar range if I remember correctly.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: FUBAR-BDHR on October 15, 2009, 11:42:37 pm
Any updates since this release?
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: darkmaster on December 21, 2009, 07:17:49 pm
Any updates since this release?

I'm afraid that there will be no updates until i finish my diplomas and get a professional job (which means, in 1,5 years).
I really really apologize for this, but I'm going for 2 diplomas at the same time (pretty ambitious huh?) while I'm not sure that I can handle either of them.
Currently I have an update version (which correct the difficulty level, include life regeneration for Kosh... but I'm not gonna post it since it is not finished for all existing missions and there was no testing for that version).
I won't promise anything but maybe one day I will come back with the whole campaign finished and tested ^^.

Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: wesp5 on October 25, 2010, 05:52:56 am
I won't promise anything but maybe one day I will come back with the whole campaign finished and tested ^^.

I just discovered this beautiful mini campaign and as the Vorlons ships are my favorites from the show I would like to ask whether anyone knows if darkmaster will finish or update this campaign one fine day?

Also I have some nitpicks about the Vorlon fighter. Is it possible to move the flare on firing below the center of the screen? Because right now you can't see your own beam and this is really strange. Also in the first level there is a Vorlon transport in a cutscene firing a red beam and not a green one. But in the show even the red Vorlon transport fired a green beam when the Vorlons attacked the Shadows as well...

Update:

I've finished the campaign now and I got some more issues. While the campaign works with 3.6.9INF, already the first mission does not start correctly with 3.6.10INF or 3.6.12INF builds. Shouldn't these be backwards compatible? Could some of you specialists look into this? What is the meaning of "Inferno" and the letters following the number anyway? I can't find anything specific in Google or on the TBP page.

Also the mission with the Dilgar was much too hard even on easy. I read about this here already, but while one could easily fix this by removing some of the Dilgar capital ships, in my opinion the problem runs deeper. I mean with those multiple power beam equipped ships how was the EA supposed to defeat them before the EA aquired power beams themselves? This makes no sense in the B5 continuity, these ships are completely overpowered! Besides, those candy-bar pink power beams look stupid too and they also kept firing through their own ship. Oh, and I don't think that Vorlon transports have multiple beam turrets...

Last not least something is wrong with either the lighting in the Dilgar mission or the inferno build used. Because both the green Vorlon ships and the supposedly orange Dilgar ships end up deep red in open space, while their preview window on targeting still shows them in the correct colors. Any suggestions?

As for the Vorlon ships, I agree with everyone here that they are living beings, although I rather see them like horses or dogs accustomed to a special master. I don't think the Vorlons share a big mind like implied in the campaign, otherwise Kosh wouldn't have been able to do what he has done. And regarding the bonus shuttle, I didn't like the fact that I was able to catch up with it and fire on it. Combined with the flare obscuring the target I never knew whether I had destroyed it or it vanished on its own for some reason.

Update:
After creating a new pilot for the Inferno builds I managed to get the mod going with 3.6.12r_INF and Zathras 2.0 after ignoring some warnings, 3.6.12d crashes though. What do these letters mean again ;)?
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: Zombimode on October 28, 2010, 03:29:57 am
"r" stands for "release" (I think)
"d" is for "debug"

Dont use the debug version.


Regarding colours and lightning:
Thats not a bug, but a feature. In Real Life the same object can appear differently coloured depending on the surrounding lightning. This is also true for objects in the FreeSpace Engine. This effect may be more noticable in TBP because most ships are more homogenious coloured than in Freespace.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: FUBAR-BDHR on October 28, 2010, 03:45:22 am
If your getting warnings with 3.6.12 and Zathras please post what they are.  Since you already ran a debug build post the fs2_open.log from that as well.  You should not be getting any warnings with Zathras 2.0 and 3.6.12.  If they are there we need to know so we can determine if it's mission specific or something with TBP or Zathras. 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: wesp5 on October 28, 2010, 12:26:51 pm
"r" stands for "release" (I think)
"d" is for "debug"

Dont use the debug version.

Thank's for clearing that up! There should be some more information included with these releases...

Quote
Thats not a bug, but a feature. In Real Life the same object can appear differently coloured depending on the surrounding lightning.

I had suspected as much but I don't know if this was really intended in that level. There is no red nebula or sun around that could cause the red lighting and having normally green ships appear red without explanation is just weird! So where is that parameter set for the mission? Can it be accessed via FRED or changed by editing the fs2 file? I already changed the red power beam of the one Vorlon ship cutscene to the real Vorlon power beam. 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: wesp5 on October 28, 2010, 12:54:00 pm
If your getting warnings with 3.6.12 and Zathras please post what they are.  Since you already ran a debug build post the fs2_open.log from that as well.

Okay, after using a 3.6.9INF pilot with 3.6.12dINF and Zathras 2.0, I didn't get any warnings with the Vorlon campaign any more, but when testing MAG's Twilight Struggle I get:

Unknown flag2 in mission file: no-bank

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! parse_object + 3105 bytes
<no module>! parse_objects + 192 bytes
<no module>! parse_mission + 505 bytes
<no module>! parse_main + 449 bytes
<no module>! mission_load + 215 bytes
<no module>! game_start_mission + 198 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

When starting the launcher a second time I get directly on startup:

Starfield bitmap 'xparent' already listed as a xparentxparent bitmap!!  Only using the xparent version!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! parse_startbl + 476 bytes
<no module>! parse_modular_table + 267 bytes
<no module>! stars_init + 82 bytes
<no module>! game_init + 1998 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

After turning Zathras off I get:

An ai profile named 'FS2 RETAIL' already exists!  The new one will not be created.

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! parse_ai_profiles_tbl + 510 bytes
<no module>! ai_profiles_init + 110 bytes
<no module>! game_init + 1910 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

I get similar warnings with several of MAG's Star Fury pilot missions while all of them are fine with 3.6.9. Looking at the logs I think most of them are connected to the missions themselves and I could fix them with my patch, but why is 3.6.12 so incompatible? Even after cloning a pilot in 3.6.12d_INF the Battle of the line crashes with:

Malloc Failed!

<no module>! KiFastSystemCallRet
<no module>! CreateThread + 30 bytes
<no module>! SCP_DumpStack + 278 bytes
<no module>! Error + 229 bytes
<no module>! _vm_malloc + 121 bytes
<no module>! ds_load_buffer + 774 bytes
<no module>! snd_load + 1016 bytes
<no module>! message_load_wave + 199 bytes
<no module>! message_pagein_mission_messages + 175 bytes
<no module>! level_page_in + 171 bytes
<no module>! freespace_mission_load_stuff + 206 bytes
<no module>! game_post_level_init + 182 bytes
<no module>! game_start_mission + 387 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

Also I noticed that in the Vorlon campaign the first level is stuttering much more than with the 3.6.9 inferno build and that in Twilight Struggle whenever a Narn cruiser explodes black squares are visible around the explosions.
 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: General Battuta on October 28, 2010, 12:55:07 pm
3.6.12 is much more stable and safe than 3.6.9 or 3.6.10, and as a result it will complain about unsafe behaviors which earlier builds did not catch.

Not sure if that is the problem here though.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: FUBAR-BDHR on October 28, 2010, 04:06:43 pm
If your getting warnings with 3.6.12 and Zathras please post what they are.  Since you already ran a debug build post the fs2_open.log from that as well.

Okay, after using a 3.6.9INF pilot with 3.6.12dINF and Zathras 2.0, I didn't get any warnings with the Vorlon campaign any more, but when testing MAG's Twilight Struggle I get:

Unknown flag2 in mission file: no-bank

Have to look into this one.  First I've heard of it.  Could be something that was in the code at one point and changed or removed.

Quote

When starting the launcher a second time I get directly on startup:

Starfield bitmap 'xparent' already listed as a xparentxparent bitmap!!  Only using the xparent version!
After turning Zathras off I get:
Not sure what you mean by running the launcher a second time.  You should only open the launcher once and use that to run the game. 

Quote
An ai profile named 'FS2 RETAIL' already exists!  The new one will not be created.

Which is fixed in Zathras that's why it's needed for newer builds

Quote
I get similar warnings with several of MAG's Star Fury pilot missions while all of them are fine with 3.6.9. Looking at the logs I think most of them are connected to the missions themselves and I could fix them with my patch, but why is 3.6.12 so incompatible? Even after cloning a pilot in 3.6.12d_INF the Battle of the line crashes with:

Malloc Failed!

The malloc failed one in BOTL is some kind of issue with the sound file.  I have a bug report filed on that.

Quote
Also I noticed that in the Vorlon campaign the first level is stuttering much more than with the 3.6.9 inferno build and that in Twilight Struggle whenever a Narn cruiser explodes black squares are visible around the explosions.
 

These are most likely driver related.  Make sure your video drivers are up to date.  What video card do you have?  And here again is where the fs2_open.log would help. 
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: wesp5 on October 28, 2010, 05:18:47 pm
I started all of the Star Fury missions with 6.9.12d_INF and Zathras 2.0 and I get these warnings:

Babylon 5 A N F A W.fs2
Babylon 5 Severed dreams.fs2
Babylon 5 T L T S.fs2
Unknown flag2 in mission file: no-bank

- Removing the flag line fixed these issues for all three missions! In the last one I get then:

AI Class for ship Shadow Battlecrab x does not exist in ai.tbl. Setting to first available class.

- I fixed this by replacing all occasions of Minbari Pilot with EA Pilot, afterwards no errors.

Babylon 5 A V F T G.fs2
Error: Missing required token: [$Ships:]. Found [$Arrival Cue: ( has-arrived-dela]  instead.

- I produced this bug when fixing the breaching pods, 3.6.12 is less forgiving here, fixed!

Babylon 5 In The Begining.fs2
Ship 'Support Ship Minbari' does not have subsystem 'engine' linked into the model file, 'lintira.pof'.

- Can't explain this from the fs2, no support ships and no lintira.pof mentioned there...

Babylon 5 Shadow Dancing.fs2
Ship "Biacc", class "BI Avioki"
Unknown subsystem "turret01" found in mission!

- Another bug I produced by swapping ships which 3.6.9 tolerated. After fixing I get:

Trying to add a bitmap that does not exist in stars.tbl!

- I fixed that by replacing the non existing neb_mix9 with another one and it works!

Babylon 5 Signs&Portents.fs2
Warning: Token too long: [Destroy Raider Command and Control carrier.].  Length = 43.  Max is 31.

- I fixed this by shortening the line and get:

error in warp-effect: warp can't point to itself; quitting the warp...

- Can't seem to fix this, even if I remove the only reference to warp-effect in the file.

Babylon 5 T B O T L.fs2
Could not load replacement texture sheridan-01b for ship alpha 1
Could not load replacement texture sheridan-01c for ship alpha 1

- This replacement is already commented out, if I change something it crashes with malloc.

On a whole 3.6.12 seems to be much more sensible to mistakes that 3.6.9 could stomach,
but I could already fix most of these issues and will include them in my patch. Please help
me with the last bugs and for the next DVD or campaign pack we need to test all missions.

As for the video stutter, I use the latest ATI 10.10 drivers on a ATI 3850 AGP and with 3.6.9
the game is much faster and without black boxes around explosions like with 3.6.12...
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: FUBAR-BDHR on October 28, 2010, 06:34:34 pm
Some of those subsystem ones can be fixed by just resaving the mission in FRED.  Those missions were released before 3.4b and are looking for data that changed.  Battlecrabs are usually set to perfect since they don't miss unless jammed by telepaths.

I'll have to do some research into that no bank flag.  See what it was supposed to do and if there was a replacement. 

Things like this one:

Quote
Babylon 5 Signs&Portents.fs2
Warning: Token too long: [Destroy Raider Command and Control carrier.].  Length = 43.  Max is 31.
previously went undetected and while they may not cause an immediate crash they corrupt memory and you could crash 3 missions later from it.  So it's not that 3.6.9 could stomach them it's just you got crashed and didn't know why.  Now you get these errors so you can fix them and not get crashes. 

I wouldn't worry too much about the replacement texture ones.  Again they can be fixed but that's one warning there is going to be a lot of as FRED has been messing up texture replacement for years.  I was looking at a mission a couple of weeks ago and it had had hall the nova texture replaced like 3 or 4 times.  Probably no big deal but the ship was a Warlock.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: wesp5 on October 28, 2010, 09:18:53 pm
Battlecrabs are usually set to perfect since they don't miss unless jammed by telepaths.

I'll have to do some research into that no bank flag.  See what it was supposed to do and if there was a replacement.  

I wouldn't worry too much about the replacement texture ones.  Again they can be fixed but that's one warning there is going to be a lot of as FRED has been messing up texture replacement for years.

Okay, I'll be offline from tomorrow over the weekend, but I will include everything else you may find next week in a new patch version. I may do the same for the two Firstones mini campaigns because I love them ;)...
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: Slasher on October 29, 2010, 12:46:37 am
I hadn't really realized the HEU missions were that old.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: karajorma on October 29, 2010, 12:52:04 am
I'll have to do some research into that no bank flag.  See what it was supposed to do and if there was a replacement.  

Just remove it. It was suppose to allow ships to turn left and right without banking (i.e move like a car not a plane). It was later removed.
Title: Re: RELEASE Guardian Of Light DEMO 2 and plot discussion (INFERNO build required)
Post by: Dragon on October 31, 2010, 04:59:01 pm
More specifically, it was replaced by per ship "Banking constant", which can be set in tables.
http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Banking_Constant:
Just add the field and set it's value to 0 to get the same effect.
Title: Re: RELEASE Guardian Of Light DEMO 2
Post by: darkmaster on April 18, 2014, 04:59:27 pm
Hello, sorry for the bump.
This DEMO has been updated for 3.7.0 and Zathras 2.8. A new download link is available (see page 1)
Many bugs and balancing issues are fixed, but no new missions.  xDxD

Title: Re: RELEASE Guardian Of Light DEMO 2 (Updated 18-04-14)
Post by: wesp5 on May 25, 2014, 12:34:28 pm
Great! I updated my patch to your new version, fixing the usual minor typos, dialogue issues and other stuff that annoys a perfectionist like me ;). Check out the link here: http://www.moddb.com/mods/babylon-5-star-fury-pilot-unofficial-patch/downloads/babylon-5-star-fury-pilot-unofficial-patch

Still I love this campaign because I love the Vorlons :)! Any chance that you finish it? Maybe just add a final mission in which you encounter the Shadows. You could show us the Vorlon's side of the last mission of Vidmaster's Dark Children campaign, if he gives you the permission to modify it. That would be a very cool crossover! Also the voices for the Shadow fighters in Dark Children are so funny. Do you think you could add something similar but different for the Vorlon fighters?

Last not least, I think I already asked about this the last time I played this campaign: Is there an easy way to move the view point of the Vorlon fighter cockpit a little bit up so you can actually see what you are hitting? Right now as soon as you fire the whole view is blocked by the graphical effect!
Title: Re: RELEASE Guardian Of Light DEMO 2 (Updated 18-04-14)
Post by: darkmaster on May 29, 2014, 12:34:48 pm
Well, I don't know if I will finish it or not ? It d├ępends on my motivation. A half of mission 5 is  done but that's it for now...
Title: Re: RELEASE Guardian Of Light DEMO 2 (Updated 18-04-14)
Post by: wesp5 on June 01, 2014, 03:23:08 pm
A half of mission 5 is  done but that's it for now...

Is this from the time you made the original demo or did you work on it recently? What is it about? What do you think about my idea to cross over with the Dark Children campaign?
Title: Re: RELEASE Guardian Of Light DEMO 2 (Updated 18-04-14)
Post by: darkmaster on June 10, 2014, 01:51:34 pm
I worked on mission 5 recently but I cannot find enough time to make some progress on this campaign. Cross-over with DC was planned in the original script. For other questions I have no answer :)
Title: Re: RELEASE Guardian Of Light DEMO 2 (Updated 18-04-14)
Post by: woutersmits on June 02, 2018, 01:21:25 pm
any status on full campaign will it ever be alive agein