Hard Light Productions Forums

Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Redstreblo on September 28, 2010, 11:43:14 pm

Title: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on September 28, 2010, 11:43:14 pm
Hello!! The Demo is finally here guys!

This release includes:


When you play this demo campaign I recommend that you play it with text to speech turned on.

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/FSPort_vi)

The mod is intended to be played with FSPort and MediaVPs, Knossos dependencies should be automatic.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: mjn.mixael on September 29, 2010, 09:49:50 am
 :yes: :yes:

I don't know why more people aren't interested in this. This is a solid demo pack.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: CommanderDJ on September 29, 2010, 10:00:39 am
Downloaded. Will play this in the next few days.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on September 29, 2010, 10:23:03 am
My name is Galemp, and I endorse this message.

KNOWN ISSUES:

You will receive wingman messages from Terran personas. This is a bug in the code; all wingmen have the Vasudan persona assigned to them. Sorry that it breaks immersion.

Only five of our new briefing music tracks will appear due to the limit of 30 in the code, and the FS1 and FS2 music already being implemented. Depending on the reception music might get an overhaul for the final campaign.

Some briefings will not have CB anis unless you have the patch VP linked in the thread installed, due to a number of animations being created for this campaign.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Cobra on September 29, 2010, 02:20:23 pm
FSO doesn't like your music additions.

Code: [Select]
sotc-mus.tbm(line 19:
Error: Missing required token: [#Menu Music End]. Found [$Filename: silence.ogg ]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>

sotc-mus.tbm(line 21:
Error: Missing required token: [#Menu Music End]. Found [$Name: Counterattack ]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>

sotc-mus.tbm(line 22:
Error: Missing required token: [#Menu Music End]. Found [$Filename: counterattack.ogg ]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>

sotc-mus.tbm(line 24:
Error: Missing required token: [#Menu Music End]. Found [$Name: Despair-Filled Farewell ]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>

sotc-mus.tbm(line 25:
Error: Missing required token: [#Menu Music End]. Found [$Filename: farewell.ogg ]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on September 29, 2010, 02:29:41 pm
We know. Don't run debug.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Eratharon on September 29, 2010, 02:51:56 pm
Spoiler:
It is a solid good demo pack. Enjoyed playing it especially blowing the Orff up. Really shows what would happen if the vasudans knew how to fight properly (hidden racism bwahaha). Seriously though the Vasudan atmosphere is caught greatly. The weapons are original and FSPort looks greater than ever. The terran heads didn't really ruin the immersion much for me. I have faith in you that it will be replaced in the final version. Good Luck finishing this very promising mod.

The funny factor:
This proves that Alpha 1 isn't immortal. Blew up a few of them.
And by the way nice job with the Bosch Beer cargo :lol:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Cobra on September 29, 2010, 03:03:30 pm
We know. Don't run debug.

I wasn't running the debug build. :nervous:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: SF-Junky on September 29, 2010, 03:04:46 pm
Is there a reason for Turtle wing playing dead in mission 1 instead of docking with the cargo?
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on September 29, 2010, 03:07:45 pm
We know. Don't run debug.

I wasn't running the debug build. :nervous:

What release are you running? You should be running release 3.6.12r.

Is there a reason for Turtle wing playing dead in mission 1 instead of docking with the cargo?

They aren't playing dead, they just wait for the freighter to be destroyed before attempting to pick up the cargo. Also they only pick up the missile containers.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: mjn.mixael on September 29, 2010, 03:10:59 pm
Spoiler:
It is a solid good demo pack. Enjoyed playing it especially blowing the Orff up. Really shows what would happen if the vasudans knew how to fight properly (hidden racism bwahaha). Seriously though the Vasudan atmosphere is caught greatly. The weapons are original and FSPort looks greater than ever. The terran heads didn't really ruin the immersion much for me. I have faith in you that it will be replaced in the final version. Good Luck finishing this very promising mod.

The funny factor:
This proves that Alpha 1 isn't immortal. Blew up a few of them.
And by the way nice job with the Bosch Beer cargo :lol:


 :yes: :yes:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: General Battuta on September 29, 2010, 03:14:42 pm
We know. Don't run debug.

I wasn't running the debug build. :nervous:

What release are you running? You should be running release 3.6.12r.

The spew says it right there:
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe

3.6.13 release build. Something's wrong with your music tables and should be fixed, I think.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Cobra on September 29, 2010, 03:44:14 pm
No, it's the music code bug. FSO's expecting the end to be at line 19, but ees not.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Spoon on September 29, 2010, 04:37:36 pm
Works with .12,
getting that music bug/error with antipodes 6 (and probably any build with the new sound code im guessing)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on September 29, 2010, 05:57:50 pm
Huh, interesting. Never got any errors in the official 3.6.12 release build, and we never tested it with anything else.

Well either the code will bump their limits or we'll trim it down to just 5 tracks. Never thought it would cause problems in anything other than debug.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: The E on September 29, 2010, 06:06:08 pm
You know, you could have asked. It's not like FSPort is the only mod with lots of tabled tracks.

(Also, debug errors and warnings are there for a reason. Ignore them at your own peril.)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on September 29, 2010, 06:54:59 pm
Oh, I knew about it. I just left them in there for forward compatibility.

Anyway. You guys able to play alright with 3.6.12r?
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: The E on September 29, 2010, 06:59:46 pm
It's only forward compatibility if a given feature is actually requested and implemented, I think.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Goober5000 on September 29, 2010, 08:26:40 pm
You will receive wingman messages from Terran personas. This is a bug in the code; all wingmen have the Vasudan persona assigned to them.
It's not so much a bug as it is Volition simply not bothering to have certain Vasudan wingmen lines.  "Alpha arrives" through "Epsilon arrives" are the most glaring omissions.

Anyway, well done on the release. :):yes:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on September 29, 2010, 08:28:57 pm
Goob, if you had played the campaign, you would know that your wingmates are not Alpha through Epsilon. :(

Rather, all the 'Watch your six' messages are from Terran personas, even though there are no such personae in the mission.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Rodo on September 29, 2010, 08:40:50 pm
Another one I need to play when I get my mobo back!
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Goober5000 on September 29, 2010, 09:14:18 pm
Goob, if you had played the campaign, you would know that your wingmates are not Alpha through Epsilon. :(
I did play the campaign! :(  Remember all those comments I sent to you about it?

You'll notice I didn't say in my last post that Alpha-Epsilon were used in VI.  Rather, I went through the messages.tbl recently to enumerate the lines Volition didn't have Vasudan voices for, and the omission of Alpha-Epsilon stood out the strongest to me.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on September 29, 2010, 11:28:18 pm
It is unfortunate that  :v: did not have all of the proper lines for Vasudan pilots in the game. However there is nothing really we can do about it for the moment unless somebody wants to record all of the dialog from scratch. With no voice acting in VI the fact that the occasional Terran pilot shows up to say "Watch your six pilot!" does not tear me away from the game at all.

I don't think :v: had it in mind that players might create a campaign where you were actually a Vasudan, not a Terran flying Vasudan craft.

I don't mean to sound rude, but at the moment I think this thread should be used for comments/suggestions about VI and leave these sort of problems where they belong (The FreeSpace Port Upgrade perhaps?).
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: The E on September 29, 2010, 11:43:30 pm
Right, suggestions.

(http://blueplanet.fsmods.net/E/screen0084.png)

This planet has some severely ugly jpg-style compression artefacts.

I also note that some of those background planets seem to be overstretched; reducing their in-game size might help.

Second issue is that I sort of miss the message beep sound. Without it, I am constantly diverting my attention between flying and looking at the message bar, just to see if there's a new message.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on September 30, 2010, 08:52:24 am
We're looking into getting a proper skybox made for Vasuda Prime, which would solve both those problems. None of us are very good at making either planets or skyboxes, though, so we're kind of stuck unless we get more help.

And as far as the message beeps go, we did recommend the use of Text-To-Speech.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Satellight on September 30, 2010, 08:58:33 am
Enjoying playing this campaign so far but I have a little problem : my wingmen don't respond to the order of departure i give them after they destroy the second freighter in the second advanced training mission.  :confused:

But I can skip it  :D

Anyway, good work  :yes:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: CommanderDJ on September 30, 2010, 09:35:43 am
This is very good! Remains faithful to the FS1 storyline and feel, and takes advantage of great opportunities to put in Vasudan parts/versions of existing missions. The new missions are good too. The in-game cutscene in the last mission is brilliant.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on September 30, 2010, 10:01:45 am
Enjoying playing this campaign so far but I have a little problem : my wingmen don't respond to the order of departure i give them after they destroy the second freighter in the second advanced training mission.  :confused:

They should depart to the Pinnacle's docking bay. Just watch them.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: 0rph3u5 on September 30, 2010, 12:12:10 pm
Just finished and I liked it very much...  :yes:  :yes: ... looking foward to the complete campaign

Like said before it's true to the original FreeSpace campaign and does a great deal in tranfering a new perspective...

ps. Thanks for the Rain On Ribos 4 references in "Castles on the Sand" btw RoR will return rebalanced and "remastered" next year (I hope)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Solatar on September 30, 2010, 06:45:43 pm
Great Campaign so far.  It took me awhile to get used to fighting with the VLL-9, but those Terrans died well enough.

It does kind of hi-light how useful one or two more Vasudan specific weapons might be.  The Fang, Havoc, and Barracuda all fill nice gaps.  I think a slightly improved VLL-9 (just making it a bit closer in behavior to the ML-16) and a dedicated Vasudan MX-50 might be useful. 

As an additional aside, however, I LOVE the continuity in the new interface art for the VLL-9, Fang, etc. I know it's in the Port, not just this campaign, but it shows an attention to detail that I admire.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: CommanderDJ on September 30, 2010, 06:49:20 pm
It felt sooo damn weird every time I killed Alpha 1. I felt like I was violating a sacred law or something. That's the only thing that felt off about this campaign. Everything else was awesome!
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Agusfri on September 30, 2010, 08:19:33 pm
They are using Music from "Shadow of the Colossus" another great game. Great Demo i`m waiting for the final release  .
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Jessnec on October 01, 2010, 02:01:19 am
Very Interesting Campain! look good!   :)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: PeterX on October 01, 2010, 04:33:02 am
It´s a Vasudan story about the great war....  Any time after anybody will make the Shivan story of that?
Peter :yes:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: T-LoW on October 01, 2010, 04:47:06 am
It´s a Vasudan story about the great war....  Any time after anybody will make the Shivan story of that?
Peter :yes:

Only with an interpretation... and the shivan "society" would just feel weird. Of course the same thing is for the Vasudans but there you know lots of things about their society :)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: MaxFreeSpace on October 01, 2010, 07:50:06 pm
Are the afterburners meant to be inoperative?  It feels weird not to have afterburners.

Woops.   My Bad.  NEVERMIND.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: NGTM-1R on October 01, 2010, 09:03:34 pm
Any time after anybody will make the Shivan story of that?

I think most people are of the opinion by now that answering any of the Shivan questions really damages them as storytelling tools.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Tyrian on October 02, 2010, 03:51:53 pm
Just grabbed this and started playing.  I've gotten up to the mission "Ruins", where I found a major problem.  I click the "Commit" button in the briefing...Then die.  Instantly.  I keep getting hit by the same piece of destroyer-sized debris.  It seems to start in the same location that you warp in at.  I had to restart the mission at least a dozen times before the debris was far enough away that I could evade without going faster than 40m/s.  

Also, and this one isn't a showstopper, but it is noticeable.  In the second set of training missions, the instructor tells you to destroy the target ship's engines, but the directive window says destroy the weapons.  The target ship has no weapons subsystem.

Other than that, when I realized that the last mission was the attack on Tombaugh station...That was pure joy.  When the Lucifer arrives and starts launching fighters...My exact words were, "Oh my God..."
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on October 02, 2010, 04:22:13 pm
Just grabbed this and started playing.  I've gotten up to the mission "Ruins", where I found a major problem.  I click the "Commit" button in the briefing...Then die.  Instantly.  I keep getting hit by the same piece of destroyer-sized debris.  It seems to start in the same location that you warp in at.  I had to restart the mission at least a dozen times before the debris was far enough away that I could evade without going faster than 40m/s.  

In the many play-tests we did on this mission this has not happened to me, even once. But because the debris field is randomly generated, I suppose this is a very real possibility. I will look into this and try to make sure that if this happens, you will not get damaged by it.

Also, and this one isn't a showstopper, but it is noticeable.  In the second set of training missions, the instructor tells you to destroy the target ship's engines, but the directive window says destroy the weapons.  The target ship has no weapons subsystem.

Hmm, we had noticed this bug while testing and I thought we had fixed this. I will change the directive.

Thank you for pointing out these bugs.

Other than that, when I realized that the last mission was the attack on Tombaugh station...That was pure joy.  When the Lucifer arrives and starts launching fighters...My exact words were, "Oh my God..."

Glad to see we caused a player to experience pure joy and genuine fear.  ;) There will be more excitement and surprises like this later in the campaign.  ;7
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Aurora Paradox on October 02, 2010, 05:58:57 pm
I'm still in the process of playing through the demo.  I have however come across two bugs/glitches.  The first involves the mission where you are ordered to capture the Plato.  Once the Plato is destroyed you are ordered to disable its escape pod.  Only problem is I can't select any of the subsystems on the pod.  I got around this by ordering one of my wingmen to disable the pod. 

The second bug/glitch is hard to describe.  When it shows my fighter being destroyed the game goes into slow motion.  Once the fighter is in pieces the game returns to normal speed.  I have seen this happen in several missions.

I hope this information helps.

Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on October 02, 2010, 06:13:37 pm
Once the Plato is destroyed you are ordered to disable its escape pod.  Only problem is I can't select any of the subsystems on the pod.  I got around this by ordering one of my wingmen to disable the pod.

When I first created this mission I tried to target the escape pods engines and couldn't, later in FRED I found that the escape pod does not actually have any subsystems  :confused:.

I discovered however, that if you shoot the escape pod with the disruptor cannon it will become disabled. (I also put in for safety an event that disables the escape pod if it reaches a certain number of hit points).

The second bug/glitch is hard to describe.  When it shows my fighter being destroyed the game goes into slow motion.  Once the fighter is in pieces the game returns to normal speed.  I have seen this happen in several missions.

I have not experienced this, however this problem probably has nothing to do with VI. I would recommend posting this as a bug to the FSO team.

Thank you for the report.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Mobius on October 03, 2010, 09:51:23 am
:yes:

Will play it soon. Congratulations for releasing it, Red Malacostr-ehm... ;)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Tyrian on October 03, 2010, 10:39:56 am
One other small note about the "Ruins" mission.  You may want to consider raising the speed limit to 45m/s.  The subspace entry speed for your fighter is also 40m/s and will generate a warning from Command, which doesn't make sense, IMO. 
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on October 03, 2010, 11:53:45 am
One other small note about the "Ruins" mission.  You may want to consider raising the speed limit to 45m/s.  The subspace entry speed for your fighter is also 40m/s and will generate a warning from Command, which doesn't make sense, IMO. 

I will look at the warp speeds for all fighters available to you in this mission and change the speed limit appropriately.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on October 03, 2010, 03:46:06 pm
The subspace entry speed for your fighter is also 40m/s and will generate a warning from Command, which doesn't make sense, IMO. 

Have you tried it? :D
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Goober5000 on October 04, 2010, 02:29:12 am
I will look at the warp speeds for all fighters available to you in this mission and change the speed limit appropriately.
The warp speed is always 40 m/s.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: 0rph3u5 on October 04, 2010, 05:53:20 am
One other small note about the "Ruins" mission.  You may want to consider raising the speed limit to 45m/s.  The subspace entry speed for your fighter is also 40m/s and will generate a warning from Command, which doesn't make sense, IMO. 

I will look at the warp speeds for all fighters available to you in this mission and change the speed limit appropriately.

just alter the warning event to stop triggering once you are clear for RTB?
dunno how you did it (and too lazy to look it up) but adding a simple "not" + "event-true-delay"/"event-incomplete" should do
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on October 04, 2010, 11:24:45 am
Don't worry, it's taken care of. Any more nonexistent bugs that we've already averted that you want to bring up? :rolleyes:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Buckshee Rounds on December 11, 2010, 04:36:10 am
*BUMP*

I've just finished playing the demo and my god I'm completely at a loss as to why more people aren't interested in this. I really loved the early philosophy of teaming it up with your wingmates when flying the Anubis, as soon as I learned how to do that I learned not to die so often. :) There's something endearing about flying a crappy ship! :) I really loved the historical switches, putting the PVN in the spotlight instead of the GTA. I got some kind of sick pleasure when killing Alpha 1 on the Orff mission. I was really not expecting this campaign to be so well made and relatively lengthy especially for a demo. And the ending was stunning. The gameplay balance was never compromised despite the flock of Shivan fighters although seeing them and the Lucifer really did make me feel as though the end of the world was coming.

Thankyou for such an enjoyable demo, can't wait for the main release!
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on December 11, 2010, 11:32:07 am
Thanks, Buckshee! We're very proud of this, and we're glad it's appreciated. :D Development has stalled for the moment, but enthusiasm and encouragement like yours helps keep us moving.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: T-LoW on December 11, 2010, 02:48:26 pm
Playing it for the third time now. Really looking forward to a release of this gem. Oh and great choice of music (Shadow of the Colossus has a kick-ass soundtrack ;) ).

Oh, I found some minor bugs:

Communication Tutorial your wingmen have shield systems.
The mission "ruins" your ship icon has a Typhon model attached to it.

And one question:

Where do you have the giant vasudan face of the start-up screen from and can I has? :p
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Macfie on December 25, 2010, 06:59:39 am
The Vasudan HUD doesn't work with the current nightly builds.  Any plans to upgrade?
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on December 25, 2010, 07:11:53 am
Nightly builds include the updated HUD code, which FSPort isn't supporting quite yet. See the documentation for that feature.

Oh, I found some minor bugs:

Thanks, I'll make a note of it.

Quote
Where do you have the giant vasudan face of the start-up screen from and can I has? :p

From here. (http://www.mediafire.com/?8ujjeep0tnm)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Trivial Psychic on February 12, 2011, 09:07:02 pm
I played it recently and LOVED the Tombaugh attack mission... because I got such a high kill-score from it.  After Command ordered us to withdraw, I realized that the Lucifer had jumped out and I could probably take on all remaining Shivans myself... and did.  I think that I got such a high score that I got promoted.  I think that there were seven cruisers in there and I killed them all... with lots of help from support ships.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: FSHero on January 07, 2012, 10:38:00 pm
WARNING, spoilers exist in this post!

Hello, I know it's been a long time since people last posted on this topic, but I would just like to add my praise to this campaign!

I always like flying Vasudan ships -- I enjoy flying as the 'different' species. Unfortunately fs2 Vasudan ships are quite poor; however, the ones in the FS1 campaigns seem to be well-balanced. Thus it was a pleasure to play this campaign where the great war is told from the Vasudan point of view.

I played through the training missions, which were of excellent quality; I was bewildered as to the reason for their presence, however. Is this campaign designed as a drop-in replacement for the Terran version?

At first the story was a bit sluggish and the missions unremarkable. Then we get to the McCarthy bit, and Vasudan bias/propaganda is clearly evident! Of course we don't know who really is correct (Terrans or Vasudans)!

Then, the mission where we have to disable the Plato was excellent; brought back good memories!

The recon mission was true brilliance. I believe it is the first mission I've ever played where it was nearly mandatory to cycle radar range in order to complete the mission! Those patrol craft are pesky, and the speed limitation made this very challenging! This is the closest you could get to doing a Thief/Freespace crossover. Stealth is the key! I didn't have patience, however, so I used time compression extensively.

I enjoyed the continuity from the main campaign when we had to escort the shipment of shield systems. Interesting how the Hammer of Light got hold of the shield systems.

Of course, the Tombaugh station attack mission was fantastic! I was just gripping my mouse in anticipation of the Lucifer attack!

I can't wait for the full campaign to be released; I wish I could spare some time and expertise but I'm afraid I lack both. I have one suggestion though: perhaps you could put in some missions that display the Vasudans doing important work, but that wasn't mentioned in the main Terran campaign?
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: QuakeIV on March 10, 2012, 01:23:17 am
Okay that was effing awesome, let me just say.

I found myself yelling "FUKKEN XENOOOS" as me and the rest of the fighter wing started shredding shivans while two science cruisers managed a close pass with this huge warship.  It was hilariously awesome to see the two fragile little ships get past the Lucifer's firing arc and cruise right past.

edit: but wait, theres more!

Just wanted to add that I really enjoyed the feel of this campaign.  It just had this... authenticity to it.  When Tombaugh was attacked they called for reinforcements, and the cruisers around the station turned to try and attack the Lucifer.  Looking left and seeing beams rip through a little cruiser as it was trying to defend the station added a lot more than you might think.

I also liked how the war was painted from the Vasudan perspective.  When I played freespace 1 I had a general feeling that the humans were winning.  They were talking about all of their victories etc.  It was the same with the Vasudans, though they had a different flavor to their propoganda.

Finally, the debris field and music was executed beautifully, I really enjoyed the atmosphere of picking through the ruins of that Vasudan station.  Was annoying that I had to replay it several times though due to accidentally hitting one of the billion or so buttons that are tied to a weapon by default.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on March 11, 2012, 01:13:35 pm
Sorry for the lack of progress with this campaign. I have been very busy at the moment - I am moving to a new house and I also have a full time job that I didn't have when I first started this campaign. I would really like to start fixing some of the bugs that you have mentioned such as the recon mission getting spawn killed by flying debris. I have the next mission all written out and a little part of it FREDed but it is still in need of a lot of work. I am currently playing Mass Effect 3 and looking forward to Diablo 3. But I think due to the amount of praise and activity of players I will prioritize work on this as soon as I can.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: T-LoW on March 11, 2012, 02:48:33 pm
Please don't let this die. I so want to play a good vasudan campaign and I really enjoyed the demo. Also the awesome SotC soundtrack fits perfect to the vasudans - really increasing the mood and tension.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: QuakeIV on March 11, 2012, 04:15:52 pm
Eh I don't care so much for the Vasudan-ness of it, and in fact liked them less after the campaign.

Thats not to say that the campaign isn't awesome and enjoyable, I'm just a terran kinda guy myself.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: QuakeIV on March 27, 2012, 12:22:38 am
"We don't make things, we make things better"

I'd make the argument that the tag line here no longer works.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Yarn on April 24, 2012, 08:49:34 pm
I found an error in the mod.ini file. It's in this line:

Code: [Select]
secondarylist = fsport_mediavps,fsport,mediavps_3612;
The underscore in "fsport_mediavps" should be changed to a hyphen. It should look like this:

Code: [Select]
secondarylist = fsport-mediavps,fsport,mediavps_3612;
Otherwise, the FSPort MediaVP won't load.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: SaltyWaffles on May 24, 2012, 01:37:15 am
Okay, I haven't finished it yet but I've played at least most of it so far.

Feedback:
1) The Vasudan officers/leaders that brief you seem very over-the-top. It's like watching WW2-era propaganda; "they're out to slaughter your families and enslave our people" or "no doubt the primitive Terran wretches are desperate for peace after the decisive thrashing we've been giving them" (or the whole repeated references about stealing the Avenger prototype BACK from the Terrans. Yeah, the AVENGER prototype. Back from the Terrans. Because we obviously have no backup data, additional prototypes, and our scientists and engineers that were making it all disappeared and forgot how to reproduce any of the work they've been doing. Oh, and we Vasudans decided to name it "Avenger", because it is most definitely a Vasudan word and in no way associated with Terran designs/tech). This stands in direct contrast to FS1's Terran perspective, where the Vasudans are NOT regarded with hate (at least not by your CO's and briefings), and it doesn't feel like everything coming out of your commander's mouth is blatant, WW2-era-style propaganda. I have no compunction about playing from the Vasudan side, but please don't portray them all as political officers from the Soviet Union during WW2.


2) That mission where you are in the debris field, searching for survivors...I *hated* that mission. It was good in concept, but it had some crippling flaws in execution. Doing the mission properly would take a looooong time. It took me a while to actually understand what I was looking for (which, for the first time I've ever seen, the radar contacts you're searching for are deliberately untargettable until you're right next to it, despite everything else being targettable from far away. And since you can't target Shivans yet, you have no way of knowing where their patrols are--so if they get too close, and Mission Control warns you about it, good luck actually figuring out which way to go to evade the patrol. Or how far away said patrol actually is. If you ever fail, you have to start the entire thing over again. You also hard-fail the mission if you only find and scan 99.9% of the friendly radar contacts, even if you scan all of the Shivan cargo containers (which should be just as, if not more valuable than half of the data logs you get from allied derelicts). I spent what seemed like 40 minutes on my very first attempt with the mission, scanned all the Shivan cargo, scanned all friendly contacts that I could find, and cycled through all of the radar ranges, finally finding what I was sure was the last remaining one. A Cain-class cruiser was hovering near it, but if it was the last one to scan, I didn't think it would matter. I never got a warning about being too close to the enemy, either. I scanned it...and was immediately discovered and fired upon, and ordered to jump out. I thought it must have been scripted, and the mission debriefing seemed to indicate that I had succeeded. Then I learned that I had in fact failed the mission (somehow).

I was pissed. There was NO way I was going to do all of that over again, especially considering how boring it often was the first time. I used cheats, used max afterburners as much as I wanted, and finally completed the mission (I had apparently missed a single target...that didn't even show up on radar no matter what range I cycled to...seriously?). I also destroyed a Shivan freighter and two wings of fighters, but no mention of that (lol).

3) The second fighter you get access to seems terrible, but for a stupid reason--its gun placements are so spread out and off-center that it's extremely difficult to actually hit your target, no matter how accurate you are with the lead-indicator. Close range, medium range--frustration abound regardless. The third fighter you get is a bit better in this regard, thankfully.

4) Please make it clear--as immediately as possible--that there's nothing you could have done to save the cruiser that backs you up in that mission with the Plato (where you first see the Shivans). It's not mentioned that there's nothing you could have done until the debriefing, even though it seems that there IS (unlike with its canon counterpart, where the Plato clearly gets demolished far too quickly and decisively for you to do anything about it). Also, considering how this game also defies canon at several points prior to this (like with McCarthy), it seems very possible. This is easily rectified by having Mission Control say right after the cruiser's destruction that there's nothing you could have done.

5) The first real mission, you're eventually ordered not to approach the Terran cruiser. Well, by the time that order came through, I was already rushing it to try and take out its turrets, to protect the supposedly vulnerable freighters/cargo-haulers. Well, I didn't have the time to read the order from the text, but I didn't expect to be explicitly berated about it--it was the right thing to do under the circumstances, and I even softened up the cruiser for the next mission, when you are tasked with destroying it.

6) Minor quip--what's with the second cockpit in the upper, dorsal "wing" of the Anubis? There's only one pilot...and it's not like that's to make room for the reactor or nonexistent afterburners..

7) The Vasudan dumbfire missiles actually seem overpowered--I cannot think of why one should use an MX-50 over these Fury (if I remember correctly) missiles. Dual-firing these along with your standard lasers makes mincemeat out of GTF Apollos and Vakyries whenever you're close enough to hit them with it (which is often). 
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Nyctaeus on June 13, 2012, 06:47:37 pm
I played it and it's great! Too bad I haven't noticed it before. Short campaign including other point of view on Great War with a few alternate events, just good old-school project. Looking forward for full campaign :yes:.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Alpha1 on October 01, 2012, 05:39:31 pm
overlooked that - downloading now! Hmm, seems that i missed the announcement on HLP, if there was any

a question concerning fsport... i noticed Dan Wentz posted remastered Videos using mjn.mixael's remastered cutscenes of the original FS Cutscenes on youtube - do you plan to integrate them into fsport?
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Goober5000 on October 02, 2012, 07:11:12 pm
Yup.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Alpha1 on October 02, 2012, 08:54:58 pm
Played it, liked it :-) So far, very good! Most things i wanted to say had already been said so i just say: great work so far! It really feels like the great war :-) ...with a bit of What if and many more Mods - i really liked that!

The only thing i haven't understood is why the lucifer doesn't recapture the taranis???

I also found a bug but it is was somewhat montioned. In the Mission where i have to scan the derelicts - which is a great one! - the Amun was destroyed a few seconds after arrival, most likely due to collision with debris... another time i got all scan data, but i was detected after that and escaped - i don't get why this is a fail, the data are there so maybe you can make an outcome where you are awarded for not beeing detectet and getting all data and another "winning" outcome, where you just get the data or something like that... its quiet a special case i admit.
and another minor one: in Darkest Night i was ordered to return to base but the taurus was still alive - i defended her, killed a scorpion, taurus blew up, then returned to base... nothing big, but it felt strange ;-)


Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: mjn.mixael on October 04, 2012, 07:53:35 pm
Too bad this is a dead project with Galemp seemingly being done with modding now.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: QuakeIV on October 05, 2012, 01:33:52 am
Too bad this is a dead project with Galemp seemingly being done with modding now.

In the words of agent Strelnikov;

SON OF THE *****!  :mad:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on October 07, 2012, 10:00:10 am
Galemp is busy at the moment with work and he is off to Europe soon, but he plans to pick this back up when he returns. I have to admit that I am capable of working on this project right now, but I have been catching up on playing other games that have been out for awhile that I want to catch up on. Probably will update in November.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Goober5000 on October 07, 2012, 11:34:01 pm
Europe?  O rly?
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on October 08, 2012, 12:02:23 am
Yup he's on yet another adventure, however he has company this time.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Woolie Wool on February 09, 2013, 10:31:33 pm
Was a proper HUD_Gauges for widescreen monitors ever made for this?

EDIT: This is what I came up with for widescreen:

Code: [Select]
$Load Retail Configuration: No
$Reticle Style: FS2
$Max Escort Ships: 14

#Gauge Config
$Base: (1440, 900)
$Required Aspect: Wide Screen
$Min: (1280, 720)
$Max: (1920, 1200)
$Gauges:
+Messages:
Position: (7, 6)
+Fixed Messages:
+Training Messages:
Position: (533, 146)
+Multiplayer Messages:
Position: (11, 281)
+Support:
Position: (645, 625)
+Damage:
Position: (619, 71)
+Wingman Status:
Position: (1311, 169)
+Auto Speed:
Position: (1350, 788)
+Auto Target:
Position: (1350, 759)
+Countermeasures:
Position: (1238, 705)
+Talking Head:
Position: (7, 66)
+Directives:
Position: (7, 326)
+Weapons:
Position: (1238, 615)
+Objective Notify:
Position: (613, 216)
+Squad Message:
Position: (1163, 6)
+Escort View:
Position: (1238, 326)
+ETS Weapons:
Position: (1238, 759)
+ETS Shields:
Position: (1263, 759)
+ETS Engines:
Position: (1288, 759)
+Target Monitor:
Position: (7, 691)
+Extra Target Data:
Position: (7, 647)
+Target Shields:
Position: (503, 785)
+Radar:
Position: (617, 691)
+Player Shields:
Position: (827, 785)
+Afterburner Energy:
Position: (428, 439)
+Weapon Energy:
Position: (924, 439)
+Text Warnings:
Position: (720, 322)
+Center Reticle:
Position: (700, 438)
+Mini Target Shields:
Position: (705, 552)
+Throttle:
Position: (570, 317)
+Threat Indicator:
Position: (791, 313)
+Voice Status:
position: (7, 193)
+Ping:
Position: (1260, 6)
+Lag:
Position: (881, 620)
+Supernova:
Position: (239, 199)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (720, 450)
+Target Triangle:
Position: (720, 450)
+Missile Triangles:
Position: (720, 450)
+Orientation Tee:
Position: (720, 450)
+Mission Time:
Position: (1363, 839)
+Kills:
Position: (1238, 731)
;; +Weapon Linking:
;; Position: (791, 413)
+Center Reticle:
Position: (594, 287)
Filename: 2_toparc1.ani


$End Gauges
#End
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: CT27 on August 11, 2013, 09:57:14 pm
I just found this and really liked this campaign.  I hope it gets completed some day.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: subach on November 08, 2013, 01:56:19 pm
sounds good, im waiting too
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on April 20, 2015, 01:03:52 pm
Well, here is a patch for the derelict scan mission that hopefully will prevent the player from dying at the start of the mission. Just replace the fsport_vi.vp file with the one in this download.

Link here (http://www.filedropper.com/fsportvi)

Just waiting on recovering my campaign notes then I will get started on next missions! :)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Lorric on April 20, 2015, 01:38:08 pm
I'll have me some of that! :)

So are you going to actually complete the project now? Are these demo missions currently the only ones complete, or did some more get done?
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on April 20, 2015, 02:52:28 pm
All I've done was edit the mission where you scan the derelicts to try and solve the issue where the player blows up on spawn. Due to some unfortunate events with X GFs my computer was given away to charity with all the files that were on it. This has caused me to need to see if I had a copy of my campaign outline in my email system or if my brother (Galemp) still has a copy on his system. I am currently waiting on a return email for that.

I may end up having to re-write the campaign notes from what I have left in memory. All I have to work with right now is what I was able to download from this topic, so I have just the Demo and lost all other progress that was made. However I need to get my mind off of some disturbing events of my life and reviving this project is a good way to do that I think.

Keep your hopes high and your eye on this project.  :D

EDIT: I think I'll replay this campaign myself and get an idea where I left off and just go ahead with a fresh campaign note, I remember the general idea of where I was headed.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Lorric on April 20, 2015, 05:31:09 pm
Thank you for the reply. I hope you manage to recover what was lost, but I'm happy to know that even if you don't, that isn't going to stop you. :yes:

I wish you the best of luck, and I will indeed be watching. :nod:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Goober5000 on April 22, 2015, 12:37:04 am
This is excellent news, Redstreblo.  I'm looking forward to seeing what you come up with!
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on April 29, 2015, 09:20:08 pm
 :headz:

Gameplay is now completed for vc9! Galemp is no longer active in Freespace so I have lost some writing ability, however after I come up with the chatter and briefings the mission will be posted! :D

Been 5 years since I first posted this demo, I can't believe it I thought it was like maybe a year and a half  :nervous:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on April 30, 2015, 05:44:49 pm
Hi Graham. :) Good to see you back here.

I've sent over the campaign outline and notes I had, but they're really rough. Let's meet in the internal to break it down and collaborate!
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: mjn.mixael on May 04, 2015, 07:54:51 am
This was such a good demo... Then you guys got involved with chicks.  :P
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Redstreblo on May 04, 2015, 10:57:58 am
This was such a good demo... Then you guys got involved with chicks.  :P

Yea, go to the internal thread and let me know what you think of the version of mission 9 that's there. Let me know if you think we should go that route or via the route outlined earlier in the thread. (I posted a link to vc9 but nobody gave me feedback yet)

It is being resurrected!
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: mjn.mixael on May 04, 2015, 11:31:05 am
I'm no longer part of the FSPort team, I can't see internal. I'm sure whatever you come up with will be good fun. :)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Mad Bomber on July 08, 2015, 06:47:24 pm
I will look at the warp speeds for all fighters available to you in this mission and change the speed limit appropriately.
The warp speed is always 40 m/s.

Weird. It's always been 42 for me.

Anyway, downloading this and giving it a whirl. :)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Goober5000 on July 08, 2015, 11:49:27 pm
The game will let you enter subspace if you're within 2 m/s of the actual warp speed, so if you're slowing down, you'll start jumping at 42 m/s.

Incidentally, it's now possible to change the default warp speed of ships using the warp effects table.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Androgeos Exeunt on October 17, 2016, 09:54:07 am
:bump:

Overall, a very nice demo that provides an interesting take on the events leading up to the first appearance of the Lucifer.

TTS turns out to be very good at picking up spelling errors. Just saying. Eventually turned it off, though, to speed things up.

Funny thing about the Ruins mission - I automatically die every single time I fly a Horus, but when I fly a Seth, I have a rough 2-in-5 chance of starting near a debris and being able to (slowly) dodge it; the remaining 3-in-5 chances are my Seth making friends with scrap metal and occasionally dying instantly.

...And while I die Command is there telling me that my speed is too high. The Hell. :wakka:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: hxazgalor on February 28, 2017, 06:34:26 pm
Hi there, sorry about the necro post. Can I ask where I should place the FSPort patch provided in the first post? Does it go in the FSPort folder? And will this be compatible with the newer 3.7.4 release build that I'm currently using? (Plus MediaVPS 2014) Thanks! :)
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: AdmiralRalwood on February 28, 2017, 06:43:16 pm
The CBani patch in the first post is for FSPort 3.2; I'm assuming you have a more up-to-date version of FSPort than that, so you shouldn't have to do anything with it. The mod.ini is probably going to be looking for the 3.6.12 MediaVPs; you can try modifying it to point towards the newer version, but I can't guarantee the mod will still work if you do.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: hxazgalor on February 28, 2017, 06:59:46 pm
The CBani patch in the first post is for FSPort 3.2; I'm assuming you have a more up-to-date version of FSPort than that, so you shouldn't have to do anything with it. The mod.ini is probably going to be looking for the 3.6.12 MediaVPs; you can try modifying it to point towards the newer version, but I can't guarantee the mod will still work if you do.

I'll give it a whirl then. Thanks! :D
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on April 11, 2019, 10:03:52 pm
This mod has been uploaded to Knossos and lightly updated to use the Vasuda Prime skyboxes provided by the Scroll of Atankharzim team.

I have set a hard deadline of October 1st 2020 for the full campaign release, the 10th anniversary of the original demo release. Mark your calendars.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Colt on April 12, 2019, 12:19:31 am
I have set a hard deadline of October 1st 2020
Dang, I only have a Vasudan calander  :D
Looking forward to this!
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: 0rph3u5 on April 12, 2019, 05:26:37 am
I have set a hard deadline of October 1st 2020 for the full campaign release, the 10th anniversary of the original demo release. Mark your calendars.

The Imperial Household has decreed that this event will be inscribed as the 10,377th Entry into the Imperial Chronicle ... oh wait, that's the Great War Seize Fire...  :D

Looking fowards to this. Did when it first came out and still do.
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: AdDur on April 12, 2019, 10:17:28 am
OK, played the demo. It's like Fs 1 but more demanding and polished. If rest of campaign will be so good, then my list of favourite campaigns will expand!

Spoiler:
It's easy to see that Vasudan Empire is... alternate universe due to some well-known missions with different outcome (alternate reality is always nice). Will there be more missions happening "around" (like shield mission) FS1 missions or being alternate versions?

Nice usage of in-mission cutscenes with iconic Scorpion swarm.

I must also praise music - well chosen.

Spoiler:
However there is no rose without thorns... In mission with Plato, Taurus is losing it's hull integrity due to script... I have feeling of it being... cheap way to destroy it. I actually managed to defend Taurus and destroy all shivans - Fang is simply tearing them apart... And then - boom! One one the most irritating things in Fs1 was destruction of Plato no matter what you do - and i had the same feeling. It would nice if either it would be possible to save Taurus, or there was a message about some kind of I dunno... reactor malfunction due to shivan attack, that's causing Taurus destruction.

Another thing - wing names. I know, that in fs "Zodiac" wing names are normal, but they were used by Terrans for hostile wings... Maybe there is some more elegant replacement?

Spoiler:
Last thing - Tombaugh mission. Altough my favourite represantation of Tombaugh destruction is one from Trimurti, this one is nice... But... I felt that there was something lacking - evacuation. In Fs1 you were escorting Tombaugh refugees. Here there are only two little freighters that escape (and one of them is Nelson...). Maybe, attack should be a bit slower, with first destruction of some defensive perimeter (cruisers) and Tombaugh launching transports and escape pods...

Still - very good campaing, and i'm waiting for the rest of it!

Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Androgeos Exeunt on November 06, 2019, 03:57:58 pm
This mod has been uploaded to Knossos and lightly updated to use the Vasuda Prime skyboxes provided by the Scroll of Atankharzim team.

I have set a hard deadline of October 1st 2020 for the full campaign release, the 10th anniversary of the original demo release. Mark your calendars.

:bump:

Well, I'm glad I logged back in 11 months early. How many more missions would the full campaign have?
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on November 06, 2019, 04:37:31 pm
checks internal thread Looks like we have 24 missions on deck in addition to the ones in the demo.

However I've missed our first deadline thanks to my architect's registration exams; scheduled the last one for November 30th though. Still targeting that deadline!
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Androgeos Exeunt on November 06, 2019, 05:28:17 pm
checks internal thread Looks like we have 24 missions on deck in addition to the ones in the demo.

However I've missed our first deadline thanks to my architect's registration exams; scheduled the last one for November 30th though. Still targeting that deadline!

That's one hell of a campaign length in the works. All the best to the team. :yes:
Title: Re: RELEASE: The Great War - Vasudan Imperium DEMO
Post by: Galemp on November 06, 2019, 07:11:41 pm
It's not so bad. Many of them are the same mission with flipped perspectives.