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FreeSpace Releases => Mission & Campaign Releases => Topic started by: Dilmah G on January 28, 2009, 11:48:25 pm

Title: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 28, 2009, 11:48:25 pm
IMPORTANT: Everyone who downloaded version 1.12 from fsmods would not have been able to play the revised mission due to the fact I placed it in the data directory rather than the mission directory, apologies everyone. Fix is simple, move the mission from your data directory to data/missions of your High Noon folder, if the missions folder isn't there, you'll have to create it, I'm currently working on uploading a newer version with the mission in the right directory.


As you may have guessed by the title, I need testers for a mission I may release, which has been my 'Holiday Project' for nearly two weeks now (I think).

High Noon v 1.11 is basically my remake of the mission 'High Noon' from the retail campaign. The Sathanas now has an escort consisting of four ships, three cruisers and a Ravana (which poses a major threat to all GTVA ships in the mission including the Colly) if I remember correctly. The GTVA throws a helluva lot more at the Sathanas than Alpha Wing and the Colly this time. And I gave it an Electro-Rock soundtrack..... because I could. The player is still in the 203rd and flies as Beta 1, I decided I'd spice it up a bit by having Commander Habu as Alpha 1.

If you do want to give it a go

- Download version 1.12 (basically 1.11 but including everythign else): http://www.freespacemods.net/download.php?view.466

- Put it in it's own mod folder if it isn't already

- Make sure you're using 3.6.10 MVPs and the most recent nightly build for your OS and run the mod folder in the launcher

- Run High Noon- Final from the mission simulator

And follow the instructions in the descriptions if this wasn't comprehensive enough for you. I'm a stranger to releasing missions on here, so apologies for that.

and most importantly-

FEEDBACK FEEDBACK FEEDBACK

I can't change anything if no-one tells me what's wrong


(http://i608.photobucket.com/albums/tt165/DilmahG/HNoonscreen1.gif)

Version 1.5 is now up for testing, 1.12 is required
Download from the attachment link on this post. Place in your mission folder of the High Noon/data/missions/ directory

Changes include:
- Slightly revised waypoint set for the Colly
- Arrival/damage/destruction messages for ships that hadn't previously been assigned them
- Fix for the briefing, in which it would say the Sath had ALL of its beams active (now THAT would've been a *****)
- More hitpoints for wings Alpha through to Delta (excluding the player), to increase their lifespan in the mission, which was reportedly painfully short
- Reinforcement Wings to compensate for the losses usually incurred by the Player's bomber wings.
- A Reinforcement wing to reinforce the player's fighter escort during the latter part of the mission.
 
I think that's it, and if all goes well I'll incorporate the last batch of changes and RELEASE!

[attachment deleted by admin]
Title: Re: Testers Wanted- High Noon v 1.11
Post by: eliex on January 29, 2009, 12:08:53 am
Sounds good.  :D
Downloading now and I'll give you my feedback once I play-test it.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Renegade Paladin on January 29, 2009, 11:30:29 am
Downloading now.  I always thought the original High Noon was a little... sparse. 
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Renegade Paladin on January 29, 2009, 02:49:07 pm
Well, the beginning looks promising.  I'll figure out more as soon as I figure out why the game suddenly won't respond to my joystick; as you can probably imagine, not being able to control my fighter puts a crimp on testing.   :hopping:

Edit:  Joystick issue resolved.

Overall, it was a very solid mission.  The Shamra, despite being the first destroyer on the scene, was not attacked throughout the whole thing; I don't know if that was intentional or not.  I don't know if there's anything I could have done to save the second one, since I was reloading when it went down.  I'll fly again later and find out. 

There's one thing that stuck out.  At the end, Command says that without the threat of the Colossus, the GTVA can retake the nebula.  I think you meant to say without the threat of the Sathanas. 
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 29, 2009, 06:35:52 pm
Well, the beginning looks promising.  I'll figure out more as soon as I figure out why the game suddenly won't respond to my joystick; as you can probably imagine, not being able to control my fighter puts a crimp on testing.   :hopping:

Edit:  Joystick issue resolved.

Overall, it was a very solid mission.  The Shamra, despite being the first destroyer on the scene, was not attacked throughout the whole thing; I don't know if that was intentional or not.  I don't know if there's anything I could have done to save the second one, since I was reloading when it went down.  I'll fly again later and find out. 

There's one thing that stuck out.  At the end, Command says that without the threat of the Colossus, the GTVA can retake the nebula.  I think you meant to say without the threat of the Sathanas. 

Ahh yes, well occasionally the Shamra goes down in the first 30 seconds, and that's what testing is for. I'll fix that now.

EDIT: Most of the destroyers can be saved by disarming the main beams of the cruisers in formation with the Juggernaught, I think I'll change the secondary from destroying it's escort to disarming it. Since the Colossus tends to take them out in quick succession towards the end of the mission.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: rbxplayer on January 30, 2009, 10:27:49 am
I get this error when trying to test your mission. This error only occurs on old missions. The campaigns that the FSCRP just upgraded or Silent Threat Reborn don't have such problems.

I tried by both including the latest MVPs and also removing them. The logs are what I got when removing the MVPs

1. I include High Moon as a folder in my Freespace folder
2. I opened the mod to remove the MediaVPs
3. I open the launcher and launch the game
4. I use my old pilot (used a new one, same problem)
5. Music on the main menu changes
6. I go to mission simulator
7. I load it but get an error that the game could not fetch 23classes because the current selected mod is 'High Moon' and the campaign is 'High Moon' are different (if I activate the MVPs, it tells me that the name of the mod is High Moon mediavps)
8. I select the option to load the game just the same
9. I get the following errors:

Error: Invalid subsystem name.

In sexpression: ( when
   ( is-subsystem-destroyed-delay
      "SJ Sathanas"
      "turret03"
      0
   )
   ( send-message
      "Alpha 1"
      "High"
      "Turret 3 Down"
   )
)
(Error appears to be: turret03)
File: missionparse.cpp
Line: 6082


Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Error: Verify failure: Vbuf1 != NULL

File: 3ddraw.cpp
Line: 452


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10r-20090125_r5053.exe 0069d534()
    fs2_open_3_6_10r-20090125_r5053.exe 0058da54()
------------------------------------------------------------------
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 30, 2009, 09:58:27 pm
Hmmmmm, are you using a nightly build? If not, go download the most recent build for your OS and run that using the High Noon folder.

- Do you have all your mods in seperate folders? If not, one of them could be intefering with the mission.

- I don't understand your error with the campaign and selected mod issue

This isn't my area of expertise so it may do you better to PM someone more experienced in this issue or create a new topic in 'Technical Support'. What happens when you run the mission with mvps?
Title: Re: Testers Wanted- High Noon v 1.11
Post by: rbxplayer on January 30, 2009, 11:13:44 pm
I am running the latest build.

I have my mods all running in the different folders, plus this error only occurs in some non-new missions or mods. Eg. Everything works fine if I run the latest FSCRP campaign upgrades or Silent threat.

If I run the MVPs, same thing happens but it tells me that my mod is called High Noon MediaVP when the campaign is called High Noon.

I will open a post on the tech support then.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 30, 2009, 11:16:28 pm
I am running the latest build.

I have my mods all running in the different folders, plus this error only occurs in some non-new missions or mods. Eg. Everything works fine if I run the latest FSCRP campaign upgrades or Silent threat.

If I run the MVPs, same thing happens but it tells me that my mod is called High Noon MediaVP when the campaign is called High Noon.

I will open a post on the tech support then.

I see a new build's come out from the one I'm using, incompatibility perhaps? I'll run the mission through that and attach it

EDIT: Here we go, I've attached the mission I've run through the most recent .exe, may yield results. I'm really clueless to the error codes etc

[attachment deleted by admin]
Title: Re: Testers Wanted- High Noon v 1.11
Post by: rbxplayer on January 31, 2009, 05:25:35 am
i liked it
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 31, 2009, 05:28:37 am
i liked it

Glad to hear you did. Anything in particular you liked? The dialogue, the whole mission itself?

and was there anything you didn't like? Was the difficulty too hard or too easy? Did the dialogue sound awkward etc etc you get the idea
Title: Re: Testers Wanted- High Noon v 1.11
Post by: TacOne on January 31, 2009, 06:41:34 am
I was about to post a review, but then I noticed that I haven't been playing the final version. (I was wondering what escort ships you were talking about)
Seems the final version was in the data folder and not the missions folder...

I'll have a crack at it now and give a (slightly) more detailed review later.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 31, 2009, 07:15:50 am
I was about to post a review, but then I noticed that I haven't been playing the final version. (I was wondering what escort ships you were talking about)
Seems the final version was in the data folder and not the missions folder...

I'll have a crack at it now and give a (slightly) more detailed review later.


Ahhh i see, thanks

Did you manually download the 'Final' version (I just called it final to differentiate, once I feel it's been tested enough I'll combine all the changes in 2.0), because if you downloaded the v 1.12 pack and the mission was in the data directory instead of the missions directory I'll have to re-upload and most people may have been playing the unchanged version.

EDIT: I just had a look at 1.12, my bad everyone. I'll post a comment on the file at fsmods telling people to move the mission from data to missions and I'll upload a revised version soon enough. Sorry for the inconvenience.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: TacOne on January 31, 2009, 07:24:08 am
Okay, I'm back from a playthrough of the proper version of the level. It was a lot better than the first one :D

Points:


Okay, I don't think I can think of anything else right now. If you manage to read through the above without hurting your brain, all the better.
I'll try playing it again later and see if things turn out different.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Commander Zane on January 31, 2009, 07:31:47 am
This mission is supposed to be a massive Battle of Endor style showdown to begin with, Volition had no excuse to make the most important event of the entire game a battle consisting of one allied ship and a bomber wing (Or two)... :doubt:

That alone just makes the Shivans look weak and incompetient for going down against so little opposition. :rolleyes:
Title: Re: Testers Wanted- High Noon v 1.11
Post by: TacOne on January 31, 2009, 07:41:01 am
This mission is supposed to be a massive Battle of Endor style showdown to begin with, Volition had no excuse to make the most important event of the entire game a battle consisting of one allied ship and a bomber wing (Or two)... :doubt:

That alone just makes the Shivans look weak and incompetient for going down against so little opposition. :rolleyes:

I totally agree. When I said that BoES was there I meant that there was so much going on that I couldn't keep track of all the explosions, not that I got overwhelmed with way too much to do. Again, the feeling that this was a significant battle way overrides the feeling of BoES.
(Note that I don't impy that you are critisizing my review, even if you were)
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 31, 2009, 07:43:40 am
Okay, I'm back from a playthrough of the proper version of the level. It was a lot better than the first one :D

Points:

  • Music: Excellent. I don't know much about this, but it was good.
  • Wingmates: I liked the feeling of not having to do everything myself, specifically taking out the second beam cannon. I forgot that I was beta 1 and not alpha 1 a couple of times when giving orders, though :p
    The only thing I would suggest is giving alpha through delta wing more hitpoints, except the player. With all the enemies in the level they were all dead before the sath had 50% hull left. (This was on medium difficulty)
  • Enemies: As I said all my wingmates were all killed in short order, so a lot of the enemy fighters ganged up on me almost leading to my demise. Having more durable friends would help alliviate this. That said, being ganged up on is nothing unusual in this game, so it was more an annoyance that I shouldn't really have bothered to mention.
  • Endor syndrome: It was there, but I really really liked the feeling that this was a major engagement that the GTVA was desperatly trying to win; throwing in everything they had.
  • Waypoints: It was nice to see the friendly capships fall in behind the sath, nipping at its heels as it were.
    In the single playthrough I've done yet, the Colossus didn't turn around, though, moving past the sath and masking all its guns making the end a bit dragged out.
  • Cutscene: A surprise, and a good one at that. It got a little broken with the colossus being massively out of position. The camera didn't pan back to the sath as it exploded, though. (I assume it's supposed to be on the screen if the colossus is in the right place)

Okay, I don't think I can think of anything else right now. If you manage to read through the above without hurting your brain, all the better.
I'll try playing it again later and see if things turn out different.


Thanks, the feedback was good and I'll implement it now. I'd originally planned for the Colossus to move in front of the Sathanas and bring it's broadside cannons to bear and then move into position next to the Sathanas and exchange beam fire. I'm looking at the mission now and it appears the Colossus waypoint was a bit too far forward, I'll fix that now, and yes the Sath is supposed to be onscreen if the Colly is where it's meant to be.

The wingmen issue is a prevelant one, and I hadn't thought of adding more hitpoints, thanks for that.

I'll get to it  :D

This mission is supposed to be a massive Battle of Endor style showdown to begin with, Volition had no excuse to make the most important event of the entire game a battle consisting of one allied ship and a bomber wing (Or two)... :doubt:

That alone just makes the Shivans look weak and incompetient for going down against so little opposition. :rolleyes:

Too true, those 2 missions about engaging the Sathanas was a bit of a letdown, surely something with a PII processor could've handled at least a few more ships.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: TacOne on January 31, 2009, 08:12:55 am
Glad to help :)
Title: Re: Testers Wanted- High Noon v 1.11
Post by: rbxplayer on January 31, 2009, 08:53:26 am
I will play v 1.12 and get back to you...

Didn't bother at all about the blatter that was going on. Was too concentrated on killing the jugg. ;)

That's the problem with these non voice acted missions... with all the action that's going on, the last thing you wanna do is look at the top of your screen and read the text...

actually, the fact that I could not read the text was a sort of good thing... if it is a such important mission, you have to keep the player on the alert all the time.

I don't agree that there needs to be more wingmen. The mission was well balanced when I played it. Might have been a matter of luck though  ;)

Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 31, 2009, 09:02:24 am
I will play v 1.12 and get back to you...

Didn't bother at all about the blatter that was going on. Was too concentrated on killing the jugg. ;)

That's the problem with these non voice acted missions... with all the action that's going on, the last thing you wanna do is look at the top of your screen and read the text...

actually, the fact that I could not read the text was a sort of good thing... if it is a such important mission, you have to keep the player on the alert all the time.

I don't agree that there needs to be more wingmen. The mission was well balanced when I played it. Might have been a matter of luck though  ;)



Ahh I see, I might even consider posting on the VA Guild and getting Voice Actors together for this if enough people play and post feedback for version 2.0. School starts for me in 2 days so once that gets underway I won't have as much time devoted to FRED-ing. However I have come across a phenomenon, where brilliant ideas seem to 'pop' into my head in the middle of class, so that should yield some interesting results. :D

The version you were playing notably lacks an escort for the juggernaught, so you'll find stuff lives for a bit longer, most notably the Shamra.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: rbxplayer on January 31, 2009, 09:57:19 am
http://www.4shared.com/file/83414766/20126b9a/Voice_sample_1.html
http://www.4shared.com/file/83414785/279817ae/Voice_sample_2.html
http://www.4shared.com/file/83414810/8d6c1f55/Voice_sample_3.html

Interested to cover any roles.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Renegade Paladin on January 31, 2009, 11:17:12 am
I will play v 1.12 and get back to you...

Didn't bother at all about the blatter that was going on. Was too concentrated on killing the jugg. ;)

That's the problem with these non voice acted missions... with all the action that's going on, the last thing you wanna do is look at the top of your screen and read the text...

actually, the fact that I could not read the text was a sort of good thing... if it is a such important mission, you have to keep the player on the alert all the time.

I don't agree that there needs to be more wingmen. The mission was well balanced when I played it. Might have been a matter of luck though  ;)



Ahh I see, I might even consider posting on the VA Guild and getting Voice Actors together for this if enough people play and post feedback for version 2.0. School starts for me in 2 days so once that gets underway I won't have as much time devoted to FRED-ing. However I have come across a phenomenon, where brilliant ideas seem to 'pop' into my head in the middle of class, so that should yield some interesting results. :D

The version you were playing notably lacks an escort for the juggernaught, so you'll find stuff lives for a bit longer, most notably the Shamra.
That explains a few things; I was wondering why I didn't see the Ravana you were talking about.   :lol:  I wasn't looking for it, though; my concentration was focused on the Sathanas, so I thought that it was just on the other side.  (I was sitting on one side of it clearing out weapons emplacements so I could bomb with impunity.)

Edit:  I'm confused.  I made a Missions folder and put the mission file from Data in it, but it still doesn't show up in the game.   :confused:
Title: Re: Testers Wanted- High Noon v 1.11
Post by: TacOne on January 31, 2009, 01:39:28 pm
Is the path to the file freespace2/High Noon/Data/missions/High Noon-Final.fs2 ?
If it is, I dont see how it wouldn't show up....
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 31, 2009, 06:50:34 pm
Is the path to the file freespace2/High Noon/Data/missions/High Noon-Final.fs2 ?
If it is, I dont see how it wouldn't show up....

Well if all else fails, look on the previous page where I attached the mission to my post and download that and place in your mission folder.

@rbxplayer

Your samples sound good for a Vasudan/Command voice, I'll start a thread on the VA guild and see who else is interested. After all, if this is only one mission I should probably put 110% into it.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: eliex on January 31, 2009, 07:14:51 pm
Okay, I finally came round to playing it.
I quite liked it - has a lot of potential screenshots.  :)

The only real criticisms I can make is that your friends die far too easily if you leave them alone, rendering rearming via support ship very hard. Also your friendly destroyer, namely the Shamra can't be saved easily without cheating.
It also would be good to have the enemy cruisers a little bit closer to the battle, not too much - perhaps 1.5km in.

Other than that, 'twas brilliant.  :yes:
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 31, 2009, 07:27:36 pm
Okay, I finally came round to playing it.
I quite liked it - has a lot of potential screenshots.  :)

The only real criticisms I can make is that your friends die far too easily if you leave them alone, rendering rearming via support ship very hard. Also your friendly destroyer, namely the Shamra can't be saved easily without cheating.
It also would be good to have the enemy cruisers a little bit closer to the battle, not too much - perhaps 1.5km in.

Other than that, 'twas brilliant.  :yes:


Thanks, good to hear you liked it. I agree with the wingmen issue, I'm currently upping their hitpoints by 1.5x to see if it makes a considerable difference. The Shamra was designed to be hit so early on, as to focus on the fact that the Colossus would have to do the bulk of the fighting and remind the player to neutralise the beam cannons of the Sath's escort. The Support ship issue is one I run into every time i play the mission, the only solution I can recommend is ordering the support ship to 'Stay Close to me'.

I'll fix the escort's position now, the Rakshasa in particular was well short of where it should be.

Thanks again  :)
Title: Re: Testers Wanted- High Noon v 1.11
Post by: eliex on January 31, 2009, 07:37:40 pm
Glad to be of assistance.  :D
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Renegade Paladin on January 31, 2009, 10:02:49 pm
I screwed up the file path.  Got it fixed and played the updated mission version. 

This rocks.  I got the kill on the Ravana, but about ten seconds too late to save the GTD Infinity.  Seriously, the Infinity bought it when my Helios countdown was at seven seconds, and I only needed one more bomb.  That was the second time I played through the mission; the first time, I got caught in one of the Ravana's anti-cap beams and vaporized as I made my initial run on its forward cannons.   :lol:

There's nothing you can do to keep the Shamra around.  The cruiser over there with it tears it up before you can possibly get there, even if you ignore the Sathanas entirely and go full burn towards it.  Fortunately for her crew, her captain has the good sense to jump out when things get too hairy. 

The GVD whatever the Hatshepsut's name was managed to be unfortunate enough to stumble onto what had to have been the Sathanas' last remaining beam battery right towards the end; I thought she was safe when I heard a fusillade of beam fire and she was gone.  I think it's possible to save her if you disarm the right weapons; I was just shooting whichever ones came up next rather than target-hunting.  With that, all three allied destroyers in the mission were either destroyed or driven off; I was left with the corvettes and cruiser, which never seemed to be in serious danger. 

I did not experience the reloading problems most people reported.  The wings under my command died except for Alpha 1 (who, of course, cannot die), but Kappa and Iota wings were still around.  Even without their support, the Shivans were nearly out of fighters by the time I lost my last wingman.  There weren't enough to seriously threaten me during reload.  I don't know how much of this was due to luck, and how much of it was due to my habit of targeting the support ship and coming in hot to stop below it instead of waiting for it to come to me and then hitting the burners as soon as it's done; I've perfected reloading still time to the bare minimum required to top off the missiles.  Doing this instead of shutting down and waiting twenty seconds for it to show up works wonders for your survival odds.  In any case, I got annoyed enough with the remaining Shivan fighters that I just killed them and got it over with; the Sathanas was the last Shivan ship in Capella for the last five minutes of the mission at least. 

The cutscene was kind of cool, but it cut in at an inopportune time.  I had just dropped a pair of bombs, and it cut in before I could turn away; I came back to my cockpit to find myself ramming the Sathanas' side.   :lol:  I barely escaped the explosion; it certainly screwed up my fighter pretty bad. 
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on January 31, 2009, 10:59:16 pm
I screwed up the file path.  Got it fixed and played the updated mission version. 

This rocks.  I got the kill on the Ravana, but about ten seconds too late to save the GTD Infinity.  Seriously, the Infinity bought it when my Helios countdown was at seven seconds, and I only needed one more bomb.  That was the second time I played through the mission; the first time, I got caught in one of the Ravana's anti-cap beams and vaporized as I made my initial run on its forward cannons.   :lol:

There's nothing you can do to keep the Shamra around.  The cruiser over there with it tears it up before you can possibly get there, even if you ignore the Sathanas entirely and go full burn towards it.  Fortunately for her crew, her captain has the good sense to jump out when things get too hairy. 

The GVD whatever the Hatshepsut's name was managed to be unfortunate enough to stumble onto what had to have been the Sathanas' last remaining beam battery right towards the end; I thought she was safe when I heard a fusillade of beam fire and she was gone.  I think it's possible to save her if you disarm the right weapons; I was just shooting whichever ones came up next rather than target-hunting.  With that, all three allied destroyers in the mission were either destroyed or driven off; I was left with the corvettes and cruiser, which never seemed to be in serious danger. 

I did not experience the reloading problems most people reported.  The wings under my command died except for Alpha 1 (who, of course, cannot die), but Kappa and Iota wings were still around.  Even without their support, the Shivans were nearly out of fighters by the time I lost my last wingman.  There weren't enough to seriously threaten me during reload.  I don't know how much of this was due to luck, and how much of it was due to my habit of targeting the support ship and coming in hot to stop below it instead of waiting for it to come to me and then hitting the burners as soon as it's done; I've perfected reloading still time to the bare minimum required to top off the missiles.  Doing this instead of shutting down and waiting twenty seconds for it to show up works wonders for your survival odds.  In any case, I got annoyed enough with the remaining Shivan fighters that I just killed them and got it over with; the Sathanas was the last Shivan ship in Capella for the last five minutes of the mission at least. 

The cutscene was kind of cool, but it cut in at an inopportune time.  I had just dropped a pair of bombs, and it cut in before I could turn away; I came back to my cockpit to find myself ramming the Sathanas' side.   :lol:  I barely escaped the explosion; it certainly screwed up my fighter pretty bad. 

Thanks for the feedback, sounds like you play the mission in a similar way to what I do. The cutscene bit does cut in kind of unexpectadly, and to help it I put the player under AI control and protected it from other ships, but that's the limit of what I can really do, so apologies there. I've also fixed it some extent so that the camera pans back towards the Sath as it goes down. If it's in correct position, all the BFGreens on the Colly open up on the Sath and it looks kinda awesome, however wether that happens is subject to the player's performance in the missions and how much damage everyone is doing to the Juggernaught.


Also


SCREENSHOTS

I'd encourage anyone with GIMP to take screenshots without the HUD and post embed link somewhere here so I can use in the first post. If you're unsure on how to disable the HUD it's a very simple operation in FRED, open the events editor of the mission, right click do-nothing and change to cutscenes/no-hud. I would take screenshots myself, but I don't own GIMP or any other program capable of screenshots in freespace.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: eliex on February 01, 2009, 12:52:01 am
SCREENSHOTS

I'd encourage anyone with GIMP to take screenshots without the HUD and post embed link somewhere here so I can use in the first post. If you're unsure on how to disable the HUD it's a very simple operation in FRED, open the events editor of the mission, right click do-nothing and change to cutscenes/no-hud. I would take screenshots myself, but I don't own GIMP or any other program capable of screenshots in freespace.

There's an even simpler operation - to get rid of the HUD, simply press shift-O and again to bring it back.
For a Windows user, press the Prnt-Scrn key on the keyboard to get a screenshot.
When you quit the game, there should be your screenshot in your screenshots folder in the root directory - but be warned, they are in TGA format which is incompatible with Imageshack.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Commander Zane on February 01, 2009, 01:18:37 am
I've noticed this mission is made to last around 30 minutes as the Colossus doubles back to attack the Sathanas from its six. However, there's around a ten to 15 minute gap of nothing happening with the exception of the bombers chipping away the hull before capital ships start making their final move.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on February 01, 2009, 01:22:03 am
I've noticed this mission is made to last around 30 minutes as the Colossus doubles back to attack the Sathanas from its six. However, there's around a ten to 15 minute gap of nothing happening with the exception of the bombers chipping away the hull before capital ships start making their final move.

Hmmm, what's the Hull integrity of the Sathanas while this is happening?

EDIT: I've fixed this in my current version that I'm working on at the moment. Instead of moving way past the juggernaught and leaping on it's six, exposing it to the anti-capship beam in the rear of the Sath, the Colly now moves in front of the Juggernaught to bring it's broadside beams to bear, before immediatly turning and taking position next to the Sath so they now exchange broadside beamfire, except the Sath only has AAA beams against the Colly's BFGreens  :D

SCREENSHOTS

I'd encourage anyone with GIMP to take screenshots without the HUD and post embed link somewhere here so I can use in the first post. If you're unsure on how to disable the HUD it's a very simple operation in FRED, open the events editor of the mission, right click do-nothing and change to cutscenes/no-hud. I would take screenshots myself, but I don't own GIMP or any other program capable of screenshots in freespace.

There's an even simpler operation - to get rid of the HUD, simply press shift-O and again to bring it back.
For a Windows user, press the Prnt-Scrn key on the keyboard to get a screenshot.
When you quit the game, there should be your screenshot in your screenshots folder in the root directory - but be warned, they are in TGA format which is incompatible with Imageshack.

Thanks for that, I was wondering where the hell all my screens were going  :lol:

Check the mainpage, I've uploaded a screen of the beginning to the first post
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Commander Zane on February 01, 2009, 01:58:42 am
At a number between 20 and 25%, though the bombers still do far too little damage at a time and the rest of the allied capital ships and fighter cover become useless as they don't have the proper facing to continue to attack.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on February 01, 2009, 02:25:26 am
At a number between 20 and 25%, though the bombers still do far too little damage at a time and the rest of the allied capital ships and fighter cover become useless as they don't have the proper facing to continue to attack.

I just played through the mission, it seems the Colly's new waypoint set I have for it solves that problem to some extent, I'll fill the mission with more dialogue anyway though.

EDIT: I'm putting in some new dialogue and 2 more bomber wings, as Alpha and Beta seem to get slaughtered by the dozen. However I've balanced the arrival of the 2 new bomber wings, to when there's usually some inactivity dialogue and gameplay wise. Once I've had a playthrough, I'll attach to the main post for testing.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on February 01, 2009, 06:36:13 am
Version 1.5

Check the first post attachment for the download link. If you have any issues with the changes be sure to post them, and as always feedback is welcome. If you have any gripes with 1.5 post them ASAP because I'm planning the release date for the mission as February 7 (or sometime around then).
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Renegade Paladin on February 01, 2009, 06:45:53 am
Awesome.  Downloading 1.5 now.

Edit: Done the first test run.  The Shamra still can't be saved, but the Infinity and... Damn it, I forgot the Vasudan destroyer again.  Well, whatever it is, it survived as well.  The Viceroy was reduced to 11% hull and transmitted a destruction message, but then survived until the end of the mission. 

I think I only came under fire from Shivan fighters once, during my first reload.  I had random missile locks from time to time in the mission, but it was always a matter of firing off a few countermeasures and proceeding on my way; if it was fighters rather than capital ship launchers, they weren't pursuing.  I'm not sure if this is because my escorts were doing a better job or what; I still had most of my original wings left at the cutscene.  (The AI's not smart enough to clear the Sathanas' blast radius, apparently, so a lot of them died when it went under.) 

Overall, I found the mission a little easy in the new incarnation, but that might be because I turned down the difficulty settings a notch so I could pay attention and watch for bugs rather than constantly trying to stay alive.  I'll turn it back up and give it another go. 
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Commander Zane on February 01, 2009, 11:52:49 pm
Use the Fast Mod ship and weapon tables and combine them with the captial ship turret's refire rates and FOF from PI and OH MY GOD THIS MISSION IS UBER FUN. :D
Title: Re: Testers Wanted- High Noon v 1.11
Post by: TacOne on February 02, 2009, 12:55:27 am
Okay, I've played through v1.50.
My wingmen still died :p , but they lasted long enough to take out half the escort this time.
The Colossus turned as it should, although it clipped through the back of the sath.
The Infinity didn't turn untill it was about 9 klicks behind the sath (I saved it). Looking at the mission it looks like the turn might be a bit to sharp.
The constantly arriving reinforcements again added to the immersion of a major, vital, battle.
The cutscene worked properly this time :D

I'm gonna have to give this another :yes:
(I forgot to give another one earlier, but that's beside the point)

I couldn't be bothered to make a proper list this time.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on February 02, 2009, 01:40:13 am
Okay, I've played through v1.50.
My wingmen still died :p , but they lasted long enough to take out half the escort this time.
The Colossus turned as it should, although it clipped through the back of the sath.
The Infinity didn't turn untill it was about 9 klicks behind the sath (I saved it). Looking at the mission it looks like the turn might be a bit to sharp.
The constantly arriving reinforcements again added to the immersion of a major, vital, battle.
The cutscene worked properly this time :D

I'm gonna have to give this another :yes:
(I forgot to give another one earlier, but that's beside the point)

I couldn't be bothered to make a proper list this time.

Thanks for the  :yes:

The wingmen staying alive was probably due to the HP thing, I've moved the Colly's waypoint a bit further so it moves right across the Sath's path instead of a diagonal route, so it should turn earlier. I've moved the Infinity's waypoints closer so it basically reaches the first leg in it's jump in and commences a turn, and it's good to here the reinforcements and cutscene worked this time :D


Done the first test run.  The Shamra still can't be saved, but the Infinity and... Damn it, I forgot the Vasudan destroyer again.  Well, whatever it is, it survived as well.  The Viceroy was reduced to 11% hull and transmitted a destruction message, but then survived until the end of the mission. 

I think I only came under fire from Shivan fighters once, during my first reload.  I had random missile locks from time to time in the mission, but it was always a matter of firing off a few countermeasures and proceeding on my way; if it was fighters rather than capital ship launchers, they weren't pursuing.  I'm not sure if this is because my escorts were doing a better job or what; I still had most of my original wings left at the cutscene.  (The AI's not smart enough to clear the Sathanas' blast radius, apparently, so a lot of them died when it went under.) 

Overall, I found the mission a little easy in the new incarnation, but that might be because I turned down the difficulty settings a notch so I could pay attention and watch for bugs rather than constantly trying to stay alive.  I'll turn it back up and give it another go. 

Yeah the Shamra and Infinity were really meant to go down I guess, I did it to show the Colly still was the dominant force of the GTVA and naturally it would come down to mainly the firepower of the two ships.

I've fixed the Viceroy's message. I got around the fact that FS doesn't play the message under the ships name if you have it set to when-ship-destroyed unless you have the # in front of the name by giving them messages that didn't imply they were breaking up as the ship was sending the message (since that is rather unlikely, unless of course you count "AAAAAHHHH!!!!"), but rather the ship required immediate assistance and was in dire need of protection, that way I felt it was a bit more realistic, and really Command must have better things to do than moniter these bloody ships and report their deaths all day  :)

Yeah I was thinking with the addition of 2 additional bomber wings a wing of 6 fighters the mission would become slightly easier, my only real response to this is that I was playing it on Medium-Hard most of the time, and I'd recommend most people play the mission on a difficulty higher than and/or including Medium. Thanks for the feedback :D it helps more than you think
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on February 03, 2009, 05:36:35 am
Okay need an opinion here people

Should I:

- Wait a few more months and postpone release to find Voice Actors and get their **** together

- Incorporate the changes and release ASAP

- Release ASAP with changes and get Voice Acting together at a later stage after release if people like it

:confused:
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Commander Zane on February 03, 2009, 05:52:48 am
Release the latest update, the voices will just be a bonus for me.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on February 03, 2009, 06:32:31 am
Release the latest update, the voices will just be a bonus for me.

In an effort to postpone myself doing homework, your call. I'll pack the .vp now and start a new thread when it's done
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Renegade Paladin on February 03, 2009, 09:38:00 am
Well, I see you already released, so there's little point in weighing in now ( :P), but I say release now - which you've already done - and get voice acting together later.  I'm getting a mic for my computer, and I have a good voice for certain roles (I'm a classically trained singer and amateur actor with a bass voice; I know how to do the work), and I'd be glad to do some of the voices for this if you decide to do it.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on February 04, 2009, 01:18:55 am
Well, I see you already released, so there's little point in weighing in now ( :P), but I say release now - which you've already done - and get voice acting together later.  I'm getting a mic for my computer, and I have a good voice for certain roles (I'm a classically trained singer and amateur actor with a bass voice; I know how to do the work), and I'd be glad to do some of the voices for this if you decide to do it.

Cool :)

Post a few links to samples of your voice and I'll have a listen. But regardless you can voice who you want as you were a tester.
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Renegade Paladin on February 11, 2009, 12:42:36 pm
Well, got a mic today and recorded some samples.  Here you go. 

http://www.4shared.com/file/87186523/340b9125/KappaWing1.html
http://www.4shared.com/file/87186617/1a0db8a6/BetaWing2.html
http://www.4shared.com/file/87186632/58512eab/KappaWing2.html
http://www.4shared.com/file/87187860/790af1ad/ChargeDrives.html
http://www.4shared.com/file/87188326/a0336e2b/Escape.html
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Dilmah G on February 12, 2009, 02:57:14 am
Well, got a mic today and recorded some samples.  Here you go. 

http://www.4shared.com/file/87186523/340b9125/KappaWing1.html
http://www.4shared.com/file/87186617/1a0db8a6/BetaWing2.html
http://www.4shared.com/file/87186632/58512eab/KappaWing2.html
http://www.4shared.com/file/87187860/790af1ad/ChargeDrives.html
http://www.4shared.com/file/87188326/a0336e2b/Escape.html

Woah that sounded pretty good. You can have your pick of whatever you want, I'd recommend one of the capships, Shamra perhaps?

EDIT: Just had a brainwave, how's Command sound?
Title: Re: Testers Wanted- High Noon v 1.11
Post by: Renegade Paladin on February 12, 2009, 02:13:37 pm
I just recorded all the lines for Command and the GTD Shamra; you can choose which one to cast. 

I also recorded Lambda 4 just for fun.   :D  Uploading the recordings now.

Edit:  Done.  See the thread in the Voice Acting forum.