Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: fightermedic on December 30, 2012, 11:08:28 am

Title: [Release] Phantoms & Echo-Gate
Post by: fightermedic on December 30, 2012, 11:08:28 am
Quote
Phantoms: In 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of 'Phantom ships'
Echo-Gate: Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence
(http://img28.imageshack.us/img28/4760/screen0016p.jpg)

While playing through Blaise Russel's campaigns Phantoms & Echo-Gate I realized that for some reason, the last mission in Phantoms isn't voice acted. I have added the few missing lines and added skyboxes to all the missions.
Go and play those 2 classic campaigns, undeservedly, they are among the forgotten and seldom played ones, despite being of very high quality!

for those campaings, the freespace port is required
Dowload:
http://www.mediafire.com/download.php?zdwxb5mc3cgz93x
Title: Re: [Release] Phantoms & Echo-Gate
Post by: Macfie on December 30, 2012, 09:26:22 pm
You need to clean these up a little before you release them.  Remove the mission backup files from the missions folder and the settings file from the mod folder.  Also you have models for 3 nebula boxes but only have maps to support one model.
Title: Re: [Release] Phantoms & Echo-Gate
Post by: FreeSpaceFreak on December 31, 2012, 02:47:10 am
Oh goodie, a Blaise Russell campaign updated. Congratulations on the release!
Title: Re: [Release] Phantoms & Echo-Gate
Post by: Solatar on December 31, 2012, 10:22:25 am
Nice job, I always enjoy playing these two and the Shrouding the Light campaigns.  I noticed that starfield in the upgraded Pandora's Box.  Is that starfield POF slated for the new mediavps, or is it just becoming the FSCRP standard?
Title: Re: [Release] Phantoms & Echo-Gate
Post by: Nemesis6 on January 04, 2013, 03:10:25 am
Minor gripe -- The mod.ini links Fsport-mediavps. It should be Fsport_mediavps.
Title: Re: [Release] Phantoms & Echo-Gate
Post by: fightermedic on January 04, 2013, 05:57:11 am
@Nemesis: could it be that you are using an outdated fsport? i'm pretty sure the latest release uses "-" instand of "_" by default, but i might be wrong

@Solatar: I was planning to use that starfield as a standard for my campaign revamps, but as i'm not completely happy with it i will probably use a better and less characteristic one in the future
but i felt it is good enough to spice up the rather empty backrounds in those two campaigns a bit

@Macfie: Guess i really should have removed the unused models, and ooops for the settings file, that one was an oversight
Title: Re: [Release] Phantoms & Echo-Gate
Post by: SypheDMar on January 13, 2013, 02:00:38 pm
I remember playing both of these campaigns. Great classics!

Just wondering, how do we know which campaigns FSCRP is updating currently? I feel like if I had known that some campaigns were going to be released, I'd give voice acting a try as long as it didn't delay the release.
Title: Re: [Release] Phantoms & Echo-Gate
Post by: fightermedic on January 13, 2013, 03:04:00 pm
pandoras box has been lying around in a near finished state for ages, and the two campaings in here i did spontanously and took no longer than 2 days to restore
currently i am doing final balancing on lightning marshal - i don't think there are plans in the project to work on any further campaigns right now - if some get started any help with voice acting would of course be great  :nod:
Title: Re: [Release] Phantoms & Echo-Gate
Post by: Goober5000 on January 16, 2013, 10:55:27 am
Minor gripe -- The mod.ini links Fsport-mediavps. It should be Fsport_mediavps.
This is incorrect.  The correct name is fsport-mediavps, as it has always been.  Unfortunately, this is one typo that has propagated far more widely, and lasted much longer, than it should have.
Title: Re: [Release] Phantoms & Echo-Gate
Post by: Droid803 on January 17, 2013, 07:47:45 pm
There's a good reason for why the typo has propagated as widely and as long as it did.
At a certain point in time the launcher would choke on hyphens in mod paths as it would believe they were command line flags, and using fsport_mediavps would actually fix the problem.
Title: Re: [Release] Phantoms & Echo-Gate
Post by: Goober5000 on January 17, 2013, 08:01:52 pm
That's true, I remember that now.  I rushed out a Launcher fix as soon as I heard about the problem, but that would explain why the wrong instructions stuck around as long as they did.