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Click (http://www.sectorgame.com/forums/viewtopic.php?t=4136) - Enjoy!
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Awesome.
Congratulations on the release.
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OHHH!!! Ok, I've got something new to play ^^
very very much gratefull, I would kiss you right now but.. well, I better not.
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Cool! When I was starting to get bored of FS a new release emerges!
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I'm enjoying this so far, I love the fighter maps.
Highlight?
Sweet. :D
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damn, stop making my job harder! :mad2:
Joking, great job guys! ;)
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When I try to start it I get the following error:
Error: ASW_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
The Error is the same wether the optional vp files are in the folder or not. I also tried to re-download the modpack, but that didn't change anything.
When I click on Ok, I get the following error (again and again):
Error: ASW_strings-lcl.tbm(line 28:
Error: Expecting int, found [].
File: PARSELO.CPP
Line: 670
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I tried to run it with the 3.6.10 final build and the re-released 3.6.10 MediaVPs.
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Could you run it with a debug build and then post your fs2_open.log? This sounds a lot like the issue people were having when they tried to use the 3.6.10 MediaVPs (without the patch) with a German FS2.
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Just going to post my initial impressions since I'm about to make my way through the campaign.
Immersion-wise, you guys have got it. The interface, sounds and music are perfect. I knew I was in for something special when the very well-done intro movie finished playing, and was confirmed when the mainhall music kicked in. Awesome.
The redone ancient fighters look superb. It seems my favourite Ancient ship got relegated to a freighter, but I get the feeling that it's all a mistake and the Malia's still going to make an entrance soon (I couldn't bring myself to Ctrl-Shift-S the tech database) :P
I'm excited and honoured to be finally playing this. More comments to come after I finish the missions.
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Hmm, well the Inferno team is responsible for the degradation of what used to be the Malia (http://www.hard-light.net/wiki/index.php/ACv_Malia), as well as the renaming of many ships. But they pretty much doubled our ship collection, so we've made some compromises.
Rodo, no kissing plz (eww) :P
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Could you run it with a debug build and then post your fs2_open.log? This sounds a lot like the issue people were having when they tried to use the 3.6.10 MediaVPs (without the patch) with a German FS2.
Here's my log.
I do have the german version of FS2, but I got the patch installed.
[attachment deleted by admin]
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Yeah, that's probably the same cause. This means that either you have to change FS2's language setting to english, or the ASW team will have to create a patch.
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Which leads us to the question: why the ASW_strings-lcl.tbm?
And on a related note: an unofficial patch for the time being (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/1337_ASW_Patch.vp) (place it to \freespace2\asw\ ). I sure hope it works. (I just stumbled upon this idea for a fix in the MediaVPs release thread, so I have absolutely no previous experience in the matter.)
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Well, thanks Jeff; added to release thread :) Is there a specific reason you didn't add #Polish ? It's in the MV_Core mv_strings-lcl.tbm , but not in your patch.
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Wow, this looks great. What is all the music and where can I get it?
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Is there a specific reason you didn't add #Polish ? It's in the MV_Core mv_strings-lcl.tbm , but not in your patch.
:nervous: Oops. I just copied the end from utops's post at the MediaVPs release thread (http://www.hard-light.net/forums/index.php?topic=58230.msg1199273#msg1199273) and didn't really take a look at it. Uno momento...
Edit: Patch updated to hopefully fix the issue with Polish versions as well.
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I downloaded the Intro and had a peek. It's intrigued the heck out of me now. I'll download it all later in the year.
Definitely gonna play it though. .
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Rodo, no kissing plz (eww) :P
Well it can wait ;7
In the mean time, check this warnings I get when launching the .EXE
mv_music-mus.tbm(line 18:
Error: Missing required token: [#Soundtrack End]. Found [#SoundTrack Start] instead.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
and then
---------------------------
Error!
---------------------------
mv_music-mus.tbm(line 19:
Error: Missing required token: [#Soundtrack End]. Found [$Soundtrack Name: 2: Exodus] instead.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Cancel
---------------------------
and then
mv_music-mus.tbm(line 20:
Error: Missing required token: [#Soundtrack End]. Found [+nocreate] instead.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
and then
mv_music-mus.tbm(line 21:
Error: Missing required token: [#Soundtrack End]. Found [$Name: FS2_Amb_B01.ogg 17.0 264] instead.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
and then
---------------------------
Error!
---------------------------
mv_music-mus.tbm(line 22:
Error: Missing required token: [#Soundtrack End]. Found [$Name: FS2_AArv_A01.wav 1.8 10] instead.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Cancel
---------------------------
running with this build (http://www.hard-light.net/forums/index.php?topic=67184.0) (I has no debug .exe right now but I can get it if you want it)
Downloaded all the VP's save the multilanguage patch, played the two first missions without problems so far.. so it's not a critical problem I guess.
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Good stuff
The shivans are a bunch of slow pussies though. I had far more wingmen dying on me in the first bunch of missions than against the shivans. The ancients are dicks and I really want the next act so we can see their downfall :D
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Yep that patch fixed it. Thanks you.
And at least the main menu music is from the game "Universe at War: Earth Assault" if I'm not mistaken. Got to be one of the Masari music pieces.
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Rodo, did you read what was said on the release thread on Sectorgame? I'll quote.
This mod was made for use with the official 3.6.10 FSO build and MediaVPs. We are not responsible for errors that may occur when using anything else.
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You guys are my heroes for this holiday season!
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Rodo, did you read what was said on the release thread on Sectorgame? I'll quote.
This mod was made for use with the official 3.6.10 FSO build and MediaVPs. We are not responsible for errors that may occur when using anything else.
sorry I was too busy trying to kiss FSF :P
I'll use the 3.6.10 release, thanks.
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Someone just told me the Kato has a similar shape to the Level 1 Drone from Descent 1.
It sort of does, I want to make the texture rusty brown to match it.
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Just made it to the 5th mission, and so far I'm absolutely loving it!
Thanks for the release and also for the patch, works fine with my German FS2. And just the right timing with the holidays. :nod:
I like the attention to detail... from the Ancient's way of expressing themselves in dialogue to the visuals, sounds and the tech room descriptions, everything has a unique and alien feel to it.
I had a little problem on "The Sword of Damocles", the last objective would not complete although all enemy vessels had been destroyed (did a little time acceleration but nothing happened anymore).
I tried the mission again and it worked fine.
I actually have a hard time hitting anything smaller than a bomber, these fighters are so agile. :lol:
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After mission "Battle of Aeshder", crash to desktop with following error (official 3.6.10 build and MediaVPs, German FS2 with Jeff Vader's patch):
Error: Invalid intel name.
In sexpression: ( when
( true )
( fade-out 6400 )
( tech-add-intel "Shivans" )
( tech-add-ships
"SF Dragon"
"SF Basilisk"
"SF Manticore"
"SF Scorpion"
"SB Shaitan"
"SB Nephilim"
"ST Azrael"
"SFr Mephisto"
"SC 5"
"SFr Asmodeus"
"SAC 2"
"SC Lilith"
"SC Cain"
"SCv Moloch"
"SSG Trident"
)
)
(Error appears to be: Shivans)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I cannot continue with the next mission. Ah well, time for bed anyways. :D
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Only a few mission in, and it looks very good. Two quabbles so far: The monologue at the beginning; can't hear it due to stuff happening at the same time. The second one I have is the briefing dialogue - There's just too much of it, on too many pages.
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I'm downloading now. Curious as to how this will turn out, but I'm optimistic. :)
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Well, I just completed it, and here are my thoughts -
Gameplay: The weapos aren't very well balanced - One is insanely powerful once you tear through the shields, but there are no weapons that do significant shield damage.
Plot/narrative - Very well done. Especially the beginning where I thought "Wait, we're exterminating these guys? That's kind of evil... are we evil?"
followed by moral qualms! :lol:
Voice acting: First voice actor was alright. First one was good, though I could only hear the start because of the ships making noise and all. Second one was, well, not so good - Didn't really fit in.
Summary:
Pros: Interesting and intriguing story, very polished quality-wise. Where voice acting was used, it was situationally appropriately.
Cons: Gameplay felt unbalanced at times. Weaponry absolutely mismatched. The voice acting and its implementation left a lot to be desired.
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I absolutely love the remodeled and remapped Ancients fighters and bombers. Superb job--although I would have used purple for the metal, instead of green. But never mind, they look great. From what I've seen of the other upgraded models I can't wait for you to finish them up! We actually have beautiful Ancients now!
The reskinned Nightmares do their job well enough, but the contrast on their textures is so high I can't really make out their shapes. Interesting color palette, though. It reminds me of glow-in-the-dark stars on my childhood bedroom ceiling.
The interface and sound design is a treat too. Very well done. I have a few nitpicks about the ship/weapon loadout interface, but for the most part it works.
Mission design is reliable, no bugs so far--no missing directives, no missed cues, no gamebreaking halts with events that fail to trigger. I really appreciate how hard it is to ferret out every possibility, so you guys deserve to be commended on that as well.
I'm having fun here, and I'll come back with my verdict on story and presentation later. So far, though, it's a five out of five. :)
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Madcat; damn, we've had a lot of troubles with that Sword of Damocles issue before. I thought I'd fixed it :mad:
As for the other bug, I have no idea. There is a "Shivans" entry in the Species.tbl, so... the only reason I can think of is that you have a corrupted file.
Or maybe you have a rogue table around somewhere? That would be caused by an incorrect installation of a mod. Maybe try playing it with a debug build, and posting the log here.
All other people, thanks for the comments :)
/me Fends off Rodo
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Second mission in, the only reason I got sick of it and quit as soon as the mission started is because there are no humans. (and that my brain is worrying about more important things at the moment to be frank. not a good time to be playing)
Not so sure about that Shivan bomber reskin for "generic X race to be killed by Ancients" when the rest of what they have are all Nightmare reskins; uniform look :blah: :blah: :blah: (sub smiley with text), and that water ripple effect in weapon selection stops being ooh-fancy after a while + green text hard to see, but regardless it has the "yes, this is something finished" feel overall. Comparing with similar mods like Blue Planet I think ASW's overall presentation had more of an effect on me. other people might see it differently, i don't know (your mileage may vary in :blah: internet speak)
Also some of the Ancient capships, probably the way the textures were played with, but I can't see a difference in appearance between this and Inferno R1. Either no edits were actually done, or I haven't played FS for too long and my eyes don't know what's new.
I thought my text was long-winded; well this mod has long text for virtually everything till I don't bother reading, omg... it's succeeded in fueling my utter hatred for the Ancient race with their stupid propaganda, even though they seem to be united as a whole which is a feat in itself for any civilisation... lol
I'll prolly see more when I get the time to play more. Haven't run into bugs... yet.
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*snip*
Those seem to be error with the mediavps. Please run a debug build and post the log; they may be corrupted.
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Wow: congratulations!
Another timeline opening in freespace...
Could some ASW vids be posted at some point?
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Voice acting: First voice actor was alright. First one was good, though I could only hear the start because of the ships making noise and all. Second one was...
You wouldn't happen to mean the "Ours was a proud people. And always the strongest..." monologue? Because that comes straight out of a FreeSpace 1 cutscene.
http://www.youtube.com/watch?v=Y6es9Rhxpwo&feature=PlayList&p=36031E852FA14B13&index=4 while the music is quite loud compared to the voice, you can understand it better than with the engine noises...
Edit:
I just had a rather odd situation in addition to the crash Madcat already posted.
In the battle against the Aeshder I was quite successfull. All enemy capitalships are destroyed, all that remains are four bombers and one fighter. Suddenly the oddly shaped destroyer simply blew up despite having 89% hull left and no enemy being anywhere near it.
After I moped up the last remaining enemies I warped out and in the debriefing I got congratulated, got a medal got told that my name would live on forever and all that, followed by "We lost this battle! You will be executed in two cycles!".
The mission was a success however and I could move on to the next mission.... well that is if the next mission wouldn't crash I could.
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Indeed, we haven't touched most of the INFR1 capships - apart from the textures. We'd need some more (active) modelers to give all those a make-over.
Norbert, that sounds like an oversized piece of debris crashed into the Koumasa and killed it. Is that possible? One more issue to look into...
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Now, that is called "bad luck". :)
Being executed because of piece of junk.
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If Norbert experiences the crash as well, it is quite likely another German FS2 issue.
I'll grab myself a 3.6.11 debug build and post the log later today.
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Results with 3.6.10 final debug build:
Warning: species.tbl(line 55:
Warning: Token too long: [Wenn Ihre Schilde angeschlagen sind, dr�cken Sie [Q], um die restliche Schildenergie gleichm„ssig zu verteilen.]. Length = 111. Max is 31.
File: PARSELO.CPP
Line: 668
Call stack:
------------------------------------------------------------------
lcl_ext_localize_sub() lcl_ext_localize() stuff_string() techroom_intel_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
I have attached the complete log. Indeed that seems to be an issue with the German version.
Too bad they didn't have the english version at Media Markt ten years ago, I always liked the originals better anyways. :hopping: :lol:
[attachment deleted by admin]
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I just seemed to notice the subspace rift effect looks like it spins more than the regular MediaVPs effect, is this true?
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I noticed that too. It's more akin to the effect used in Inferno: Alliance.
Also, great work with this 1st act, overall I'm very impressed. :yes:
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Excellent campaign! Superb atmosphere and immersion thanks to the music. Personally for me it takes a place among the great ones like BP and ST:R.
I really like the portrayal of the ancients hubris that we know will be their downfall.
The only thing I would question is the strength of the shivans. They aren't really that much of an increased threat compared to the Aeshdarians. Maybe this was intended. I hope that changes as they start using Beam Cannons and the Lucifer and Sathanas shows up.
Anyway a interesting question popped up after finishing the campaign. It was said in the intel for the Aeshdarians that the have already fought a war in space. They also possess beam weapons and shields. This made me conculde that maybe:
They encountered the Shivans earlier and reverse-engineered their technology?
Its already ironic that the Ancients encountered the very weaponry the need to stop the "indestructible" Lucifer in the hands of an inferior species.
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Searching root pack 'F:\Freespace2\stu_fs2.vp' ... 1777 files
stu_fs2.vp should generally contain 2355 files. Either yours is broken or it's a feature of the German version.
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I believe it to be broken. Different file numbers are probably to be expected, but nearly 600 missing files look more like corruption to me.
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I didn't lose a single Wingman (Warrior brother or sister ;)) to the Aeshdarians, the Shivans wiped the floor with them.
And yes the music is freaking awesome.
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stu_fs2.vp should generally contain 2355 files.
You know this number by heart? :P
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stu_fs2.vp should generally contain 2355 files.
You know this number by heart? :P
Yes, actually. I also have logs with the correct numbers on my computer. And then there's this (http://www.hard-light.net/forums/index.php?topic=65038.msg1319146#msg1319146).
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No it is not broken. The german version doesn't have any voice for briefing and de-briefing (only command briefing and ingame) thus there are fewer files in it.
Norbert, that sounds like an oversized piece of debris crashed into the Koumasa and killed it. Is that possible? One more issue to look into...
Three times in a row? That would indeed be some incredibly bad luck.
The first two times I was just blasting away at the next best bombers, so I though that perhaps the destroyer got hit by too many kamikaze ships, but the third time I payed very close attention to it and there was no enemy near it and I doubt any debris could hit it for 89% hull!
The hull didn't go down gradually or in steps... one moment it was 89%, the next *booom* "Oh my god! We wiped out the enemy fleet, but since we lost one of our three ships, we are now utterly defeated by an enemy who's not even alive anymore"..... :wtf:
But as I mentioned before, despite being executed, I can still advance to the next mission. I guess I'm a ghost now or something.
Edit:
Okay.... I guess whatever that error is, it is non-critical. Out of habit I simply clicked cancle all the time before. This time I clicked ok and the ingame-cutscene started and I'm now looking at the command briefing of the next mission (allthough I got another error in the middle of the cutscene - also non-critical).
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I didn't lose a single Wingman (Warrior brother or sister ;)) to the Aeshdarians, the Shivans wiped the floor with them.
And yes the music is freaking awesome.
For me it was completely the other way around.
Then on the other hand, I started doing C-3-1 a lot with the shivans to break through their shields.
Thing is, the shivans are fat slow moving targets in comparison to those incredibly thin profiles of the darts.
Also, for those using german versions. Why not download the english version by torrent or something? You already bought the game after all.
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That'd mean the distribution of retail VP files. That's all you need to play FreeSpace with FSO.
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Gameplay: The weapos aren't very well balanced - One is insanely powerful once you tear through the shields, but there are no weapons that do significant shield damage.
I think the only truly unbalaced weapon is the Shivan Uber Laser, just two shots put a Fang from full shields and hull to a vaporized quadrant and 12% hull integrity.
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DL'd it yesterday. Haven't finished yet. In fact, I'm still fighting Aeshdarians. Inferior bastards! :mad:
Some comments, things I think should be said. Some (contructive?) criticism there, too.
The Good: very nice storytelling. :yes: EXCELLENT writing, especially concerning the Ancient language/ mannerisms/ ethos/ hybris/ civilization. :yes: :yes: :yes: I'm an archaeologist, and I must say I loved the idea of using the phoenician alphabet as wing callsigns. BEAUTIFUL intro. :yes: :yes: :yes: Pretty nice mission balancing. :yes: Interesting ships (although the target profile of those Darts is a nightmare. :shaking: The only way of killing them in under five minutes is to get the ultra-fast ROF cannon and spray the spiders into oblivion. :beamz:)
The Bad: Mainly the interface. :no: I know, it probably took you ages to fix right, and it shows ( :yes:), but there are a few things that grate on my nerves. Namely, in the ships/weapons selection screen, it's VERY hard to see the blue-green ancient ships (in the 'available' list, in the lower left corner of the screen), over the blue-greenish background art. :no: :no: Is there any way you could put a darker 'bar' behind the ship list, to make them easier to see?
Also, the water-ripple effect for the weapons kinda annoyed me. :no: I'm not asking for FS2-like weapons schematics, but at least make the weapon data easy to read...
One more thing: in the second mission, where you destroy the Damocles, I chose to kill the destroyer before taking on the cruisers. However, the message chaining seems to take for granted that the destroyer will be downed after the cruisers. As such, I got a message that confirmed my kill of the Damocles only AFTER all three cruisers were down. Nitpick, I know, but it definitely killed the atmpsphere. It was kind of like:
"Aleph one, very good job! You killed all three cruisers! Now go after the Damocles!"
and then, after two seconds:
"Well done, the Damocles is destroyed!" (and I had taken out the Damocles like fifteen minutes ago...)
Fix that, please. :)
All in all: one of the best campaigns I've played. Excellent work! Keep it up, and may the Shivans be with you! because you don't want them to be against you...
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Well, I have no clue why the "Shivans" entry in Species.tbl seems to give troubles on German versions... Meh. Are there any other mods that had new Tech Room intel entries, and made those visible during the campaign, that didn't give problems for Germans?
Indeed the warp effect has been "spun up" a bit, credits to Starwolf1991 for that. As well as for the rippling weapon ANIs (they stop rippling after a couple seconds, shouldn't be that hard to read?), and a whole ****load of other things. He also found most of the music, together with ShadowGorrath - no idea where they found it, I think they scoured other games.
Indeed, your orders are to destroy the cruisers first. Enioch, you're apparently the first one to disobey. You will be tortured for that :P Seriously though, thanks for pointing that out.
The Ancients have already exterminated many species, so they're not as easily impressed as Terrans/Zods were at their first encounter with the Shivans. That's starting to change, though, from the last mission onwards...
As for the Aesdherians' previous war: this (http://www.sectorgame.com/forums/viewtopic.php?t=3732) is related...
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Well, I have no clue why the "Shivans" entry in Species.tbl seems to give troubles on German versions... Meh. Are there any other mods that had new Tech Room intel entries, and made those visible during the campaign, that didn't give problems for Germans?
If there were any other campaigns that had a similar problem that I played, then it didn't produce an error, but simply didn't work at all. This is the first time I got thrown to the desktop about it (allthough the game continued to run fine after hitting the ok button).
But from time to time I was a bit upset about mods not putting all ships into the techroom, even after playing the campaign through. Maybe that has the same cause?
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I went after the cruisers first both times but it took me too long and the capships killed the Damocles before I could down all cruisers. Maybe because my wingmen don't all make it past the first wave of Fangs and Darts. So even if trying to obey, it doesn't always work out that way.
And thanks Norbert, it never occured to me that pressing "OK" on the error message doesn't actually start a debugger. :pimp:
Now I can continue playing. :)
I have played about 12 mods so far with my install and cannot remember any crashes to desktop except obviously the typical German crash for which a patch exists (mv_strings-lcl.tbm).
However I sometimes noticed in the techroom (including for ASW) that on some entries there are German texts showing instead of the supposed ones.
For example the entry on the AD Achladia showed the German text for the Orion. And now, after I made it past the error, it shows the text for the Hatshepsut instead.
For some weapons like the Fury MK 2 even the names are wrong, in the techroom as well as in the loadout screen (shown as Tempest). Only when playing the correct name is shown in the HUD.
I blame ze Germanz! :lol:
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nice campaign, really captured the character of the ancients well, story was great too. Though I didn't like the ending much, it was kinda like; we beat the crap out the Shivans, then we lose one destroyer, and we completely fail. But otherwise, 9/10
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I was wondering, what's the HomePlanet battle music tracks from?
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HomePlanet, of course.
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As cynical as I was reading that post I managed to find a video on YouTube with it.
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Indeed, your orders are to destroy the cruisers first. Enioch, you're apparently the first one to disobey.
Well, forgive me for focusing on the big, fighter-spewing leviathan, instead of the small, far-away inferior weaklings that only take the occasional, horribly off-target potshots at me... :P
You will be tortured for that :P
Not if the Shivans get to you first, you big bully! :P
And you're welcome :)
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You used homeplanet tracks? :lol: what a great idea!
Which reminds me, I'll be in position in the future to make a sale of homeplanet gold copies through ebay soon: the russian-english translation patch is advancing well! one more space sim will be just what the doctor ordered...
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ASW hangs on the latest 3.6.11 OS X nightly, so I'm re-downloading 3.6.10 Final to see if it works. In the meantime, I've attached fs2_open.log to this post, if anyone's interested to look at it. :)
[attachment deleted by admin]
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Double-post. :D
I cannot run ASW on 3.6.10 OS X as well, so I'm attaching fs2_open.log to this post.
[attachment deleted by admin]
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Double-post. :D
Modifying is mighty fun.
Found root pack '/Applications/FS2/mediavps/MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack '/Applications/FS2/mediavps/MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack '/Applications/FS2/mediavps/MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack '/Applications/FS2/mediavps/MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack '/Applications/FS2/mediavps/MV_Music.vp' with a checksum of 0x4dbbbe96
You're missing the patch.
Searching root '/Users/administrator/Library/FS2_Open/ASW/' ... 1 files
Searching root '/Users/administrator/Library/FS2_Open/mediavps/' ... 71 files
Searching root '/Users/administrator/Library/FS2_Open/' ... 186 files
:wtf: I don't really understand why it does that. Perchance a Mac "feature".
OpenGL Version : 1.2 APPLE-1.5.48
Your OpenGL sucks horribly. I'm surprised any 3.6.10 or 3.6.11 runs on your machine.
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Searching root '/Users/administrator/Library/FS2_Open/ASW/' ... 1 files
Searching root '/Users/administrator/Library/FS2_Open/mediavps/' ... 71 files
Searching root '/Users/administrator/Library/FS2_Open/' ... 186 files
:wtf: I don't really understand why it does that. Perchance a Mac "feature".
It is. Pilot files and preferences on a Mac aren't stored inside the FS2 folder. All the logs and preferences, such as saved HUD colour schemes, are kept in /<username>/Library/FS2_Open/<modname>.
OpenGL Version : 1.2 APPLE-1.5.48
Your OpenGL sucks horribly. I'm surprised any 3.6.10 or 3.6.11 runs on your machine.
Well, to the best of my knowledge (which amounts to nothing, actually), there is no OpenGL update for my MacBook so :P.
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Double-post again. :D
Right, I've downloaded the patch, put it into the right folder and reverted back to 3.6.10 Final, but still no dice.
fs2_open.log attached.
[attachment deleted by admin]
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Double-post again. :D
Modifying is fun. Again.
Anyways, I'm drawing a blank. Obviously
ai.tbl(line 50:Error: Required token = [#End] or [$Name:], found [$Afterburner Use Factor: 7, 6, 5] .
ERROR: ai.tbl(line 50:
Error: Required token = [#End] or [$Name:], found [$Afterburner Use Factor: 7, 6, 5] .
File: /Users/cliff/fs2_open_3_6_10_0/projects/Xcode/../../code/parse/parselo.cpp
Line: 670
is the issue here, but I have no idea what that means.
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I know what causes it.
It's a function present in 3.6.11, but not in 3.6.10.
You must be using Fury's AI, which isn't 3.6.10 compatible.
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the mod is working on my mac with 3.6.10
this is the part of the log where your game crash but I only see warnings
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_effects_ASW-wep.tbm' ...
Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
At least one of the following tags was used on ship ACv Arkalochori, subsystem :
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
At least one of the following tags was used on ship ACv Arkalochori, subsystem :
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
At least one of the following tags was used on ship ACv Arkalochori, subsystem :
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
At least one of the following tags was used on ship SD Vassago, subsystem :
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax. Please use the $Flags: field for subsystem flags.
At least one of the following tags was used on ship SD Vassago, subsystem :
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_density-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
TBM => Starting parse of 'AncientWorlds-str.tbm' ...
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Title-screen mouse positions are not set... these are used to move the cursor to the next 'door' when the player right-clicks. Another side-effect is that the player's cursor moves to the far left every time they close a menu.
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You must be using Fury's AI
Oh damn, you're right. I completely forgot that I had it in my data files.
I've deleted that and went back to using 3.6.10 Final. It works perfectly now.
EDIT: And, just to keep Jeff happy and NOT double-post again, I've attached a screenshot of my HUD to this post.
[attachment deleted by admin]
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Really great campaign.
Cinematics like BP :)
I am looking foreward for the next Act...
Greetings Peter
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I actually played the first bombing mission on 2x time compression without noticing.
I thought it seemed odd that my Attis was doing three rolls a second. :lol:
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Oh yeah. Good campaign, awesome mod, with the kind of engagements that painfully remind me how dangerous blobs can be to unshielded crafts :D.
The use of shields, even weak, on aesdherian fighters and beams on aesdherian capships bothered me a little, but it's fine. I enjoyed the major changes between aesdherian battles and shivan battles, especially the fact that my wingmen actually started to die. I also quite liked the red-evil jump node at the end ;)
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This is an excellent mod. I wouldn't be so bold as to say that it'll give the likes of BP and PI a run for their fans, but it's pretty close.
The one thing I especially like is how well the belligerents are portrayed in this mod, in particular the Shivans. When I first heard that this mod was going to be made, I thought it was interesting, but wondered how the ASW team was going to portray the Shivans as being enemies that "didn't die". I was half-expecting the ASW team to release a mod that contained a lot of one-sided battles, with the Shivans forever winning without losses. The very last mission hence caught me off guard because I didn't expect the Shivans to send lots of killable stuff to weaken the Anicents, then finish everything off with a Demon.
In that sense, am I right to say that the definition of enemies that "don't die" means "surprise spam attack"?
The only problem I can think of, really, is that the Shivans aren't using any sort of smart methods (like FS1's Pandora's Box) against the Ancients, instead resorting to the classic method of spamming, but that's just minor nitpicking, really. :)
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This is an excellent mod. I wouldn't be so bold as to say that it'll give the likes of BP and PI a run for their fans, but it's pretty close.
Excuse me, but appreciating campaigns is not a zero-sum game. Mods can coexist.
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This is an excellent mod. I wouldn't be so bold as to say that it'll give the likes of BP and PI a run for their fans, but it's pretty close.
Excuse me, but appreciating campaigns is not a zero-sum game. Mods can coexist.
Indeed. You can be a fan of as many campaigns as you want.
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The only problem I can think of, really, is that the Shivans aren't using any sort of smart methods (like FS1's Pandora's Box) against the Ancients, instead resorting to the classic method of spamming, but that's just minor nitpicking, really. :)
Notice that they had no other way, as most of the time their only chance was to go throught the node and attack.
They will be using tactics later, when there will be something more than two or three battles at one node.
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I've started playing this. Its a bit hard to tell if you've actually hit something, as the sounds from hitting shields, deploying countermeasures, etc. are all gone. Maybe this is a bad install on my part, but if not, please put them back.
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Might be, I can hear the shield impacts and countermeasure launches when I play.
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I also had the Damocles destroyed (from 85%) by a drifting hunk of debris. I think that Asdherian ships needs a remodel, with smaller chunks.
Overall, very nice, although I was underwhelmed by the Shivans arriving... particularly being able to wipe out waves of capital ships like that. In FS1, they were untargetable, had impenetrable shields, and it was quite a while before you had the opportunity to destroy any Shivan warships. This makes it look too easy.
Good job on the cutscenes and CB Anis. Going the extra mile means a lot.
Looking forward to the next act... maybe with real weapon art this time? :)
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In that sense, am I right to say that the definition of enemies that "don't die" means "surprise spam attack"?
The only problem I can think of, really, is that the Shivans aren't using any sort of smart methods (like FS1's Pandora's Box) against the Ancients, instead resorting to the classic method of spamming, but that's just minor nitpicking, really. :)
The "don't die" bit will appear in the next act. Not all of the Shivans can be unkillable, since that kind of war would hardly be worth making a mod about :P
I also had the Damocles destroyed (from 85%) by a drifting hunk of debris. I think that Aesdherian ships needs a remodel, with smaller chunks.
Looking forward to the next act... maybe with real weapon art this time? :)
Bah, we would, if only we could get some modelers...
I was underwhelmed by the Shivans arriving... particularly being able to wipe out waves of capital ships like that. In FS1, they were untargetable, had impenetrable shields, and it was quite a while before you had the opportunity to destroy any Shivan warships. This makes it look too easy.
Kinda like the start of FS2?
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I was underwhelmed by the Shivans arriving... particularly being able to wipe out waves of capital ships like that. In FS1, they were untargetable, had impenetrable shields, and it was quite a while before you had the opportunity to destroy any Shivan warships. This makes it look too easy.
With words like that, you're obviously an Ancient. :p
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Now I think about it, it sounds odd that we are able to target them at the beginning. It would be better that we can do it only from the second shivan mission or so.
About the Shivan "too easy to kill", I think it's part of the plot. The Ancient need some early victories to comfort them in their overconfidence, before being crushed back.
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It also fits in with the ancients monologue in FS1 "At first they were like the other...".
And while a campaign in which you pretty much only loose can still be good (TBP Earth-Minbari war demo for example) I think that will only work for short campaigns.
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Hmm. I spotted the Omega systems ambient track from Freelancer in the first mission.
Edit: I'm also stealing those warp effects for personal usage.
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I noticed the Omega music too, I think the Tau or Omicron music would fit the atmosphere of the Ancients more.
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The same thing happened to me with Blue Planet, but not with the Procyon Insurgency.
"64 error messages have generated during startup...blahblahblah"
then instead of loading on to the main screen, everything is black instead. And when I click anywhere the game says "exit Freespace 2?"
Also, whenever I try to open the debug build this message box opens:
(http://img340.imageshack.us/img340/7418/new8.gif)
Then I click OK, this appears:
(http://img254.imageshack.us/img254/4852/new9.jpg)
So in other words, I can't get campaigns to work :(
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That error message probably means that your install is probably corrupted. If you have run the debug build, please post the fs2_open.log from your data folder. And please do so in your very own thread in the Support board (http://www.hard-light.net/forums/index.php?topic=67269.0), created from your very own and highly misplaced post in Celebration of FS.
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Hmm. I spotted the Omega systems ambient track from Freelancer in the first mission.
Edit: I'm also stealing those warp effects for personal usage.
It's the Sigma systems ambient music. You haven't played enough Freelancer. :P
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*snip*
What The E said. We're here tp help etc, but asking about (partially) ASW-related problems in A Celebration of FreeSpace is like trying to purchase men's suits from a McDonald's.
It's the Sigma systems ambient music. You haven't played enough Freelancer. :P
Omega. Don't make me reinstall Freelancer and Fraps up a video just to prove the point. Srsly. I'm on holiday.
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Let me check ... I might be wrong there...
/me loads up MajaExpress085.jar and exports an OGG file.
/me opens Audacity.
Right, my bad. I should be the one playing more Freelancer. :P
/me re-installs Freelancer.
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I am annoyed with you for managing to extra the Freelancer sound files when I only got it to work once.
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:yes2::yes2::eek2::yes::yes: IMHO, when asked "what campaigns should I play?" the answer shall be "Blue Planet, Derelict, Ancient-Shivan War Act I, Transcend and Silent Threat: Reborn"
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Right, i played through it, but what are the animated glowmaps for? Because i could only see shivan ones.. Also the interface didn't work. I had to pess "ok" when the error popped up.
VPS are all in the ASW folder, not fs2/data pr asw/data.
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That error message probably means that your install is probably corrupted. If you have run the debug build, please post the fs2_open.log from your data folder. And please do so in your very own thread in the Support board (http://www.hard-light.net/forums/index.php?topic=67269.0), created from your very own and highly misplaced post in Celebration of FS.
No, I think I installed it properly (It even exceeded the said size at 217 Mb). But why does this happen? The same thing happened with Blue Planet.
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Marcov: For the last time, go to this thread: http://www.hard-light.net/forums/index.php?topic=67269.0 , give us a log, and let's see if everything really is as it should be.
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Marcov. Use your damn support thread. It's linked right there!
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What about my interface problem?
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I think I installed it properly
That's what she said. Many have said that. Now please go to the thread to which The E has provided a link and post your fs2_open.log there.
What about my interface problem?
Your fs2_open.log couldn't hurt either.
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Hey there / Salut tout le monde
A very good one. I wait the next step. (Sorry for my not so good english... i'm French)
I'd like the design of the ship and the frakening music!!!! Where do they come?
And it's always a pleasure to have cutscenes !!! So keep going!!!
But... (there is always "but")
I found the weapons selection screen a bit no so good to see. May be the design of the missile is to small or thin. The guns have quite the same stats of the classical. I first think that it would be like the others. But, hopefully, their rate of fire are more interesting. It's weapon tipically made for shooting no shielded spacecraft.
Even with this, it's not a pleasure time to shoot some dart!!!!
I don't remember the ancients have a so much felling of superiority, that they vanishe all the alien races they meet. But, why not. It's a interesing plot.
For me, they appear in FS1, as a race that trust to much on their technology, but not beleive their are superior and have the right to decide life and death for other people.
I waiting the next... and the explonation for the perphaps retro ingeniered shielding technologies.
Bon, j'espere vraiment une suite pleine de rembondissement!!!!
Vous tenez le bon bout les gars
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I'd like the design of the ship and the frakening music!!!! Where do they come?
I was able to identify three music tracks that came from Freelancer (http://en.wikipedia.org/wiki/Freelancer_%28video_game%29): Ambience_Omega_Space, musicanticipation and Solemn&Grave. Don't know about the rest.
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Universe at war and one of them escapes me, but is soooooo familiar.
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HomePlanet.
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I've played this mod and... heh in top ten worst weapon effects mine canon of Ancient Carrier takes top 3 places. This jelly, amoeba thing totally ruined every mission where that ships appear.
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Jelly amoeba thing?
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That "Space Shuriken" really don't look too good.
I think that ASW should consider retconning it in the next chapter, as it's one of the worst weak points of ASW and possibly the worst thing in entire mod, as it kills the immarsion and is a source of so called "Narm" (and I can't think of any more major disadventages).
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Four arms, blue coloured, moves very slow and rotates when fired.
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Oh the Starburst Cannon.
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I liked it :nervous:
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That "Space Shuriken" really don't look too good.
I think that ASW should consider retconning it in the next chapter, as it's one of the worst weak points of ASW and possibly the worst thing in entire mod, as it kills the immarsion and is a source of so called "Narm" (and I can't think of any more major disadventages).
I agree. It can potentially break the mood of the game. When I first saw it, I was like :wtf:.
It should look more like a beamglow than that, to be honest.
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... like a beamglow? Hmm...
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I agree. When I saw it, I was ashamed to not be able to not think "NARUTOOOO" and that really, really breaks the mood.
Screw me...
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With the light blue colour, it did sort of say "Naruto" and Mobius, but otherwise it reminded me more of the things that the Shadowbringer shot in the pilot episode of Lexx.
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To be honest I felt the Aedsh... whatever were a lot stronger than the Shivan fighters. That fighter profile is just so slim when you're not shooting from above or below it; makes it hard to hit with beams.
I did enjoy using the fighters with the turrets though. Whatever happened to the Shivans having beam weaponry?
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What were you doing to be attacking Aesdherian Darts with beams? :wtf:
The problem with the Pharnec is its horrid range (500 / 550 meters one or the other) which I could guarentee would make attacking even an Azrael suicide.
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I was using a Fighter with Pharmec and Crete gun weaponry, they look like beams when they shoot... sort of.
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I liked it :nervous:
Yeah, me too! Giant energy shuriken... hilariously awesome weapon, that is. :D
Well, I just played through it. Felt bad for the Aesdherians, but we all know how this campaign will end, so there's that for the Ancients' comeuppance. I loved the writing, for the most part; it sounded just the right bit "off" to be alien but not so bad as to be silly. Ancient ships look fantastic, as do the reskinned Nightmares Aesdherian ships. I'm scratching my head over why the Shivans aren't using beams and are dropping like flies to the Ancients' weaponry, but the battles were hectic, filled with eyecandy, and quite fun. Music was strange and cool (did I hear the Starcraft Zerg music in there somewhere?). Just please don't make the galactic center so bright next time! :)
What did bug me was that Capella and Gamma Draconis were still referred to as such. Yeah, I know, had to do that so that we players would know where in the galaxy we were, but when the Ancients call other star systems by radically different names it sounds strange. Ditto with them calling themselves "Ancients" and calling the Shivans "Shivans". TBQH, that broke my sense of immersion far more than the presence of giant space shuriken. Also, the voice-overs in the cutscenes were very hard to understand. I would have appreciated subtitles.
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If I recall the Ancients actually spoke of themselves with a different name, and I don't think there was Starcraft music in it...guess I'll look for the heck of it.
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I recall hearing a bit of music that made me think "Hey! That's Starcraft!" in one of the missions... I think the one where you break the Shivan blockade.
It's not in the music files, so I can only assume that one of the music tracks had a similar set of sounds that were used in Starcraft. *shrugs*
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What did bug me was that Capella and Gamma Draconis were still referred to as such. Yeah, I know, had to do that so that we players would know where in the galaxy we were, but when the Ancients call other star systems by radically different names it sounds strange. Ditto with them calling themselves "Ancients" and calling the Shivans "Shivans". TBQH, that broke my sense of immersion far more than the presence of giant space shuriken.
Take another look at the intro cutscene :P You're seeing the Ancient-Shivan War through the eyes of a Vasudan, who looks through the eyes of Ancients. That's why some things, like species or star systems, have familiar names.
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I'm scratching my head over why the Shivans aren't using beams
Tell me a single good reason for why they should have.
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Appearance of being technologically superior.
Don't even need beams anyway with the Shivan Uber Laser that kills an Attis in two shots. :P
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Tell me a single good reason for why they should have.
Isn't it so that [V] initially wanted the Shivans to have beam weaponry in FS1 but didn't realize it just because of time pressure? So if the Shivans were supposed to have beams in 2335, then it would've been no problem at all if they had 8,000 years prior.
It is rather clear anyway that the Shivans do not have any technical evolution to speak about at all - at least not for the past 8,000 years or so.
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Isn't it so that [V] initially wanted the Shivans to have beam weaponry in FS1 but didn't realize it just because of time pressure? So if the Shivans were supposed to have beams in 2335, then it would've been no problem at all if they had 8,000 years prior.
It is rather clear anyway that the Shivans do not have any technical evolution to speak about at all - at least not for the past 8,000 years or so.
Again this is nothing but speculation. Not that I have something against your point of vue (thats mostly how I think how the Shivans should be too) but you can't say that's the explanation of how the Shivans are, because there is nothing that proves it in canon.
And please, we don't need another Shivan argue in this thread, there is already plenty of them in General Discussion ;)
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Perhaps the Shivans first send in their "light" troops crush light resistance and only bring in the "heavy" stuff once the enemy prooved too resilient for the lighter stuff.
In other words maybe the ASW team reserved beams for act 2. Or course this is just pure speculation on my part.
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Meh, same reason there weren't any beams in FS1. We can go all we want on tangents about how the developers wanted beams (which I do seem to recall they did), but the fact remains that there weren't beams.
I would speculate that the Shivans, having been fairly successful up to this point at destroying civilizations, would probably just throw a bunch of crap at the Ancients. If the contingent that was hanging around that part of the galaxy happened to not be armed with the latest weapons, so be it (it'd be like sending a regiment armed with bolt actions against some natives of some place - then coming back with M-16's once you realize the "natives" have guns).
That analogy has very little to do with any actual timeline of real world events....
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Solatar's theory sounds fairly good. However the theory "no beams before Capella" is as defensible from canon, so let's let ASW choose their path ;)
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Shivans had beams in FS1, but only Lucifer used them.
The fleet that attacked in FS1 might have been consisting of outdated versions of Shivan ships, which lacked beams.
This fleet might had been around since destruction of the Ancients, perhaps searching for surviviors (though 8000 years may seem a bit long for that, but have you ever lost a key? :)).
When Terrans and Vasudans destroyed the fleet, Shivans might have thought that this was the work of Ancient surviviors (which may be partially true, considering the teories that Vasudans were descendants of the Ancients) and decided to sent the fleet that was up to date to deal with them. They might have not excepted them to develop new technology.
In ASW, Lucifer's fleet was up to date and on ordinary assignment.
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"No shields, no flak guns, no beam cannons." With the sole exception of the Lucifer.
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Yeah, excepted for the flak gun part :D
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A good campaign, altough two things really struck me here.
1) SOTS sound effects and music. The Ancients speech pattern often resembles that of the Liir
2) "Maybe they thought we are not a terrestrial species..." etc. the ancient briefing that a direct copy of the Ancient Monologue. It's cringe-worthy. Doesn't feel natural.
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Tends to agree with 2) too. It felt good at the beginning, but as it becomes a pattern it becomes artificial.
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I'm on the batle of Adesh...whatever and I have a problem with the skybox. The bottom bit works, but the sky is pure white. I was able to open he textures in GIMP, after which they showed up in pcs, but still no luck ingame.
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Retsof: That could be a graphics card issue, the map is 4096x1024 pixels. That's the only place it should happen though.
And hell, the Ancient texts were first translated to Vasudan, and then to Terran by auto-translators. No wonder they sound artificial :P
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So how do I fix it, just extrat it and resize it?
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Downloaded. Can't wait.
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So how do I fix it, just extrat it and resize it?
yeah. it'd probably hurt quality though.
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Another music track is from Battlezone (The first non-Arcade one with the USA Vs. Soviet Russia war). :D
Clarification, the animated glowmaps are for the Aeshdarians and few Shivan ships that did not have animated glowmaps added yet, or are any of the Ancient ships supposed to have any, it looks like the electric texture thing or the light blue glow would pulse.
Also why'd the Freighter thing end up backwards opposed to other mods?
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The freighter is the way it is because that is how INFSCP gave it to us.
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I love the hi-poly Ancient fighters. Also, thanks for giving the Kato normal firing points.
While I would have loved to have seen some hi-poly warships, I fully support the decision to release instead of waiting for them.
I'll play through it again when I get back to Uni (and my joystick).
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And, uhh... Just a note, there are also 3 simple gauntlet missions in the tech room. Just in case noone noticed and wanted to check out the various strengths of the ships...
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The Phylaki's six-gun Crete mount is niiice on Shivans.
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Do the ancients refer to themselves as the ancients in this mod? I hope they don't.
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According to the techroom description of themselves, they do. It's explained as some sort of homage to their "ancient" empire and longevity. It's got a few quirks, but overall it's a nice mod. We all have our own imaginations.
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In the missions and briefings they don't. There they just say "the empire", "we", "battlebrothers and -sisters" and such if I remember correctly.
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I've only made it through the first two missions thus far, but I wanted to pop in and state that I'm loving the hell out of it. The overall level of presentation is flat-out amazing, probably the best I've yet seen in a campaign release like this. The fantastic intro cinematic, the interface, the music choices, the wealth of tech room info, the overall tone of the briefings...it's all top-notch stuff. I had a bit of a problem in the first mission with trying to finagle the Kato to take down those tiny Darts, compounded by the fact that I forgot that one's wingmen tend to fail far less when they're not ordered to protect you, but I got through it soon enough, and the staging of that second mission was well worth it. (The friendly corvette in this mission managed to get smacked by a piece of enemy debris and knocked down to 14% or so, but it managed to survive anyway.) I can't wait to sit down again and play through some more of this. :)
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Ok :p , all instances in the mod where the ancients refer to themselves as the ancients is inane. And the part where the ancients call themselves the ancients because of their long lasting empire is an excuse.
Why all of the baby steps of walking around part of an integral part of the fs story line? We may never find out what the actual name of the ancients is from V (V probably didn't even think of an actual name for them). SO JUST GIVE THEM A NAME!!!
I nominate beephkake. The beephkakes has a great empire until they were wiped out by the shivans until thousands of years later the vasudan and terrans come along, don't know the name of their species and refer to them as the ancients.
Please check out my sig in the area mentioning "beephkake".
I knew this day would come eventually :lol:
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You want to call one of the four species in the FreeSpace universe the Beefcakes?
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I nominate Varunans. :P
Oh damn this could go off-topic fast.
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"No shields, no flak guns, no beam cannons." With the sole exception of the Lucifer.
Actually, he was referring to the Terrans and Vasudans. Shivan ships always had shields, even in FS1.
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Call them Meepzork.
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You want to call one of the four species in the FreeSpace universe the Beefcakes?
Whatever's better than the ancients referring to themselves as the ancients. For all i care they could be the space faring floppy dildos (no wonder the ancients are gone, the shivans just wanted more and more).
I nominate Varunans. :P
Oh damn this could go off-topic fast.
This is on topic as far as i see. It would really help this mod with a slight re-write of the ancients with some kind of a name. But...this could diverge pretty fast (i agree with you). I'll start up another thread for recommendations.
Varunans reminds me of vacuum cleaners, and meepzork is awesome.
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You want to call one of the four species in the FreeSpace universe the Beefcakes?
Whatever's better than the ancients referring to themselves as the ancients. For all i care they could be the space faring floppy dildos (no wonder the ancients are gone, the shivans just wanted more and more).
I nominate Varunans. :P
Oh damn this could go off-topic fast.
This is on topic as far as i see. It would really help this mod with a slight re-write of the ancients with some kind of a name. But...this could diverge pretty fast (i agree with you). I'll start up another thread for recommendations.
Varunans reminds me of vacuum cleaners, and meepzork is awesome.
Do that on the ASW forums then.
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Support notice: the patch for non-English versions now fixes the
mv_music-mus.tbm(line 18:
Error: Missing required token: [#Soundtrack End]. Found [#SoundTrack Start] instead.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
issue with nightly builds too.
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AFAIK you can safely ignore it. It does that for me for several campaigns and I never encountered any issue related to that.
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Perchance, but with the fix, the error won't even pop up.
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I have a question. About the custom intro movie, will succesive installments use the same one or will they change as the story progresses?
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Still working my way though, presumably almost finished, and still loving it. These battles are fantastic set-pieces. :) I can confirm the white skybox problem in the Battle of Aesdher mission, and I'd assume that it is in fact caused by crappy video cards like mine not being able to handle a texture of that size; after I installed the GIMP's DDS plug-in and resized the map down to 2048x512, it worked just fine, albeit somewhat reduced in quality.
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Support notice: the patch for non-English versions now fixes the issue with nightly builds too.
Ah, thanks for that. SG has been whining a lot to get it fixed :)
I have a question. About the custom intro movie, will succesive installments use the same one or will they change as the story progresses?
No, that will probably stay the same. We may adapt or update it if someone renders an extra scene, and we might re-record the last scene to show the new texture, but the overall concept is not very likely to change.
Still working my way though, presumably almost finished, and still loving it. These battles are fantastic set-pieces. :) I can confirm the white skybox problem in the Battle of Aesdher mission, and I'd assume that it is in fact caused by crappy video cards like mine not being able to handle a texture of that size; after I installed the GIMP's DDS plug-in and resized the map down to 2048x512, it worked just fine, albeit somewhat reduced in quality.
Thanks, we're glad you liked it :) A feature in FSO that detects video cards which cannot handle 2048+ resolutions would be handy, but it's probably impossible to code...
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What does the skybox look like with this issue going on, I want to see what the problem looks like for comparative reasons.
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FSO already detects the max texture size supported by the gfx card. It does not, however, resize maps bigger than that.
Seriously, people, there's a reason why textures bigger than 2048^2 are in mv_advanced. Those should be optional extras, not something everyone uses.
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Alright just played.
Well done, overall. :) This was clearly an ambitious mod, and you guys did well with presenting it.
The Good: I personally had no problem with the interface (it appears some did). The new artwork and comprehensiveness of it all. The music was great (I could hear some Zerg Starcraft in there, but no biggie, I always liked those tracks :) ) and fitting. Props on using the nightmare ships. Missions weren't too difficult, but not easy either. It's clearly been playtested. The cutscenes were very well done.
The Bad: (This might be a little long, but it's mostly pet peeves) First off, Shiva is a Hindu god, from Terran history. I was horribly taken aback when I saw a culture that existed thousands of years ago and galaxies away from even the most primitive of Terrans even coincidentally used the same name. It would've really added to the depth if the Shivans had been given a different name by the Ancients.
Other biggest problem I had with it is that there's not a whole lot of variation in the game. There's a single scanning mission in the beginning, and the rest of the campaign was either holding off waves of bombers or blowing up everything on the map. Lack of variety is just plain frustrating. It shows a lack of originality on the part of the designers (which I know you don't lack--you even paid enough attention to detail to edit the rank structure--I noticed when I got promoted to Exarch :D ), and it makes for a very boring campaign in general. Throw in a little variety and this would be amazing.
All in all, great job. :) If it weren't for the lack of mission variety and the Shivans still being called "Shivans", this would be the best campaign I've played in a long while.
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There's promotions in this mod? :eek:
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The Bad: (This might be a little long, but it's mostly pet peeves) First off, Shiva is a Hindu god, from Terran history. I was horribly taken aback when I saw a culture that existed thousands of years ago and galaxies away from even the most primitive of Terrans even coincidentally used the same name. It would've really added to the depth if the Shivans had been given a different name by the Ancients.
I sort of viewed that particular element as being an artifact of the translation process that the mod seems to be founded on. Going by the opening cutscene and what the dev team has said in here, we're apparently looking at these events through the eyes of one of the Vasudan researchers on Altair translating the Ancient records there. In that context, the term "Shivans" is being used as the translation equivalent of a corresponding Ancient-language term that conveys the same demonic idea. It's the same way that a translation of an ancient text would refer to the Greeks as such, instead of something like "Hellenos." YMMV, obviously.
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The Bad: (This might be a little long, but it's mostly pet peeves) First off, Shiva is a Hindu god, from Terran history. I was horribly taken aback when I saw a culture that existed thousands of years ago and galaxies away from even the most primitive of Terrans even coincidentally used the same name. It would've really added to the depth if the Shivans had been given a different name by the Ancients.
I sort of viewed that particular element as being an artifact of the translation process that the mod seems to be founded on. Going by the opening cutscene and what the dev team has said in here, we're apparently looking at these events through the eyes of one of the Vasudan researchers on Altair translating the Ancient records there. In that context, the term "Shivans" is being used as the translation equivalent of a corresponding Ancient-language term that conveys the same demonic idea. It's the same way that a translation of an ancient text would refer to the Greeks as such, instead of something like "Hellenos." YMMV, obviously.
Indeed. That's why some star systems have familiar names, too. Randomly generated names have been considered, but meh... That's when we put in the intro cutscene.
There's promotions in this mod? :eek:
:pimp:
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I could barely understand a word spoken in that intro.
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Aye. It was near-incomprehensible. You guys should get a real voice actor and do some audio cleanup on the lines.
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Okay, noted. Is it the volume balance that makes it inaudible, or is the voice just crappy?
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I think it's the volume difference between the voice and the sound effects.
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Yeah, you really needed the voice louder, I could hear a few words, and that was it.
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Pretty much it was, "Our race was once a proud people blbehlehlelbblehlbelhlbl---*Incomprehensable dialogue continues*"
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Pretty much it was, "Our race was once a proud people blbehlehlelbblehlbelhlbl---*Incomprehensable dialogue continues*"
(http://img707.imageshack.us/img707/769/commandlol.gif)
Shiva is a Hindu god, from Terran history. I was horribly taken aback when I saw a culture that existed thousands of years ago and galaxies away from even the most primitive of Terrans even coincidentally used the same name. It would've really added to the depth if the Shivans had been given a different name by the Ancients.
The only other name I can think of to give them is "The Great Destroyers", but that should come much later, once the Shivans have started inflicting massive losses on the Ancients.
Perhaps a name that's based on the phrase "coming out of nowhere" might be fitting.
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Okay, guys. I have a problem. Apparently, it's something wrong on my end, because I couldn't find anyone asking about it here.
In the last mission
The Demon jumps in with 7% hull. We - a proud lot of bombers :P - manage to take its hull down to 1%, but it's ship-guardianed. On my first run-through, I simply destroyed the Demon by ~K-ing it, then nothing happened. Apparently, you didn't intend that Demon to be destroyed, so with that in mind, I replayed the mission. Then the Demon jumped in with 1% hull(!) and I let it take down my destroyer and all my wingmen. Nothing happened again.
I received the "No debriefing for mission: blah" message both times in the debrief. No mission messages of any kind popped that told me what to do.
Okay, I played the mission again through the Tech Room and now it worked as it should have. I don't know what could have caused the problem, but it wasn't present in the Tech Room. Maybe it's variable-related?
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Pretty much it was, "Our race was once a proud people blbehlehlelbblehlbelhlbl---*Incomprehensable dialogue continues*"
You mean you don't know the entire Ancients monologues from FS1? That's all it was. :)
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I know that's all it was but with the background noise you CAN'T HEAR IT.
I merely quoted what it sounded like as I watched the Intro.
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I could barely understand a word spoken in that intro.
The only thing I couldn't get at all were the Vasudan names being used, which I just gave up on figuring out; everything else was fairly clear after another watch-through. I legitimately liked the sound of the actor's voice, but his speech could stand with being somewhat clearer and more distinct. I also found the lines taken from the FS1 Ancient monologues to be on the quiet side, but I'd imagine that was a side-effect of having to rip them from the cutscenes, and seeing as how most of us know those lines by heart anyway, it wasn't a huge deal.
And I'll second the issue that TopAce experienced in the final mission, although mine didn't turn out to be nearly as game-breaking:
The Demon jumped in from the outset with 1% hull integrity, which I found puzzling, but it managed to successfully take down our destroyer, and the mission ended as designed. I kind of shrugged my shoulders at it and moved on. :p
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Mine jumped in at 45% hull, both times I played that mission.
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I think it's Special Hits-related.
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Pretty much it was, "Our race was once a proud people blbehlehlelbblehlbelhlbl---*Incomprehensable dialogue continues*"
It's the other intro that is important (the one that replaces the FS2 intro cinematic). This one's just the FS1 monologue - you can get a transcript of it on FSwiki.
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Yes, but that one's incomprehensible too!
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Pretty much it was, "Our race was once a proud people blbehlehlelbblehlbelhlbl---*Incomprehensable dialogue continues*"
It's the other intro that is important (the one that replaces the FS2 intro cinematic). This one's just the FS1 monologue - you can get a transcript of it on FSwiki.
Because that one's the exact opposite to where all the "S" pronounctuations are so ungodly loud in comparison that it makes it feel like my eardrums are cracking? :P
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The Vasudan translator's malfunctioning. :nervous:
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Or watch it on youtube or extract it from the FSPort VPs.
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Help!
[attachment deleted by admin]
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Help!
Are you trying to run ASW with a resolution lower than 1024x768?
If yes: why?
If not: fs2_open.log.
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Eh, try running FSO in a 1024x768 or larger resolution.
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Thanks! That worked out..but then after the first cutscene...I run into this problem..
[attachment deleted by admin]
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fs2_open.log.
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I'm still a bit (a lot) of a newb...can you explain how I am supposed to do this?
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Run the debug build (the one with _debug or d in the name) and post FS2_Open.log which will be created (it will be in main data folder).
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Do you have the mediavps though?
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No I don't have the mediavps.....damn...uhhh...
is this what you meant Jeff?
[attachment deleted by admin]
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Yes, but you just solved the problem. ASW requires the MediaVPs.
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Yes, it is. And you need the mediavps, badly. Although I would stay away from mv_advanced. You should really think about upgrading that video card....
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Sigh..it's always the video card. >.>
Cue my noobishness again: Where would I place the mediavps? :doubt:
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http://www.hard-light.net/forums/index.php?topic=65038.0
Detailed installation instructions inside.
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Create a new folder named mediavps. Newer campaigns presume you have them there. For older campaigns, see the Mod.ini article on the Wiki.
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Hey all! I just wanted to thank you all for your help. I finally got it to work.
One thing I'd like to point out is the fact that when I ran FS2 with Launcher 5.5e, I had an error, but when I went back to 5.5d, things worked smoothly.
Once again thanks! And the campaign is looking very nice!
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when I ran FS2 with Launcher 5.5e, I had an error, but when I went back to 5.5d, things worked smoothly.
:wtf: Perchance you should redownload 5.5e. It had some initial problems, which were solved quite quickly.
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Hey all! I just wanted to thank you all for your help. I finally got it to work.
One thing I'd like to point out is the fact that when I ran FS2 with Launcher 5.5e, I had an error, but when I went back to 5.5d, things worked smoothly.
Once again thanks! And the campaign is looking very nice!
What. The ****.
If you encounter an error, it is a mighty fine idea to tell people what the error is. So that it can be, you know, fixed.
Or, as is most often the case, steps can be taken to troubleshoot your setup.
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Who on the team is a fan of Sword of the Stars? It was unusual hearing the Morrigi and Zuul music in this mod, although it was fun blowing up Hiver wing all those times (Repensum est Canicula, humans FTW!).
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;-)
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Sparda, that would be me. I happen to be the SoTS fan, and he who provided the tracks.
I felt the music for the Morrigi and Zuul music would be appropriate for the Ancient-Shivan War, as they do have an Ancient feel to them and in many places, fit in perfectly. For example, the Zuul battle theme in mission three I found made things seem a bit more dramatic. Also, this was a battle against great odds. Usually, Zuul battles tend to feel that way.
High Max, ACT 1 is meant to be short. It's the first chapter of this story after all. Believe me, ACT 1 is not all there is to ASW.
Heck, if they had beam cannons very early on, the Ancients would be wiped already. Besides, you can't say that they've always had them. There are some things they would have to have developed in the thousands of years leading up to the Great War and Capella.
My advice, keep fingers crossed and wonder what is to come for ASW.
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Not slamming the music, in fact I love the SotS music, I was just wondering what it was doing in FS is all. I would have to say that Morrig music seems to go very well with the Ancients you have created, and the Zuul music went in there nice as well, considering their Mother.
And I am eagerly awaiting Act 2 of the ASW, however I hope it is a bit longer than Act 1.
[offtopic]Are you registered on the Kerberos forums by any chance?[/offtopic]
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;-)
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Yup, I am one of the ASW's developers. :nod:
I've done a fair bit for it. The Aesdherian textures, some weapon effects (Muzzleflashes, impact anims) and fredding/music are some of the things I've done for the campaign.
I cannot honestly reveal how many parts are planned to ASW, or if beams are returning. But I can say there is plenty to do, make and add. With the release of the 3.6.12 RC1 client, the ASW also has to go through the process of been upgraded. You know, to become more compatible and uitilize any of the latest additions to FS.
Yeah, a lot of the interface sound and music does make things sound aquatic. Many of the models largely resemble or look like aquatic creatures too. I've always thought the Tylisos looked like a sea horse without a visible head, and the Attis/Zakros looking like string rays/tadpoles. The original models from which many of the ASW ones came from were in this pattern, so I guess we've kinda carried that tradition on.
I'm proud to be part of the ASW. Unique, pretty and enjoyable. It is also a nice escape from my own WIP campaign, when I have the need to retreat. :P
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;-)
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That won't be happening for two reasons.
One, we don't have a modeler who wants to model aliens.
Two, we've decided to leave how they look up to the player to imagine, as it will be impossible to create a 'look' that won't just spew more controversy (like the issue with names).
Of course, both may change, but don't hold your breath, cause it probably won't.
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Ok, here's my problem with ASW. Right when I start FS2 it gives me a dialog box stating that the mod I'm running has generated 64 errors and/or warnings (no CTD). During the first cutscene it CTD's with this message:
Error: sexp-add-background-bitmap: Background bitmap NebulC1-Main not found!
File: SEXP.CPP
Line: 10301
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Ran the debug build, fs2open is attatched. Did I somehow miss dl'ing a part of it? The VP's I have are ASW1, ASW1_Animaps, ASW_Interface, ASW_Intro. Did I miss one?
[attachment deleted by admin]
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Do you have the mediavps? They're required.
That's the only reason I could think of that you could be missing files in the mediavps :P
Is your mod.ini set up correctly?
Ehhh I don't know. I'd try renaming your ASW folder to well, ASW instead of ancient shivan war (might not like spaces).
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Do you have the mediavps? They're required.
That's the only reason I could think of that you could be missing files in the mediavps :P
Is your mod.ini set up correctly?
Ehhh I don't know. I'd try renaming your ASW folder to well, ASW instead of ancient shivan war (might not like spaces).
No effect. Any other suggestions? I honestly couldn't tell if mod.ini was set correctly. In the debug build it gave me a couple of warnings during the loading, after the loading is complete it will promptly CTD:
Warning: Could not find a usable bitmap (SunWhite_ASW) for weapon 'Aesdherian Light Laser'!
File: Weapons.cpp
Line: 3757
Call stack:
------------------------------------------------------------------
weapons_page_in() level_page_in() freespace_mission_load_stuff() game_post_level_init() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
Warning: Could not find a usable bitmap (SunWhite_ASW) for weapon 'Aesdherian Huge Laser'!
File: Weapons.cpp
Line: 3757
Call stack:
------------------------------------------------------------------
weapons_page_in() level_page_in() freespace_mission_load_stuff() game_post_level_init() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
Does that help any?
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It seems that somehow your computer isn't loading the effects?
I'll wait for someone more skilled at troubleshooting to come around (I have no experience).
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It seems that somehow your computer isn't loading the effects?
I'll wait for someone more skilled at troubleshooting to come around (I have no experience).
That certainly would explain the error message the oridinary build gave me. But what could cause it?
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That SunWhite_ASW is a known issue, I accidentally deleted it and only found out after release. It's already been fixed for the ASW 3.6.12 release.
As for the other errors, I have no clue; FSO should just be able to find NebulC1-Main in the MVPs. Can you run other mods correctly with the MVPs?
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While waiting for the ASW 3.6.12 release, you could try running ASW with FSO 3.6.10, since ASW was designed for it.
Also,
Passed cmdline options:
-32bit
what the bloody hell is that? :wtf:
Edit: I think that's a really old flag. How/why do you have that flag entered?
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That SunWhite_ASW is a known issue, I accidentally deleted it and only found out after release. It's already been fixed for the ASW 3.6.12 release.
As for the other errors, I have no clue; FSO should just be able to find NebulC1-Main in the MVPs. Can you run other mods correctly with the MVPs?
I've had no problems running other mods.
you could try running ASW with FSO 3.6.10,
That is what I was using.
what the bloody hell is that?
Edit: I think that's a really old flag. How/why do you have that flag entered?
I think that got in there when I copied and pasted the command line parameters to change the ambient lighting from the wiki entry you showed me.
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what the bloody hell is that?
Edit: I think that's a really old flag. How/why do you have that flag entered?
I think that got in there when I copied and pasted the command line parameters to change the ambient lighting from the wiki entry you showed me.
Can't be. It's not listed there. And this is the first time I've heard such a flag even existed. Remove it. It probably can't do any good.
you could try running ASW with FSO 3.6.10,
That is what I was using.
You did try to run ASW with a regular build and not the debug build, right? Because with your current mod setup, and the numbers of files included in each .vp, there really is no reason for it to not work.
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You did try to run ASW with a regular build and not the debug build, right?
Yeah, the first time through, which is what gave me the original error message during it;s CTD. After that I ran the debug build to generate that fs2_open log file to post here, and it gave me those warnings, then a CTD with no error message after the first mission cutscene thing finished loading (the same place as the regular build CTD'd).
And yeah, it's a complete mystery and it's also a real shame since it looks so awesome.
Can't be. It's not listed there. And this is the first time I've heard such a flag even existed. Remove it. It probably can't do any good.
Now we have phantom flags? *cue x files music* Ok, I'll remove it, but if it wasn't from the wiki then how it got in there is a mystery.
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You did try to run ASW with a regular build and not the debug build, right?
Yeah, the first time through, which is what gave me the original error message during it;s CTD. After that I ran the debug build to generate that fs2_open log file to post here, and it gave me those warnings, then a CTD with no error message after the first mission cutscene thing finished loading (the same place as the regular build CTD'd).
Hmm. I had to test this myself and hot damn, I got the 64 errors thing too. Which is ****en' amazing since I didn't get it when I played ASW the first time. The only differences between our setups are that I don't have MV_Advanced (crappy laptop) and that I do have the ASW patch (which is completely unrelated to the issue, though). Curious.
Can't be. It's not listed there. And this is the first time I've heard such a flag even existed. Remove it. It probably can't do any good.
Now we have phantom flags? *cue x files music* Ok, I'll remove it, but if it wasn't from the wiki then how it got in there is a mystery.
Well, if you've had the same installation since, like, 2007 or earlier, it could be that the damn thing has struggled along ever since.
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Ok, got an update. I tried running it again with the debug build, but this time i just tried going into the techroom and it CTD'd immediately with a couple of error messages.
Assert: !resize
File: gropengltexture.cpp
Line: 944
Call stack:
------------------------------------------------------------------
opengl_create_texture() gr_opengl_tcache_set_internal() gr_opengl_tcache_set() opengl_render_pipeline_program() gr_opengl_render_buffer() gr_render_buffer() model_render_buffers() model_really_render() model_try_cache_render() model_render() techroom_ships_render() techroom_do_frame() game_do_state() gameseq_process_events() game_main()------------------------------------------------------------------
Assert: G3_count == 0
File: 3dSetup.cpp
Line: 264
Call stack:
------------------------------------------------------------------
g3_draw_2d_poly_bitmap() gr_bitmap() gr_opengl_flip() gr_flip() gr_opengl_cleanup() gr_close() doexit() exit() WinAssert() opengl_create_texture_sub() opengl_create_texture() gr_opengl_tcache_set_internal() gr_opengl_tcache_set() opengl_render_pipeline_program() gr_opengl_render_buffer()------------------------------------------------------------------
If I use the regular build I can visit the techroom without any problems.
Does this help any?
Well, if you've had the same installation since, like, 2007 or earlier, it could be that the damn thing has struggled along ever since.
No, this is all new. I didn't have a computer that could properly run FSO at all until about a month ago, and all these great new mods (like this one) with all the awesome new FSO graphics in MV_Advanced were on my list of stuff I wanted to play as soon as I got the chance. I was on hiatus from FSO for like 3 years or so and now 3 computers later I'm finally back and on a gaming binge.
Hmm. I had to test this myself and hot damn, I got the 64 errors thing too. Which is ****en' amazing since I didn't get it when I played ASW the first time. The only differences between our setups are that I don't have MV_Advanced (crappy laptop) and that I do have the ASW patch (which is completely unrelated to the issue, though). Curious.
Maybe there is some sort of funky incompatibility, something that brings all of those errors and warnings out to break the game?
In the media VP's, what is the directory of that nebula background file the regular build keeps complaining about not having? Maybe I can try copying it into the FS2 root data folder........
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Ok, got an update. I tried running it again with the debug build, but this time i just tried going into the techroom and it CTD'd immediately with a couple of error messages.
Assert: !resize
File: gropengltexture.cpp
Line: 944
Known issue. Please consult the 3.6.10 MVPs release thread (http://www.hard-light.net/forums/index.php?topic=65038.0) for the solution.
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Ok, got an update. I tried running it again with the debug build, but this time i just tried going into the techroom and it CTD'd immediately with a couple of error messages.
Assert: !resize
File: gropengltexture.cpp
Line: 944
Known issue. Please consult the 3.6.10 MVPs release thread (http://www.hard-light.net/forums/index.php?topic=65038.0) for the solution.
Ok, are there any mirrors to the download for that fix? That website is blocked, and my proxy doesn't let me download stuff.
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Ok, are there any mirrors to the download for that fix? That website is blocked, and my proxy doesn't let me download stuff.
Temporarily, yes (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/CubeMap.dds).
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Frakkin' mediafire is blocked? Whatever you use to access the internets, it really, really sucks....
[attachment deleted by admin]
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Hmm. I had to test this myself and hot damn, I got the 64 errors thing too. Which is ****en' amazing since I didn't get it when I played ASW the first time. The only differences between our setups are that I don't have MV_Advanced (crappy laptop) and that I do have the ASW patch (which is completely unrelated to the issue, though). Curious.
:eek2:
:wtf:
:nervous:
:confused:
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:eek2:
:wtf:
:nervous:
:confused:
Exactly! The WTF is blowing so strongly that it's making my hair stream out behind me. Kind of like with this person (http://www.greenprophet.com/wp-content/uploads/2008/08/jerusalem-wind-women-hair-photo.jpg).
Edit: Wait... wait...
Edit^2: I mean, what the ****? I did a system restore on this ****ing piece of **** laptop recently, and apparently it destroyed all mod.inis. My ASW was not using the MediaVPs and now that I noticed it, everything's working correctly once again.
Not that I'd know what Kosh's problem is, since according to his log, he's using the MediaVPs and still getting the error report.
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Frakkin' mediafire is blocked? Whatever you use to access the internets, it really, really sucks....
Yes it does, not much I can do about it at the moment. Thanks for the patch, it resolved the problem.
Btw, I have some good news, in the debug build it stopped giving me that dialog box that said it has 64 errors and/or warnings, and in the regular build it had inexplicably started working again. I have no explaination why or how, but it does. Wierd.
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That is...very strange. It's as if...
never mind.
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Ok, just finished playing through it. Overall it is excellent, though if I may make a suggestion, on the bottom half of the ship selection and weapon loadout screens please change the color of the text and the ship/weapon icons, it sort of blends in with the background which makes it hard to see it.
That is...very strange. It's as if...
never mind.
Yes it is very strange. Although at this point I'm just thankful it works.
EDIT: I also forgot to mention, the Ancient Carrier seems to have an issue. When it comes out of subspace, the ship is not fully out when the jump point closes, so the back half of the "tentacles" just suddenly appears (which makes it look kind of wierd).
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Ok, just finished playing through it. Overall it is excellent, though if I may make a suggestion, on the bottom half of the ship selection and weapon loadout screens please change the color of the text and the ship/weapon icons, it sort of blends in with the background which makes it hard to see it.
Yes, you're not the first one to point that out. This is the 3.6.12 version:
(http://i47.tinypic.com/2n1f21s.jpg)
I also forgot to mention, the Ancient Carrier seems to have an issue. When it comes out of subspace, the ship is not fully out when the jump point closes, so the back half of the "tentacles" just suddenly appears (which makes it look kind of wierd).
Oh, it has all kinds of issues. The BP team has fixed many of them, so we'll be using their version in 3.6.12 as well.
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Yes, you're not the first one to point that out. This is the 3.6.12 version:
Nice. :)
Oh, it has all kinds of issues. The BP team has fixed many of them, so we'll be using their version in 3.6.12 as well.
Will it be re-skinned to look more ancienty? Personally I always thought it looked cool, and I wonder how totally awesome a high poly version of it would be.
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Oh, it has all kinds of issues. The BP team has fixed many of them, so we'll be using their version in 3.6.12 as well.
Will it be re-skinned to look more ancienty? Personally I always thought it looked cool, and I wonder how totally awesome a high poly version of it would be.
It will look how it has always looked in ASW.
That is, it's already reskinned, so I don't know what you're talking about.
As for the high-poly version, uhhh...it WAS being done but I donno what happened to it.
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As for the high-poly version, uhhh...it WAS being done but I donno what happened to it.
Well, it was being done by Esarai.
For those who are unfamiliar with Esarai: he's a real good modeler, but he's on a bazillion projects, making more ships on top of that, and is busy with RL. So the HTL Akrotiri will probably need a rescue op to ever get finished.
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You know, FSF, the Akrotiri would benefit simply from being re-tile mapped. Its not so much the polies that's the matter but more that there's some terrible texture distortion on it (unless the BP ver. fixed that).
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The BP version had a number of major bugfixes (including one incredibly weird bug that would cause ships to disappear but remain targetable at distance and speed '-1'), and its smoothing data was cleaned up, but I don't think the mapping was altered. Ask blowfish.
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One other bug with it from what I remember was sometimes bombers that were attacking it would actually sort of get "swallowed", as in they would run right into it, but would go through it and sometimes you could see a few pieces of it sticking out of the hull. You can fly right into parts of it and sort of disappear.
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I was actually wondering if at some point the ASW team would consider the androgenos (perhaps as a weapon of last resort against the shivans...)
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I was actually wondering if at some point the ASW team would consider the androgenos (perhaps as a weapon of last resort against the shivans...)
Well, if you look closely at the mainhall, you'll see something next to the Core...
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;-)
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Strange that the Ancients don't try to use shield tech or steal it. Even lesser races use it.
The fact it is a technology developed by lesser races is probably why they don't use it.
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Strange that the Ancients don't try to use shield tech or steal it. Even lesser races use it.
The fact it is a technology developed by lesser races is probably why they don't use it.
Same thing goes for the beam technology. The Ancients could have learned a great deal by learning how the Aesdherians' shield systems and beam weapons work.
Androgeos Exeunt: You said that the Ancients could stand to learn from the Aesdherians. What did they stand to learn from them? Beam weapons? Energy shields?
FreeSpaceFreak: If they had learnt about the Aesdherian beam cannons, they would now have been able to attack the Lucifer. Sure, it would still have been hard, but at least it could be killed. Now, they've signed their own death warrant
Androgeos Exeunt: Heheh ... and so it was. How widespread is the arrogance of the Ancients? Are they still arrogant, even when they know they're losing?
Stormkeeper: Very widespread. That's judging from my FREDing instructions, anyway.
FreeSpaceFreak: You'll see. Of course, in the face of extinction, no-one can stay that arrogant. But that's not until later acts.
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;-)
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Badges are only given out for Campaigns and projects that are hosted here. ASW is hosted on SectorGame, so no HLP badges for them (Unless some Admin feels like they should get one).
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;-)
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Well, jump nodes are just elements projected on your HUD, indicating that there is a jump node there. There's not an actual wireframe floating around in space :P
The GTVA always uses green wireframes, but the Ancient Empire designates colours to them, indicating whether or not the node is under the Empire's control.
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Hello, FSF. Congratulations to you and your team mates for this beautyful campaign. But, if you let me be a little SoaB ;), i would like to make you a few questions:
Why the Ancients have to use human words to assign names, words like Shivan, Crete, Knossos and others? They are not human. As a "superior" species, why using inferior words like those?
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You are seeing the campaign through the eyes of a Vasudan researcher late in the great war (after the Terrans and Vasudans allied).
Which is why the naming convention follows the GTVA's Minoan naming convention for the Ancients, and why the Ancients are referred to as...well, the Ancients.
This is shown in the opening cinematic (if you didn't skip it and heard the narration)
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Oops. It is my ears aren't used to spoken English and I can't understand the cinematics. Is there anyway or anywhere to get subtitles? :nervous:
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Altair
3.1.2335
Personal diary of Khor-tu-khet, stranded on Altair IV.
The Shivans have attacked and destroyed our outpost. With only very little cover available - we were a civilian research station after all - we started evacuating as soon as they jumped in. But it was no use. We, and Rho wing covering us, were the only ones that could make it out. The others either fell to the Shivans, or died when the station's reactor exploded.
We headed for Altair IV, an uncharted planet. Although our escape pods are not meant for atmospheric flight, they should - in theory - be able to withstand a forced landing. We wanted to get out of space as soon as possible, so the Shivans wouldn't follow us.
To us, it has been painfully proven that theory is just that, theory. During the descent, our pod became so hot that water would evaporate inside it, and it shook so violently that we didn't know when it had touched the ground. None of us came out unbruised, but luckily we were still alive.
While exploring the area and looking for the fighters - they had landed at a safe distance away from us - we found a cave. It looked like a good place for shelter. It turned out to be an incredible discovery...
Of course we knew that there had been species before our own, but we had never found any traces of them. This discovery was more than we could ever have dreamt of... It seemed as if they had come back to life.
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Oops. It is my ears aren't used to spoken English and I can't understand the cinematics. Is there anyway or anywhere to get subtitles? :nervous:
I can't understand the cinematics and I'm a native speaker.
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Well, there's what is being said.
Also now on the wiki:
http://www.hard-light.net/wiki/index.php/Ancient-Shivan_War_%28campaign%29#Introductory_Cutscene
FSF, please point out if you changed anything since this version :P
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Hehe. Just added it? That's why I didn't find anything when I searched last week. Thak you, man.
You are seeing the campaign through the eyes of a Vasudan researcher late in the great war (after the Terrans and Vasudans allied).
Which is why the naming convention follows the GTVA's Minoan naming convention for the Ancients, and why the Ancients are referred to as...well, the Ancients.
So, while we are playing the campaign, we are seeing it through the scientist's eyes, and not through an Ancient pilot's ones? They are something like watching a record or reading a datapad from that pilot?
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;-)
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Why the Ancients have to use human words to assign names, words like Shivan, Crete, Knossos and others? They are not human. As a "superior" species, why using inferior words like those?
It is probably so the player can better understand that they are the same objects as in the canon FS and also so some players don't wonder why the names are changed and end up thinking that they are different classes that look alike or have different specs than the same objects in FS. This way, you don't have players asking if there is a difference between the canon objects and these, since there is no big difference and weaponry is likely the only difference. Also, it is easier for the designers not to change existing names and explain why, and just leave them as is.
Or, as was explained just a few posts before this one, you are seeing the campaign through the eyes of a researcher, and the translation convention (http://tvtropes.org/pmwiki/pmwiki.php/Main/TranslationConvention) is in full effect. Pls to read thread b4 posting, kthnx.
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;-)
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Though it makes less sense in Star Trek when you see the Federation encounter a race for the first time and this unknown race speaks English. Like the first encounter with the Farangies, for example. Story-wise, that makes no sense.
The Star Trek universe has a certain little thingy called the Universal Translator, which is essentially the in-universe explanation for why everyone can understand each other.
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;-)
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Nope (http://en.wikipedia.org/wiki/Universal_translator#Star_Trek) to the first question, and yep to the second. But I suggest that we not derail the thread any further with references to other sci-fi properties.
(Hee, we're in there (http://en.wikipedia.org/wiki/Universal_translator#FreeSpace) too.)
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The in-game cutscenes now have subtitles; I'll see what I can do about the intro cutscene...
As for the naming conventions; they're there for the same reason that everything is in English :P
For these situations, it's always hard to draw the line. What do you translate, what not... You have to make a compromise somewhere, and it's impossible to make everyone happy by doing so.
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Yep that patch fixed it. Thanks you.
And at least the main menu music is from the game "Universe at War: Earth Assault" if I'm not mistaken. Got to be one of the Masari music pieces.
The briefing music is the Sword of the Stars: A Murder of Crows menu theme.
I'm not sure whether to joygasm or question the legality of that....
Awesome piece, though.
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Exactly two years ago, ShadowGorrath first posted the idea of an Ancient-Shivan War mod. Although last year we forgot about it, this year we've given the website a major update. Go check it out!
Comments, ideas and suggestions are welcome, as always.
http://www.sectorgame.com/ASW/
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Very nice website.
But I wonder why the Menu on the "Welcome Screen" is at the bottom and everywere else it's at the top.
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Why, to make place for the pretty picture, of course :P
Also, because the welcome screen doesn't have any actual informative content, and thus differs from the rest.
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Hi, i downloaded the everything in one pack but when i try to start it, i get this error:
ERROR: "mv_music-mus.tbm(line 18: Error: Missing required token: [#Soundtrack End]. Found [#SoundTrack Start] instead." at parse/parselo.cpp:262
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Hi, i downloaded the everything in one pack
But you did not download the patch.
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Ah, my bad, it works now, 10x for the quick reply :D
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Maybe it's because I am new to SCP file management or modding in general, but I try and try to get ASW to work and it keeps giving me this error.
Error: Could not load in main hall mask 'MainScreen-M'!
(This error most likely means that you are missing required 640x480 interface art.)
File: MainHallMenu.cpp
Line: 1112
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
If i press 'OK' and ignore the error I hear music and am faced with a black screen. I tried 'guessing' where the continue mission botton was but I have not yet been lucky enough to find and click it.
The mod sounds like a cool idea and I would really like to play the demo, but after the cutscene plays (nice job on that), I get this error. I don't know which VP contains this file, but I downloaded the "all in one" package so I am surprised that there are missing files. I am running the English version of Freespace 2 and I have version 3.6.10 of SCP.
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You need to turn up the resolution. Why the heck are you running at 640x480 anyway?
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I am surprised that there are missing files.
They could have created 640x480 interface art and include it in the release, but really. Why? People who manage to get FSO working on their computer are most likely to own hardware that can run FSO at 1024x768 or higher. Those who can run FSO, but can't run it at 1024x768 are an insignificant minority. No offense.
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You need to turn up the resolution. Why the heck are you running at 640x480 anyway?
Wow, how embarrassing. I think I just gave away that I don't have a good handle of modding or perhaps even gaming in general. You updated my graphical experience significantly though.
Those who can run FSO, but can't run it at 1024x768 are an insignificant minority. No offense.
Good thing I'm not one of those people :rolleyes:
EDIT: Whoa this mod is cool!
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Alright, I managed to play ASW, got to mission 2, quit during the mission cause I was called to play Sword of the Stars..after I come back from Sword of the Stars to play ASW again, the game freezes when using a retail build on mission load, and debug build gives an error about bogus shield mesh on AeFighter.pof. Tried reinstalling the mod, still the same error. Using 3.6.12 RC2 inferno build.
http://pastebin.com/5uWFqy9D fs2_open.log + windows error popup info.
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First off, try using a 3.6.10 build, not 3.6.12 or retail. That's the only build it has been tested on (as it uses 3.66.10 features and 3.6.12 wasn't out at the time).
We have a version in-progress that will work for 3.6.12 (when it gets out of RC) that should fix some of the errors debug is reporting. No telling how long that will take though (it may take till Act 2 is done).
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the game freezes when using a retail build on mission load, and debug build gives an error about bogus shield mesh on AeFighter.pof.
Slight nitpicking here. If you're referring to a build where the file name contains an "r" instead of a "d", it stands for "release". Or possibly "regular". "Retail" refers to the original, unmodified FS2.
Using 3.6.12 RC2 inferno build.
According to the log,
fs2_open_3_6_13d_INF_SSE2.exe
you're using a 3.6.13 nightly. I have the impression that people have managed to play ASW with 3.6.12 builds, but 3.6.10 Final is definitely a safe bet, so you might want to try that. Since you were "only" in mission 2, switching a build, creating a new pilot and starting over shouldn't be too frustrating.
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There are Nightlies for 3.6.13 already? :wtf:
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All trunk builds are .13. As you should know, being on the BP beta (and thus using one).
And no, there aren't any nightlies for that. Akalamania used one as part of the debugging process.
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Man, I've totally lost my grip on these matters. Perchance I need to take some time off or something.
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Well, it's kinda my fault. I tried to help him debug the issue on IRC, and I gave him one of my own builds for that.
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Something that may interest some of you (http://www.sectorgame.com/forums/viewtopic.php?t=4276)
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F-YEAH!
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Excellent
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Re-texture the Preserver into an Ancient design, and you have an Ancient alternative to the Gigas for Act 2 :lol:
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Re-texture the Preserver into an Ancient design, and you have an Ancient alternative to the Gigas for Act 2 :lol:
the ****
The Vishnan Preserver was a re-textured Ancient ship.
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Wut.
I recall it being called the TxD Apocalypse, and it never was an Ancient ship.
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Yeah I believe it was from MT.
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o you are rite
I am thinking of the Keeper.
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Nah, we'll stick to the Androgeos and the Pyrgos. One community member suggested that the Ancients would be very powerful, have hordes of juggernauts, and maybe even could stand up to the Sath fleet, but... no. That would make every single mission a BoE, and there's no fun in that.
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Good thoughts. Perhaps leave the number of Androgeos and Pyrgos to a minimum, and give the Androgeos enough weaponry to ward off about three to four destroyers.
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Good thoughts. Perhaps leave the number of Androgeos and Pyrgos to a minimum, and give the Androgeos enough weaponry to ward off about three to four destroyers.
We do, there's only 1 of each.
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Nah, we'll stick to the Androgeos and the Pyrgos. One community member suggested that the Ancients would be very powerful, have hordes of juggernauts, and maybe even could stand up to the Sath fleet, but... no. That would make every single mission a BoE, and there's no fun in that.
We all know who that was...
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Progress (http://www.sectorgame.com/forums/viewtopic.php?p=64993#64993) on the Akrotiri :)
You are all invited to take a good look at the model and discuss what could be improved upon.
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Any alternatives to Mediafire? I have been battling that site for 15 minutes trying to DL the file... :ick:
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Can be found at FreeSpaceMods.net (http://freespacemods.net/download.php?view.606).
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I was refering to the most recent version of th Akrotiri, it seems very difficult to download.
Thanks for that link, anyway. :)
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Whoops :nervous: Should probably read more than just the last post.
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Any screenies to admire? :)
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Sectorgame mirror added to Sectorgame post, for those who don't like/can't use Mediafire. Screenies on the previous page of that thread :P
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(http://www.sectorgame.com/ASW/classified-pictures/Akrotiri/med_turret01.jpg)
(http://www.sectorgame.com/ASW/classified-pictures/Akrotiri/Tiri_10.jpg)
:yes:!!!
Impressive work, really. Perhaps you may wish to work a bit on the new Arachnas model for use in ASW and INF. :)
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:bump:
ASW is in need of FREDders, people who can think up an enjoyable mission, and work out the concept as a mission.
Experience needed? Not so much, a good dose of enthusiasm and passion is the most important.
In order to apply, drop me a PM, preferably with an example of your work.
Join now, and be a part of this mod team, be a part of the Ancient-Shivan War, bring something to the mod, and get it closer to release!
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Unfortunately I must defer playing this until my mini-campaign is done, otherwise it'll never get finished. But I look forward to playing it (hopefully) soon!
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Ancient-Shivan War, Act 1, version 3.6.12. (http://www.sectorgame.com/forums/viewtopic.php?t=4408) Now with less bugs and more features!
(http://img121.imageshack.us/img121/5461/asw1009.png)
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oh mama! :eek2:
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i'mma highlight this **** yo
Did the missions get, uh, refined at all? Because I'll be honest, it didn't grab me by the third one and I let it slide.
In short: changelog plz.
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Cool! I've been wanting to give this one a go.
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Is that... no way... is that actually a high-poly model of one of the most godawful INFR1 ships? You actually FIXED IT?
*downloads*
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i'mma highlight this **** yo
Did the missions get, uh, refined at all? Because I'll be honest, it didn't grab me by the third one and I let it slide.
In short: changelog plz.
Changelog? I think that one might be a bit too long, assuming someone writes it...
Besides, it's best to see the changes for yourselves. I mean, the download isn't that heavy.
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i'mma highlight this **** yo
Did the missions get, uh, refined at all? Because I'll be honest, it didn't grab me by the third one and I let it slide.
In short: changelog plz.
Changelog? I think that one might be a bit too long, assuming someone writes it...
Besides, it's best to see the changes for yourselves. I mean, the download isn't that heavy.
Like I said, the first release unfortunately wasn't of adequate quality to keep my interest, and if the domains that impacted that decision haven't changed, I don't have the time to invest. A full changelog is always a good idea to provide with a patch.
Most of the information provided on the re-release seems to be asset-related. I've always been of the opinion that asset improvements make for a great modeldump, but they're not going to significantly impact the quality of the gameplay. I am, however, definitely up for any news about mission changes.
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I squeed like an anime schoolgirl.
Must try downloading...
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One mission has been completely redesigned, the others have been modified.
A number of "3.6.12 features" were also implemented, IIRC.
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One mission has been completely redesigned, the others have been modified.
A number of "3.6.12 features" were also implemented, IIRC.
Maybe I can put the old ASW folder under version control and run a diff! ;7
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Well, regarding missions, we haven't changed that terribly much on them. Like Droid said, one has been fully redone, the others have been rather mildly tweaked. We chose to not fully redo this whole act, but instead try to make act 2 more enjoyable mission-wise.
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Well, regarding missions, we haven't changed that terribly much on them. Like Droid said, one has been fully redone, the others have been rather mildly tweaked. We chose to not fully redo this whole act, but instead try to make act 2 more enjoyable mission-wise.
Fair 'nuff.
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FANTASTIC!!! :cool: :yes:
Will this be on freespacemods website will all of the files put into one complete file?
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Uhhh, got to replay this as well :D
At least now I know for certain that my mobo is dead, so I'll be getting a replacement soon enough.
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I sure hope you finally got rid of the fugly space shuriken.
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FANTASTIC!!! :cool: :yes:
Will this be on freespacemods website will all of the files put into one complete file?
Yes, it probably will. Soon. Ish.
I sure hope you finally got rid of the fugly space shuriken.
Yes, we did. We even provide a patch for the people (was it Aardwolf? Someone starting with an A, IIRC...) who did like it :P
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Not sure if I'll retry it again. But hoping to see a follow-up to act 1 appearing soonish. :)
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I sure hope you finally got rid of the fugly space shuriken.
Yes, we did. We even provide a patch for the people (was it Aardwolf? Someone starting with an A, IIRC...) who did like it :P
:D
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I sure hope you finally got rid of the fugly space shuriken.
The shuriken was something ... unexpected.
It was kind of an ugly projectile, but I think I liked it anyway :D .
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From Sector Game :
OPTIONAL - Make your choice from the downloads below, they should work in any configuration.
Normal maps
...
... you're kidding right ?
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From Sector Game :
OPTIONAL - Make your choice from the downloads below, they should work in any configuration.
Normal maps
...
... you're kidding right ?
Why don't you, instead of posting multiple lines with 3 dots only, tell us what you see wrong in that?
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At a guess, I suppose it's a little weird because you can just turn normal maps on or off in the launcher. But it saves bandwidth.
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It's actually more about the obvious fact that not anyone can run the normals.
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I thought that "they should work in any configuration" meant that you could get any combonation of the optional ones and they'd work.
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It's actually more about the obvious fact that not anyone can run the normals.
It's to make the files smaller to download. I think that was pretty obvious.
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It's actually more about the obvious fact that not anyone can run the normals.
You need to learn that configuration has multiple meanings.
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I thought that "they should work in any configuration" meant that you could get any combonation of the optional ones and they'd work.
This. You can run all of the shiny features separately, so you don't need to download those you don't want/can't run. That seems simple enough.
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Indeed.
An all-in-one pack is now available at the FreeSpace 2 Sector: http://sectorgame.com/f2s/downloads.php?action=downloads&id=538
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And besides, the even if you download the normal maps package, it will still run on any computer configuration, given you uncheck the option in the launcher.
So hah~!
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Hmm, despite my downloading the Space Shuriken Cannon and placing the .vp in the directory, I have the boring ball-of-light effect.
Is there something else that I need to do to get that thing working?
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Boring ball of light? It has a hell of a lot more going on inside the projectile than merely spinning.
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Ok, a very pretty, sparkly ball of light, but that's rather beside the point.
(http://img137.imageshack.us/img137/2548/notaspaceshuriken.jpg)
I ask again: is there something else that needs to happen for the Shuriken.vp to take effect, other than placing it in the mod's folder?
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Hmm, despite my downloading the Space Shuriken Cannon and placing the .vp in the directory, I have the boring ball-of-light effect.
Is there something else that I need to do to get that thing working?
Ehh, good catch. Rename the VP to something like 1_Shuriken.vp, it needs to be listed alphabetically before the main VP. I'm updating the download.
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Oh, thanks. Yeah, that fixed it. :yes:
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Ancient-Shivan War, Act 1, version 3.6.12. (http://www.sectorgame.com/forums/viewtopic.php?t=4408) Now with less bugs and more features!
:yes:
The HTL Akrotiri is a beauty. :D
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Okay, I've just finished playing the 3.6.12 version on Very Easy without cheats (I cheated through in the initial release).
Only complaint is what I saw in the attached image. This happens on every mission with every Ancient and Shivan fighter not included with the mediavps. Ships in retail, such as the Basilisk and Nephilim, as well as all warships and Asdherian ships, are unaffected.
For those who are interested: Yes, I'm still using that HUD colour scheme I made when this mod was first released. :)
[attachment deleted by admin]
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I think its something to do with the new shaders and how they fail to draw the maps properly if it doesn't have a normal/shine/glow map or something.
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@ Androgeos--
When I look at some of the shivan ship models in the techroom, they look like the ones in your screen shot. Haven't noticed any like that in-game though (not yet at least).
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I think its something to do with the new shaders and how they fail to draw the maps properly if it doesn't have a normal/shine/glow map or something.
Well, if it helps anything, I'm on Intel graphics.
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Do you have anything in custom visuals? The new shaders in the FSU board, perhaps? What build are you using? Can you post a debug log?
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One thing I noticed is sometimes one or two wings of ships would actually disappear during the ship selection screen.
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"sometimes one or two wings of ships would actually disappear during the ship selection screen"? Care to elaborate?
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WOW the first page has one hellofa sweet picture on it :)
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Interesting, using Freelancer music. I'm enjoying the campaign so far.
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Yep, freelancer music alright. I felt it fitted the Ancients very nicely and couldn't resist. Just like stuff from Sword of The Stars.
But anyway, It really amazes me how far ASW has come. I'll have to remember to spare DL for this one, so I can be synchronized once again with the ASW. :p
To whoever found the blue glowing ball better than the "ugly shuriken", thank you! Prehaps one of the most complex effects I've made on the FS engine, and one of my favourites :D
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I think its something to do with the new shaders and how they fail to draw the maps properly if it doesn't have a normal/shine/glow map or something.
Well, if it helps anything, I'm on Intel graphics.
I've got an ATI card, and I'm getting a similar effect on the Scorpion and Shaitan. I haven't got the new shaders myself (if by new shaders you mean the ones in this thread (http://www.hard-light.net/forums/index.php?topic=71890.0)).
Also, in the first mission where you fight the Shivans, the Oriax gets whacked backwards by the Knossos at mission start - I believe its starting position is partially inside the Knossos parts.
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"sometimes one or two wings of ships would actually disappear during the ship selection screen"? Care to elaborate?
This:
(http://i51.tinypic.com/2ewmt0n.jpg)
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I've got an ATI card, and I'm getting a similar effect on the Scorpion and Shaitan. I haven't got the new shaders myself (if by new shaders you mean the ones in this thread (http://www.hard-light.net/forums/index.php?topic=71890.0)).
Also, in the first mission where you fight the Shivans, the Oriax gets whacked backwards by the Knossos at mission start - I believe its starting position is partially inside the Knossos parts.
This:
*snip*
Wow, that's a couple of weird bugs... I can confirm that none of these happened when I played it :wtf:
/me attempts to summon support ninja
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Here's my debug log. I don't see a need to attach it since it's so short.
My build is Antipodes 6 r6533. A crash occurs even before the game switches my computer's resolution to 1024x768.
==========================================================================
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.
==========================================================================
Opened log '/Users/administrator/Library/FS2_Open/data/fs2_open.log', Fri Oct 15 21:00:29 2010 ...
FreeSpace version: 3.6.13
Passed cmdline options:
-fov 0.39
-env
-missile_lighting
-glow
-nomotiondebris
-spec
-3dshockwave
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod ASW,mediavps_3612
-no_glsl
-fps
Building file index...
Found root pack '/Applications/FS2/ASW/ASW1_3612.vp' with a checksum of 0xd5e22b30
Found root pack '/Applications/FS2/ASW/ASW_3612_adv.vp' with a checksum of 0x5c319768
Found root pack '/Applications/FS2/ASW/ASW_3612_Animaps.vp' with a checksum of 0x146d0682
Found root pack '/Applications/FS2/ASW/ASW_3612_Interface.vp' with a checksum of 0xb7955e09
Found root pack '/Applications/FS2/ASW/ASW_3612_Intro.vp' with a checksum of 0xadda0cc1
Found root pack '/Applications/FS2/ASW/ASW_Radar.vp' with a checksum of 0x2487a08c
Found root pack '/Applications/FS2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/Applications/FS2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/Applications/FS2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/Applications/FS2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/Applications/FS2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/Applications/FS2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/Applications/FS2/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/FS2/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Applications/FS2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/FS2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/FS2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/FS2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/FS2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/FS2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/FS2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/FS2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/FS2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/administrator/Library/FS2_Open/ASW/' ... 63 files
Searching root '/Users/administrator/Library/FS2_Open/mediavps_3612/' ... 1 files
Searching root '/Users/administrator/Library/FS2_Open/' ... 122 files
Searching root '/Applications/FS2/ASW/' ... 0 files
Searching root pack '/Applications/FS2/ASW/ASW1_3612.vp' ... 1226 files
Searching root pack '/Applications/FS2/ASW/ASW_3612_adv.vp' ... 143 files
Searching root pack '/Applications/FS2/ASW/ASW_3612_Animaps.vp' ... 272 files
Searching root pack '/Applications/FS2/ASW/ASW_3612_Interface.vp' ... 1020 files
Searching root pack '/Applications/FS2/ASW/ASW_3612_Intro.vp' ... 1 files
Searching root pack '/Applications/FS2/ASW/ASW_Radar.vp' ... 1 files
Searching root '/Applications/FS2/mediavps_3612/' ... 0 files
Searching root pack '/Applications/FS2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/Applications/FS2/mediavps_3612/MV_Assets.vp' ... 1527 files
Searching root pack '/Applications/FS2/mediavps_3612/MV_Effects.vp' ... 1876 files
Searching root pack '/Applications/FS2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/Applications/FS2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/Applications/FS2/mediavps_3612/MV_Root.vp' ... 94 files
Searching root '/Applications/FS2/' ... 0 files
Searching root pack '/Applications/FS2/multi-mission-pack.vp' ... 110 files
Searching root pack '/Applications/FS2/multi-voice-pack.vp' ... 307 files
Searching root pack '/Applications/FS2/root_fs2.vp' ... 157 files
Searching root pack '/Applications/FS2/smarty_fs2.vp' ... 10 files
Searching root pack '/Applications/FS2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/FS2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/FS2/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/FS2/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/FS2/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/FS2/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/FS2/warble_fs2.vp' ... 52 files
Found 29 roots and 15455 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
TBM => Starting parse of 'ASW_strings-lcl.tbm' ...
Initializing OpenAL...
ASSERTION: "size > 0" at stubs.cpp:563
It runs fine on the Inferno build except for what I see in my previous post here.
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Wow, that's a couple of weird bugs... I can confirm that none of these happened when I played it :wtf:
/me attempts to summon support ninja
Same thing here, I've never seen anything like that during my playthrough.
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Support ninja strike!
Wow. That's weird.
I'm just going to say pilot file trouble, as I can't see any other reason for this.
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Just went through this fully for the first time, seeing as the interface bug I had seems to have solved itself.
Overall: I loved the campaign and especially its music. I know I heard Sword of the Stars (The Moriggi battle track and a few others I believe) and maybe something from Universe at War?
My only qualms that I had were the lack of shielding on the Ancient ships and their very slim advantage over the Asdherians' ships. First of all, I like the fact that there were no shields, it makes dogfights that much more interesting, but it took the GTA what, a few months to reverse-engineer shield technology from the Shivans? Second, the Ancients, for all of their superior technology, always seem to win by a slim margin in small-ship combat.
I hope I don't sound overly critical, as I loved the campaign and my gripes are pretty minor and only with the story. I'll leave you with my closing question: Can I haz Act 2? :)
EDIT: Damn you automated back-up
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Ancient ships lack shields but are very heavily armored. Things have been like this since INFR1.
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Just went through this fully for the first time, seeing as the interface bug I had seems to have solved itself.
Overall: I loved the campaign and especially its music. I know I heard Sword of the Stars (The Moriggi battle track and a few others I believe) and maybe something from Universe at War?
My only qualms that I had were the lack of shielding on the Ancient ships and their very slim advantage over the Asdherians' ships. First of all, I like the fact that there were no shields, it makes dogfights that much more interesting, but it took the GTA what, a few months to reverse-engineer shield technology from the Shivans? Second, the Ancients, for all of their superior technology, always seem to win by a slim margin in small-ship combat.
I hope I don't sound overly critical, as I loved the campaign and my gripes are pretty minor and only with the story. I'll leave you with my closing question: Can I haz Act 2? :)
EDIT: Damn you automated back-up
Ancients have higher speed, meneuverability, better weapons, and somewhat better armour. But the reason they don't want shields is because they think they're superior without them anyway, and they believe they don't need them.
Act 2 is on the way, but, obviously, not done yet. :p
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Ancient ships lack shields but are very heavily armored. Things have been like this since INFR1.
I think if I were doing Ancients I'd probably give them shields. It just seems to make sense, y'know? You could get pretty creative with them too.
I like the xenophobic self-aggrandizing species supremacist direction for the Ancients but in a sense I think it was underplayed. I might've veered them over a bit towards something like Hamilton's Prime. FreeSpace only has one set of sort-of forehead aliens (Vasudans) and the Ancient provide an opportunity to do something really weird and different instead of adding another.
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One could wonder how they lost with such ass-kicking fighters.
The Kato feels like a Serapis with an Ares' armor.
One the other hand, FS1-like capships really suck against bombers. F***ing Apesokari aka sitting duck.
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ASW always leave me with the impression that the Ancients were so arrogant, it made them flawed, which it did. This is even so when they were wiping out the Aesdherians.
For the first act of ASW to do that is quite a remarkable job, in my opinion, especially given how nice their ships are.
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who's to say they won't have them later? only... to late? ;7
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What have you guys done to the Aeshderidian missile? I just can't dodge them and my countermeasures have never gotten one. The Shivan missiles, however, I can dodge routinely with little effort. What happened? Has this always been so, or is it something introduced in this release?
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Hmm, we did introduce a new AI in this release (based on Fury's), that makes the AI actually use those missiles. In the previous release, they were much more damaging, and their fighters could carry a ton of them - trust me, they've been nerfed considerably ;)
But yeah, different species, different weapons, right? The Shivans focus on primaries, but the most effective weapon of the Aesdherians are their missiles.
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Their beams were also quite dangerous if left unchecked.
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I come up with the following two errors.
Could not load in main hall mask 'MainScreen-M'!
(This error most likely means that you are missing required 640x480 interface art.)
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
Verify failure: Vbuf0 != NULL
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
I have the updated Oct 2010 version.
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Set your resolution higher than 640x480.
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Fantastic capmaign. I just can't wait to see Act II (and more later). If only I was a bit better with writing praise comments :D And the Akrotiri is beautiful. Aesherdesherdehsehrdersherherherians' tactics are cool. Especially suicide attacks performed by remnains of their capital ships over their homeworld.
I also had the "invisible ship in ship selection menu" bug, along with many problems with launching the game, buut I think it is related more to my butchered polish-localized copy of FS2 (which was then patched with english voicepack).
Btw, Akrotiri is beatufil. Really!.
As for the game itself - I think the gameplay is better than in previous version. No more instagibbing missiles of unevitable and extremely quick death. That was... annoying :D And no more space shuriken. But if we are on that - the slow pace of most projectiles, especially the huge Akrotiri one, does not help to convey the sense of power of these weapons. They just do not look dangerous. In my opinion, speeding all capship only weapons up by a very large margin would not cause any balance or gameplay issues, but would look just so much cooler. Just try it, increase the speeds 5x, and watch how cool the FS1-type capship fight now is (and ensure they can't target fighters with these weapons :D).
(did I mention that the Akrotiri is beautiful? And Kato, too).
The Pharnec (and to lesser extent Quasar, too) suffers from the same problem as well - it does not look powerful. Crete is like a machinegun, has proper sound, proper projectile speed, proper rate of fire and proper effect on the target. Simply - a good weapon. Pharnec on the other hand, performs badly and looks sadly. A laser type weapon with such slow projectile, with toy-like space sound. Meh, simply said. Again, I'd increase projectile speed considerably, make the trail shorter but much brighter, and most importantly, it needs a loud BANG when shooting, and equally loud HIT-BANG (also with a bright flash) when it hits.
Just in case I forgot - good job on the Akrotiri. Looks really nice.
One more thing - Ae(...)rians primary weapons are so much a joke... maybe entirely remove them? Make the entire species use only secondaries? Come on, I could throw stones with more precision than these guns can shoot :(
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The Aesdherians aren't meant to be an advanced race. They're well behind the Ancients in most respects, with the exception of their secondaries.
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I understand the design goal behind that. But remember that they are also a potent spacefaring race - in comparision to us right now. And they have probably won a war before. I wonder how could they win a war with a weapon that cannot hit a ~20m-long target from 50 meters distance? Seriously, that is like shooting to a neighbour's house! How can you miss? Cavemen with stones would not, certainly. Nor bowmen, musketeers, riflemen, modern artillery, tanks or guided missiles. Yet Aesdherians can.
Again, this is only a matter of looks. What if their weapon was deadly accurate and caused some (little) shake, on top of that it looked powerful and more importantly, sounded powerful... yet its damage was close to none, like now? That would be in my opinion, a sign of Ancients being more advanced and better: Shoot at us with everything you have, and see how it harmlessly bounces off my glass cockpit.
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Well, we're glad you liked it anyway :) Agreed, the main weapons would look more impressive with a higher speed - it's something we'll take into consideration. The Pharnec is not supposed to be that powerful; it's like the Ancient Subach, or Prom R. Don't worry, you'll be getting some better guns later on.
As for the Aesdherians' aiming, well that's what they got guided missiles for :P Their anti-fighter primaries work more like shotguns, effective at close range but not so much at longer ranges, indeed. Given that their fighters are very fast and nimble, they could easily get close up to a slower opponent and blast them to bits, which is presumably how they won the first war.
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Liked? I LOVED it! That is why I am apparently nitpicking, because I do care! If that was just another nice but well, play'n'forget campaign, I'd just shrug such little nuisances off.
Sooo, I just don't like the fact Aesdherians can't aim at all, even though the shotgun explanation is so-so. Of course, that is just my opinion :D
Similarly - I don't see a problem with Pharnec being weak (altough to be honest, it is very high on my personal Weakest SpaceSim Weapon list), see a problem with it not feeling like a weapon at all. Look at movies, both sci-fi and war reports. What do you see? LOUD booms, BRIGHT flashes, HUGE explosions and so on. That is not just a "cool" factor, that is a sense of power, which in fact so many games lack. It is not ASW's fault only - the same problem exists in games like WoW where a dragon-killing fireball is essentially a reddish brown orb with some trail, with silent "poof" launch sound and hit effect being equally silent "omph" + few sparks. That just does not look powerful. This is not scary.
(And when we are on "scary", Dart-fighter missiles pre-patch were exactly the definition of "scary"... omg, how I learned to hate them!)
Another example, this time of a well-done weapon: Aesdherians' beams. At first when I saw them - OW, thats going to hurt. Yet my fighter literally flew through one and I survived. THAT was an experience which proved that Ancients are advanced, showing that their armor is capable of easily withstanding blasts from (seemingly) very powerful weapon.
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For reference, what difficulty did you play on? I don't think you're supposed to survive any kind of anti-capship beam hit.
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Sssssshhhhaaaaammmme!
Damn. I did not realize that after resetting pilot setting was back to easy. Argh. I guess I have a campaign to fly.
But tbh, it is possible even in normal FS2 when you have a glancing hit from say, a L-terslash or whatever it is called :)
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For reference, what difficulty did you play on? I don't think you're supposed to survive any kind of anti-capship beam hit.
On the lowest difficulty and in some special occasions on multiplayer regardless of difficulty, you CAN survive a scrape with a beam like the TerSlash. Emphasis on "survive", because you'll be quite dead after that. :drevil:
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Since you get up to 5x the HP (or damage is reduced to 20%), you can actually survive beam hits on lower difficulties, doesn't save you from losing a number of your subsystems though :P
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If you attempt to jump out in the forth mission, the Akrotiri will endlessly scold you:
(http://img683.imageshack.us/img683/1889/screen0228.png)
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Woha that's awesome, I didn't know that message could be changed.
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Woha that's awesome, I didn't know that message could be changed.
I'm pretty sure it's just FREDded, therefore ezpz. Looks like someone forgot to put in a key-reset though?
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Good catch :nervous:
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The Aeshdarian fleet looks very familiar to the Nightmare (Negator) fleet if the Fang bomber not here.
Was they the gate to good and evil ? Does ASW also develop the Nightmarers out of the Aeshdarians?
Theorie only.....
Peter
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They just happen to use the same models. There's no bigger mystery behind it. At least I hope the ASW team doesn't want to include the Nightmares as developed and vengeance-seeking Aesdherians.
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They just happen to use the same models. There's no bigger mystery behind it. At least I hope the ASW team doesn't want to include the Nightmares as developed and vengeance-seeking Aesdherians.
Heh, no, don't worry ;)
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If you attempt to jump out in the forth mission, the Akrotiri will endlessly scold you:
(http://img683.imageshack.us/img683/1889/screen0228.png)
I can't get past that mission, i do everything in the directives, complete the objectives yet i always always get the failed mission brief and have to keep replaying it no matter what i do a end up failing, even the failed 5 times proceed to next level doesn't come up. :(
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I can't get past that mission, i do everything in the directives, complete the objectives yet i always always get the failed mission brief and have to keep replaying it no matter what i do a end up failing, even the failed 5 times proceed to next level doesn't come up. :(
What version of ASW are you using? I remember back in the 3.6.10 version I had a few problems with that mission myself. I would complete all the objectives, but debris from one the destroyed ships would hit the destroyer escorting the Akrotiri, resulting in automatic failure. If that's what's happening, just keep trying it a few more times and you should get lucky and the debris will miss. This problem seems to have been fixed in the 3.6.12 release, though, so if you're using that, I have no idea.
Edit: Damn, new page. Inserted quote for clarity.
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I am using the 3.6.12 release, i will try and give it a another attempt without shouting at my monitor lol!
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Hm, maybe your pilot file's bugged.
Or the campaign file glitched, if failing five times isn't working.
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Does the "Clear the area" objective trigger complete, and are you seeing the "Land on Akrotiri" directive? If so, and you're still getting the fail debrief, it's probably a pilot file issue; if not, I probably screwed up somewhere.
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Ok that playthrough didn't work, i will try an un-install and re-install and then create a whole new pilot and try again.
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Why not just play the campaign in the tech room? It's much simpler, unless you're keen about statistics.
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:bump:
ASW2 public beta (http://www.sectorgame.com/forums/viewtopic.php?f=54&t=4766)
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- mediavps_3612, the regular 3.6.12 MVPs. You should be able to play with RgaNoris' new Sath and the HTL Knossos, other addons have not really been tested.
HTL knossos wut.
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Yes (http://www.hard-light.net/forums/index.php?topic=72377.0). Though actually, scratch that, ASW1 has a custom Knossos model.
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Completely forgot about this one. Given the age, isn't it already in the current MVPs ?
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I don't know if it's in 3.6.12, but we have it in FSU.
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It's not in 3.6.12, though it was made shortly after the release iirc.
In any case - downloading the beta.
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Wouldn't a public beta release warrant a dedicated thread for reviews, comments and bug reporting ?
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Wouldn't a public beta release warrant a dedicated thread for reviews, comments and bug reporting ?
There's a whole forum for it. On Sectorgame. Where they're hosted.
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Errr, there's no way I'm gonna go through the trouble of registering on Yet Another Forum for this. This is probably the case for half the people here, too.
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Your loss.
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Actually, their loss. They're the ones that need feedback from beta testers, remember ?
It's silly to force people to register somewhere else when it's just a couple of clicks to create a new thread here for this.
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Chill buddy chill
I dunno why FSF didn't make a new topic but you can make comments here on this thread. No registration required.
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I've been waiting for this, I will download and play it when I get on my gaming computer .
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Errr, there's no way I'm gonna go through the trouble of registering on Yet Another Forum for this. This is probably the case for half the people here, too.
Half the people here are already registered on SG. :p
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i did and i feel kind of spread thin. regrets...
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Facebook wall notified, but I've linked directly to the SG thread instead of this one. Cheers. :)
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Yeah, if you don't wanna register on SG, just feedback here. I didn't think a beta would warrant its own thread here, there's one on SG already :P
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In ASW2_04, after the cutscene where
the Lucifer blows up the friendly destroyer
the player's afterburner is still locked. Not that it matters much, since you're supposed to RTB just afterward, but still.
EDIT: ASW2_05 is the perfect example of what happens when you remove shields to all fighters but don't reduce shockwave damage from bombs. It is nearly rigorously impossible to go past the second wave simply because of the sheer warhead density thrown by the enemy bombers, and I'm just playing in medium here.
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Alright, so far I like the campaign. It looks great, I don't notice any problems in terms of game stopping events etc. However, there is a small bug in the first mission. I'm not sure if the Assault fighter's warp in time is off but it appears that they arrive right after the Scorpions do. Is that intentional or?
In ASW2_04, after the cutscene where
the Lucifer blows up the friendly destroyer
the player's afterburner is still locked. Not that it matters much, since you're supposed to RTB just afterward, but still.
EDIT: ASW2_05 is the perfect example of what happens when you remove shields to all fighters but don't reduce shockwave damage from bombs. It is nearly rigorously impossible to go past the second wave simply because of the sheer warhead density thrown by the enemy bombers, and I'm just playing in medium here.
And yes, as what Matth said the Afterburners locked. I found that luck saved my ass in that mission cause I was gonna get swarmed by dragons.
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Just had a brain wave here. What's the FSO version required to play this, and what did you playtest with ? Cause I'm running a recent trunk build here, and my shockwaves difficulties might just be the same thing than what's been plaguing WiH's DE.
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MatthTheGeek, bomb shockwave damage IS reduced. From when I played, there are no shockwaves.
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What build were you playing with ? Because my ten deaths in a row exclusively by shockwaves in just the second minute of the mission tells otherwise.
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That's explosion blast. Shockwaves are merely a visual effect (well, they do affect the speed at which the blast damage propagates, but that's all). IIRC, they were turned off in ASW, due to how the explosions look.
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Well, shockwaves were definitely not off, even visually, when I played. I shall output a debug log next time I'm on my comp.
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Then whatever build you're using is broken.
EDIT: Unless someone put them back >.> I swore they were removed when I *****ed about bombing being impossible.
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In ASW2_04, after the cutscene where
the Lucifer blows up the friendly destroyer
the player's afterburner is still locked. Not that it matters much, since you're supposed to RTB just afterward, but still.
Ahh, good find :yes:
Alright, so far I like the campaign. It looks great, I don't notice any problems in terms of game stopping events etc. However, there is a small bug in the first mission. I'm not sure if the Assault fighter's warp in time is off but it appears that they arrive right after the Scorpions do. Is that intentional or?
They're supposed to arrive shortly after the Scorpions send their recon info back to base, yes. Though normally, the Scorpions should be destroyed by the time the Basilisks arrive?
Re: bomb/shockwave/etc, Aesdherian and Ancient bombs have shockwaves turned off completely, but the Shivan ones have simply been nerfed using armor.tbl (due to being inherited from the MVP TBMs). Perhaps not nerfed enough though, we'll probably address this in ASW1 3.6.14.
Re: version, the current ASW2 should be compatible with 3.6.12 and above.
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I had fun with this act, great backgrounds and music as before.
The only thing I caught was at the end of ASW2_08, River of Iron.
The secondary objective was satisfied regardless of hull strength upon jumping out.
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Re: bomb/shockwave/etc, Aesdherian and Ancient bombs have shockwaves turned off completely, but the Shivan ones have simply been nerfed using armor.tbl (due to being inherited from the MVP TBMs). Perhaps not nerfed enough though, we'll probably address this in ASW1 3.6.14.
Re: version, the current ASW2 should be compatible with 3.6.12 and above.
One of the pist for .14-related DE bugs were bugs in the armor classes code. So that might be why I died so much.
You didn't answer my question though : what build did you playtest with ? .12, nightlies, .14RCs ?
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In ASW2_04, after the cutscene where
the Lucifer blows up the friendly destroyer
the player's afterburner is still locked. Not that it matters much, since you're supposed to RTB just afterward, but still.
Ahh, good find :yes:
Alright, so far I like the campaign. It looks great, I don't notice any problems in terms of game stopping events etc. However, there is a small bug in the first mission. I'm not sure if the Assault fighter's warp in time is off but it appears that they arrive right after the Scorpions do. Is that intentional or?
They're supposed to arrive shortly after the Scorpions send their recon info back to base, yes. Though normally, the Scorpions should be destroyed by the time the Basilisks arrive?
Re: bomb/shockwave/etc, Aesdherian and Ancient bombs have shockwaves turned off completely, but the Shivan ones have simply been nerfed using armor.tbl (due to being inherited from the MVP TBMs). Perhaps not nerfed enough though, we'll probably address this in ASW1 3.6.14.
Re: version, the current ASW2 should be compatible with 3.6.12 and above.
Yes but the timing between when they arrived and the Basilisks is too short to even get close to killing even one with the default loadout given.
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You didn't answer my question though : what build did you playtest with ? .12, nightlies, .14RCs ?
All of those.
Yes but the timing between when they arrived and the Basilisks is too short to even get close to killing even one with the default loadout given.
Righty, we'll look into it.
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Hey everyone first post over here, and I have been a FreesSpace nut since the first one way back in the day. I have 3.6.14 RC6, and the 3.6.12 Media VPs, and ASW1. But I cannot get the second act to work, it crashes after the initial loading screen. Here is the error message would appreciate any tips on how to fix this.
Weapon explosion 'HFlakExp' does not have an LOD0 anim!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! Warning + 430 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! weapon_explosions::Load + 296 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! parse_weapon + 8716 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! parse_weaponstbl + 172 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! weapon_init + 101 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_init + 1640 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
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Don't run a debug build.
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Hey everyone first post over here, and I have been a FreesSpace nut since the first one way back in the day. I have 3.6.14 RC6, and the 3.6.12 Media VPs, and ASW1. But I cannot get the second act to work, it crashes after the initial loading screen. Here is the error message would appreciate any tips on how to fix this.
*snip*
Could you post your fs2_open.log (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359)? There's likely something wrong in your mod setup (I cannot reproduce the error), the log will show us exactly what's wrong.
Don't run a debug build.
That's not very helpful, considering that everyone playing this is a beta tester right now :P
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In mission where you had to scan lucifer and freighters, I did scan lucifer and did not scan freighters and command told me I haven't scanned neither.
Haven't doublechecked it, but during evac of Sopul random messages from Akrotiri appeared after it departed. Either I didn't get the context or civil ships which were already dead sent messages they were no longer supposed to send.
Also, I noticed lack of fancy cutscene after that mission :p
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Here is the correct file I think in the attachment. This is the first and only problem I have had with any new content. Appreaciate the help :)
[attachment deleted by a ninja]
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Hey everyone first post over here, and I have been a FreesSpace nut since the first one way back in the day. I have 3.6.14 RC6, and the 3.6.12 Media VPs, and ASW1. But I cannot get the second act to work, it crashes after the initial loading screen. Here is the error message would appreciate any tips on how to fix this.
Weapon explosion 'HFlakExp' does not have an LOD0 anim!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! Warning + 430 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! weapon_explosions::Load + 296 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! parse_weapon + 8716 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! parse_weaponstbl + 172 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! weapon_init + 101 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_init + 1640 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
This error is a very simple fix. The mod.ini in ASW2 is set to look for ASW_3612 instead of ASW1. A simple change in the ASW2 mod.ini is all thats required, from this (in my case):
[multimod]
secondarylist = ASW_3612,mediavps_3612;
to this:
[multimod]
secondarylist = ASW1,mediavps_3612;
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Why thank you MacBawbag, that fixed the problem right up :cool:
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Awesome campaign, but I hear no music in most missions.
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Awesome campaign, but I hear no music in most missions.
Are you sure the music volume's on? If yes, debug log (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359).
Kobrar: Right, we'll look into those. The cutscene... Well, it'd kinda be like watching it twice, no?
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I got the "No debriefing for this mission" in "Strike" (the one with the Akrotiri getting shot up by Lucy for the first (?) time). I'd been given the order to depart by the Akrotitre, which was in the process of jumping out (or had just finished jumping out) when I jumped.
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I got the "No debriefing for this mission" in "Strike" (the one with the Akrotiri getting shot up by Lucy for the first (?) time). I'd been given the order to depart by the Akrotitre, which was in the process of jumping out (or had just finished jumping out) when I jumped.
I got a debriefing after I stuck around and waited for the "depart" directive.
By the way, not sure if this has already been posted but in the last mission, the Akrotiri sends a message along the lines of "Don't leave us" even though it's already jumped out.
Dual Crete + Punisher Phylakis still make everything easy.
Overall, :yes:
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I have been playing this and really like it so far. I have noticed some problems with grammar and inconsistent terminology (using names like Vega and Gamma Draconis instead of the Ancient names) but otherwise it is very good
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The use of Terran names has already been explained by the fact this campaign is actually supposed to be the translation from Ancient records recovered on Altair, exactly in the same vein than Vasudans seemingly using Terran names when we hear them through translators.
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Well it still seems odd to mix and match them like that.
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Translations often sound odd, as all non-native English speakers here will surely agree.
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Dual Crete + Punisher Phylakis still make everything easy.
What difficulty are you playing on?
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What difficulty are you playing on?
On medium, basilisks just melt under my guns in around one second. Nahemas don't fare much better. Everything just vaporizes once shields pop.
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I got the "No debriefing for this mission" in "Strike" (the one with the Akrotiri getting shot up by Lucy for the first (?) time). I'd been given the order to depart by the Akrotitre, which was in the process of jumping out (or had just finished jumping out) when I jumped.
I got a debriefing after I stuck around and waited for the "depart" directive.
By the way, not sure if this has already been posted but in the last mission, the Akrotiri sends a message along the lines of "Don't leave us" even though it's already jumped out.
That line is from a civilian ship. And I was sure I'd guardianed all of those... Guess I'll check again. Mission 5 is not supposed to have a debriefing, it has the "Toggle debriefing" flag checked... Did the behaviour of this checkbox change recently, or could it be a code-side bug?
Dual Crete + Punisher Phylakis still make everything easy.
Dumb-firing everything? Impressive. EDIT: Not being sarcastic!
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This combination is surprisingly effective against lighter fighters. The Crete is not that powerful but it doesn't drain that much energy like the Nova and the Quasar and the Punisher inflicts extra damage.
Still, this combi doesn't seem to work well against heavier armed targets...
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Dumb-firing everything? Impressive.
Was it sarcasm or are there actually people who don't use dumbfires on every bank ?
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This combination is surprisingly effective against lighter fighters. The Crete is not that powerful but it doesn't drain that much energy like the Nova and the Quasar and the Punisher inflicts extra damage.
Still, this combi doesn't seem to work well against heavier armed targets...
I think the only thing this doesn't work well on are Liliths (Or larger of course).
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Dumb-firing everything? Impressive.
Was it sarcasm or are there actually people who don't use dumbfires on every bank ?
No sarcasm, I'm genuinely impressed with Deadly's flying skills. I'm pretty poor at aiming myself. Add to that that "getting close in" is generally not a very good idea in ASW, as you risk getting your unshielded fighter caught in a blast.
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Given the range of primaries, you're always going to be in blast range anyway...
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Especially with the Crete.
When it comes to the Phylaki, it's near-impossible to resist those 500 Punishers.
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Another thing I remembered that I had to comment on: The text in the opening cutscene doesn't look very good and is partially cut off. I don't know if that's just a problem with my computer or what.
Also I just completed this, it is very good. I am excited to see where the story will go next!
However I have another thing to comment on:
Why do they still call the Shivans inferior even when they are getting completely destroyed? It is a bit strange to hear one message saying "They are so beyond what out Empire is capable of" and then another one saying "Inferior vessels are incoming".
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Engine limitations. That's a generic message defined for "enemy arrival". It could be changed, but it'll be a lot of hassle, because you'd have to make a new persona for it.
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Yeah I know, I put those kinds of messages in my mod too but I was just pointing out something I noticed. And making new personas is not that difficult.
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Another thing I remembered that I had to comment on: The text in the opening cutscene doesn't look very good and is partially cut off. I don't know if that's just a problem with my computer or what.
Also I just completed this, it is very good. I am excited to see where the story will go next!
However I have another thing to comment on:
Why do they still call the Shivans inferior even when they are getting completely destroyed? It is a bit strange to hear one message saying "They are so beyond what out Empire is capable of" and then another one saying "Inferior vessels are incoming".
Its from an ideaology aspect. Many of the ancients are still too stubborn to see that they're losing. These kind of messages are in my mod too. But from an cultural aspect: The Ancients view everyone as inferiors. They would even view the modern GTVA as inferiors if they were to ever face them. Its how their culture developed: through ignorance, which will be their downfall :)
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Yeah I can understand that but when you have them saying that the Shivans are so much more powerful than them and then calling them inferior right afterwards it is kind of confusing. But it is not a major problem, overall I think this mod (both parts 1 and 2) are excellent and maybe even better than Inferno but not quite as good as Blue Planet (in my opinion)
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Two small issues...
Screen shot 2012-06-16 at PM 04.31.32.png: "It is currently in orbit around the system only planet in the system, a gas giant." - The Avenger
Screen shot 2012-06-16 at PM 05.23.01.png: Akrotiri posing as a civilian convoy after it has departed. - Finale
[attachment deleted by ninja]
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Another thing I remembered that I had to comment on: The text in the opening cutscene doesn't look very good and is partially cut off. I don't know if that's just a problem with my computer or what.
Partially caused by GIMP font hinting, partially by OGG compression. Redoing the subtitles would be more work than it's worth, though.
Why do they still call the Shivans inferior even when they are getting completely destroyed? It is a bit strange to hear one message saying "They are so beyond what out Empire is capable of" and then another one saying "Inferior vessels are incoming".
Technically, that's something we didn't change from the ASW1 pack. An explanation, besides those already given, is that "inferiors" has simply become a common term for all non-Ancient races, a synonym to the Terran 'aliens'. Anyway, we might change that for ASW 3.6.14.
Two small issues...
Screen shot 2012-06-16 at PM 04.31.32.png: "It is currently in orbit around the system only planet in the system, a gas giant." - The Avenger
Screen shot 2012-06-16 at PM 05.23.01.png: Akrotiri posing as a civilian convoy after it has departed. - Finale
Gotcha, thanks! The screenshots are very useful :yes:
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Played through the Act II beta a couple of nights ago, and I must say I'm very impressed with it. The Lucifer's introduction was brilliant (and I love those effects for the Shivan Super Laser), and I was legitimately surprised with the arrival of the Sathanas juggernauts (though it's odd to see blob turrets coming from the arms instead of beams). Another thing I was impressed with was the schism between the Akrotiri's group and the Sopul fleet command - for the first time I found a group of Ancients to act reasonably. Then there's the supernova mission - that little view that showed the Sathanas footage was a nice touch. I admit I was surprised at how quickly the Shivans decided to go with the supernova solution. They must have found out how nasty the Ancients were quite fast! :p
The couple of things I'll nitpick on:
- The first mission seems to have rather little action. I'm not sure how intentional that was, but I did expect to be fighting several more wings than there was.
- In the mission where you have to protect the evacuation of Sopul HQ, there doesn't seem to be any indication to jump out if the station is destroyed early. The first time I played this, it was destroyed early, but I proceded to destroy the Demon destroyer and then departed to find that I'd failed the mission (in the same attempt one of the fighters flew into the path of my bombs and was utterly annihilated - not a problem in terms of the mission but it was funny :lol:).
All in all, though, I enjoyed it, both gameplay- and story-wise. :)
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I remember playing ASW Act I ages ago but I stopped right in the middle of the campaign, for reasons I don't know. I managed to complete it, and played through Act II as well.
It shows its age and some graphical improvements could make future playthroughs more fascinating. I have to admit I'm glad we've had at least one fanmade campaign set during the war between the Ancients and the Shivans. The ASW Team did a great job. :yes:
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FWIW I think that ASW is still one of the best FS campaigns ever made; even though I don't think the 2nd part was as good as the first.
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Part of me is still hoping act3 will come out someday, especially as i heard it was half completed.
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Check the other thread, the files for Act 3 were dumped and the plot of the remaining acts published: https://www.hard-light.net/forums/index.php?topic=82887.msg1905318#msg1905318
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Yes, I knew they released story documents on sectorgame, but I realised only recently that some act 3 missions were done at all.
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FWIW I think that ASW is still one of the best FS campaigns ever made; even though I don't think the 2nd part was as good as the first.
I did not like the story approach they began with ASW2.
But mission wise... alone "River of Iron" and "Pressure Point" were worth it. Two of my most-favorites missions ever.
This satisfaction after I beat "Pressure Point" on Insane and as a reward I was allowed to snatch the disabled SD Titivillus. Unforgettable.
In ASW1 i actually only remember the "A new Adversary" mission. That was also a very intense dogfight mission, as you need much effort to kill even one single shivan fighter after you have blasted through the Aesdherian's ranks easily.
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I remember several debates over the scale of the project well before it was started.
The point is, that if the team stickied 100% with canon information, the scale of the war between the Ancients and the Shivans would have been colossal, with juggernauts and possibly superjuggernauts on both sides, and the consequent risk of most missions derailing for sure into BoEs. The chosen scale is better suited for the perspective of a spacecraft, where the player is allowed to turn the tide of a mission. It doesn't do justice to the Ancients and their true power, but that's a different topic for another discussion (The Gameplay Problemtm).
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The biggest issue i had was always, that a Knossos can survive a super nova if even meson bombs can destroy it.
And so that Knossos 2 was never built in the Nebula in the first place.
And i always had problems with the Sathanas stuff as complete ASW is a look into the data the Vasudans found in Altair '35 according to the introduction cutscene. I mean, if the Altair data talks about a fleet of star destroying juggernaughts, well, i do not think, that the GTVA would be so arrogant in terms of the Shivans :D
In ASW1 that concept with the "Look into the data" works much better than it does for the later missions in ASW2.
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What we know about the Ancients is mostly due to FS1's cutscenes and Intel entries, plus the whole Knossos deal in FS2. We have sketchy information on what archeologists have found in Altair, and we have to assume a significant chunk of that information has been classified to the highest levels.
Also, ETAK demonstrates that even though the GTVA had access to certain knowledge, they decided to bury it and focus on something else. They had the means to start a project that would have enabled them to communicate with the Shivans, yet they cancelled it, regardless of its potential benefits. In a similar fashion, they may have disregarded precious hints given by the Ancients on the true extent of the Shivan fleets. It took Capella to drive them to mental sanity, because no matter what the GTVA would do, 80 Juggernauts are well beyond their capability.
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It's difficult to say whether the Knossos was build before the supernova or not. Decades passes between the Great War and the supernova in FS, so if the Lucifer had done its job there would be no Ancients left to build a Knossos. Also the monologs never mentioned a supernova (although there are obvious dev reasons why :v-old: didn't do that); so the only way to have it there after the supernova would be the Ancients getting invaded; survive long enough to witness the explosion and then afterwards decide to build a Knossos there (the exact opposite of what the GTVA did).
Perhabs the Knossos was build at the very rim of the system and survived that way; yet as nodes would likely change after a supernova it wouldn't explain how the node and the Knossos are still in the same location.
The briefing only mentions that it is "deep inside the nebula", what can mean that it is close to the center (the former star) or far away from the Gamma Draconis node.