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Hosted Projects - FS2 Required => Blue Planet => Topic started by: Lepanto on January 29, 2014, 11:44:14 pm

Title: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on January 29, 2014, 11:44:14 pm
Calder, Byrne, Steele, Lopez, Severanti: these are the great battle captains of the age, whose commanding prowess has shaped the war in Sol. Before they matched their fleets against each other in Sol, the great admirals of the UEF and GTVA won victories against overwhelming odds and forged their own reputations.

-Hans Maxwell Calder leads the 3rd Fleet to victory against the Kostadin Cell in the Kuiper Belt.

-Robert Byrne proves his cool-headed commanding talent in the INDRA fleet exercises.

-Chiwetel Steele and the 99th Skulls charge through heavy Shivan resistance to attack Shivan supply lines.

-Anita Lopez and the GTD Carthage cover the GTVA's retreat from the nebula, while holding back overwhelming Shivan attacks.

-Cyrus Severanti captains the GTCv Steadfast, defending Luzon Station from an NTF assault, staying in command despite heavy personal injury.

Step into their shoes, and fight the battles where their legends began.

======================

After reading about the various battles described in the WiH admirals' dossiers, I thought it'd be cool to make them into full-fledged missions.

The Battle Captains will consist of five single missions depicting the above battles, released as their own separate campaigns, The Blade Itself-style.

The first two missions, Severanti's and Lopez's, are out. The remaining three missions will be finished When They're Done.

DOWNLOADS:

GTVA: Severanti and Lopez (https://drive.google.com/file/d/0B0-LZC1urvqDdnVPcGpiYTNBblk/edit?usp=sharing) - patch 1.1

Patch 1.2 is attached, for anyone who's already downloaded the campaign.

NOTE: Please play on a recent RC or nightly, NOT a BP build. Some people have reported the Carthage being invincible to beam damage; some bug in the BP builds may be to blame. If the Carthage is invincible to beam damage, try different recent builds until you find one that works. You need some compatibility stuff (http://www.hard-light.net/forums/index.php?topic=83606.0). Sorry, but that's the only way to play the mission properly for right now.

SCREENSHOTS:
Severanti - No Time to Bleed:
(http://i.imgur.com/2R8fHkm.gif)

Much thanks to Battuta and TheHound for beta-testing and suggestions! Full credits are in the readme.

[attachment deleted by an evil time traveler]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on January 29, 2014, 11:48:02 pm
Hhhhhhhhhhhhhhhhhollllyyyyyyyyyy ****
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on January 29, 2014, 11:48:35 pm
I'm happy to test, and I can hook you up with Pro Abilities Tech if you want to give your warships butan to press.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on January 29, 2014, 11:51:20 pm
Sounds like a really good concept, I can't wait to see the end result  :) :yes:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: An4ximandros on January 29, 2014, 11:52:40 pm
Hnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnng :yes: :yes: :yes:

Them objectives, Did you...
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: yuezhi on January 29, 2014, 11:55:34 pm
Quote from: Target Confirmed
Nakura
Nakura
Nakura
Nakura
Somebody's popular, but I thought he'd be more fitting to be on the side of the tyrannical GTVA. :p
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: The E on January 30, 2014, 02:51:09 am
Please do not bring silly forum squabbles into an awesome mission concept.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: An4ximandros on January 30, 2014, 03:17:57 am
Well, Nakura is an Eritrean island that was used as political prison... :p

But E is right, I think this kinda stuff should stay on the forums.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on January 30, 2014, 09:38:49 am
Thanks, guys, for the positive responses!

I'm happy to test, and I can hook you up with Pro Abilities Tech if you want to give your warships butan to press.

I'm honored! I'll certainly take you up on your offers.

Them objectives, Did you...

Objectives?

----------

BTW, for any BP team members who know, what is the "MSR" referred to in Steele's dossier here:

. . . Whilst carrying out interdiction of Shivan supplies along the MSR, Lieutenant Commander Steele's wing encountered heavy Shivan resistance prior to engaging the mission target.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on January 30, 2014, 10:38:58 am
The main supply route - GTVI's assessment of the primary Shivan logistical axis in the nebula, presumably during the period of the nebular campaign (post-defeat of Sath 1, pre Sath 2) during which collapse of the Shivan 'front' seemed imminent.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on February 05, 2014, 09:53:07 pm
Bumping 'cause the first mission, Severanti's, has been released. Play, enjoy, critically dissect!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Shivan Hunter on February 05, 2014, 10:17:45 pm
Quick note: You should remove the alpha channel from your bclogo.bmp since the launcher whines about it. (the message is "please make image 255x112" which isn't helpful given that it is in fact 255x112, but it can't handle bmp alpha)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Shivan Hunter on February 05, 2014, 10:49:30 pm
Awesome mission! I absolutely love the idea of doing these capship command missions as backstory for the BP commanders, and this one was brilliantly executed. At first I rushed headfirst into the cruisers and got owned by bomber fire - and the idea of health as Severanti's personal health on the bridge is excellent, btw - so then I actually read the briefing and kept bombers in range of AAA, and did mostly fine. Good capship command missions have you considering the whole mission tactically, more so than fighter/bomber missions, and this one pulls that off well.

I'm very much looking forward to more missions! This is a great idea and it can go places.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: An4ximandros on February 05, 2014, 11:20:37 pm
Just finished playing it. Fantastic work. Looking forward to what you can do with more practice and the foundation laid on here. :yes:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on February 06, 2014, 05:52:17 am
This is really cool, I've just played this through 10+ times  :yes:  I like that you forced the player to close the distance (i.e. within fusion mortar range) in order to protect the fleeing transports, otherwise the Deimos with 3x TerSlashes on target totally owns the 2x Levi's in a long range gunnery duel. At the same time, you made a simple rush towards the station dangerous due to the bombers coming from the front where the Deimos is most lacking in anti-fighter weaponry. It's a good tactical problem to solve. And there's effectively a bonus goal of destroying the Kiowa which adds some replayability.

Just a few small nitpicks (and despite all the words I really mean nitpicks) - you can call in a support ship which docks with you but doesn't seem to do much. Also, I found it a bit hard to work out how to overload my beams correctly, I had several attempts where I thought I did the correct thing (i.e. in manual mode, with Track set to my target, press fire in the 5 secs after the 30 sec charge-up time completed) and nothing happened. Maybe removing the requirement to manually fire the overloaded beams would make it easier? (or maybe I just forgot something/made a mistake! :))  Mind you, it was extremely satisfying to get it working in the end, I cored the Kiowa with 2x beams from close range :D  While I'm talking about destroying the Kiowa, I somehow managed to disable it once even though I thought I saw a ship-subsys-guardian-threshold on its engines?  And lastly, the afterburn option seems a little bit too powerful since you can maintain your top afterburn speed even when putting all power to weapons. I guess it's countered somewhat by the fact that FSO's beam targeting doesn't seem to handle rapid movement of the firing ship very well - I noticed when I was afterburning towards the fighters that most (or all?) of my beams shots at the cruisers were missing.

Having said all that, I found this a very enjoyable mission to play and I look forward to seeing the rest of your Battle Captains  :nod: :yes:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on February 06, 2014, 07:13:16 am
Playing as the Captain of a Deimos Corvette?
DAmn, I'll reinstall FS2 plu the latest stuff and give it a try.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on February 06, 2014, 09:15:55 am
This is addictive and engaging. The difficulty's in exactly the right spot and it's fun to try out different tactics. I'm with Niffiwan - I like how the situation incentivizes you to get right up close with the Leviathans and eat their hurt in the name of keeping the transports alive. Narrative-gameplay assonance!

I couldn't get my main beams to fire on manual mode, and never got any messages from Gunnery about them. Couldn't quite figure out how to get my overloads to fire either. But the regular TerSlashes did the jorb.

This mission feels very FS2. It does a great job of capturing the gameplay atmosphere - the slower ROF and more direct tactics. And I loved the little bits of narrative. The failure debrief in particular will certainly be provocative to certain Steele fans  ;)

If I learned one lesson about captaining a Deimos, it's this: point your nose at capships and your ass at fighters.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Soulrheever on February 06, 2014, 10:03:07 am
That was FUN!  :D

Seems like the trick to firing the overloaded beams is to manually hit the primary weapon fire key during the 5 second window, correct?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on February 06, 2014, 10:14:03 am
That was my thought too, but no dice. I swapped it to manual before trying that, maybe I should've left them on auto.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Soulrheever on February 06, 2014, 10:39:35 am
Ok, on this last run I got the beam overcharge to work once, crippling one of the cruisers and forcing it to withdraw, but then I couldn't get it to work again on the other one...  :confused:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on February 06, 2014, 11:35:56 am
Patch 1.1 (https://drive.google.com/file/d/0B0-LZC1urvqDWEtmTjhGX3pHdFU/edit?usp=sharing) is out, fixing overloads and some other minor stuff.

Thanks for the positive feedback, everyone! I think you credit me with a bit too much mission-designing intelligence in some places; I mostly just tried one tactic when personally beta-ing the mission, but I'm thankful that the mission's gameplay fell into place so smoothly. Again, much thanks to Battuta for beta-ing and offering suggestions; without him, this mission would've been much more clunky.

the idea of health as Severanti's personal health on the bridge is excellent, btw

Actually, the red-out effect just automatically triggers after you've killed the bombers.

you can call in a support ship which docks with you but doesn't seem to do much.

Derp, fixed in the patch.

Quote
While I'm talking about destroying the Kiowa, I somehow managed to disable it once even though I thought I saw a ship-subsys-guardian-threshold on its engines?

Yeah, I dunno why the Kiowa's engines aren't guardianed properly. In the original narrative and my original mission design, it's SUPPOSED to survive, but when I noticed that it sometimes got disabled despite having guardianed its engines, I just decided to let you kill it.

Quote
And lastly, the afterburn option seems a little bit too powerful since you can maintain your top afterburn speed even when putting all power to weapons.
Good point. Maybe tie the afterburner's recharge speed to your ETS engine power?

This mission feels very FS2. It does a great job of capturing the gameplay atmosphere - the slower ROF and more direct tactics.

Well, it's a mission written with BP2-FS2 ships and weapons, in a more FS2-esque tactical situation, without Paveways and SSM strikes and beam jamming and all that WiH fanciness, so that's to be expected, I guess.

Quick note: You should remove the alpha channel from your bclogo.bmp since the launcher whines about it. (the message is "please make image 255x112" which isn't helpful given that it is in fact 255x112, but it can't handle bmp alpha)

Huh, I didn't have that problem when using wxLauncher, but I'll still remove that dratted alpha channel.

To everyone who couldn't fire the overloaded beams right: I admittedly should have tried to fix that up a bit more. I knew that they only sometimes fired successfully; they're finicky for some reason. Future releases won't have this problem; after all, blowing enemy warships apart with overloaded beam salvos should be the shining moment of controlling a GTVA capship! In the new patch, your overloads automatically fire when they're fully charged; after all, if you bothered overloading your beams, why would you NOT want to fire them?  :P

Remember to press Left CTRL to manually fire beams. I would've tied it to mouse clicks, or rather just added manual fire into the capship script as a firing mode, but FRED doesn't register mouse clicks, and I don't know how to use LUA.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: The Jovian on February 06, 2014, 05:02:38 pm
Okay so let me get this straight, this is a fan campaign of a fan campaiiiiiiiiiiiiiiiiii......


[attachment deleted by an evil time traveler]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Shivan Hunter on February 06, 2014, 10:51:31 pm
is all that we play or VOD
but a mod within a mod
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: rubixcube on February 06, 2014, 11:54:34 pm
can we consider this BP cannon then?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: yuezhi on February 07, 2014, 12:03:51 am
Ah heard of Volition cannon, but I ain't never seen BP cannon before!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: An4ximandros on February 07, 2014, 12:55:37 am
Well, it is a thing now.

[attachment deleted by an evil time traveler]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on February 07, 2014, 09:27:18 am
Awesome mission.
How does the command ship script work by the way?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on February 07, 2014, 09:37:43 am
With LUA - you can open it up and check it out if you're fluent. What exactly are you curious about? I can try to give a broad explanation of individual features.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on February 07, 2014, 09:53:01 am
What about a "How to create your own capship mission" tutorial?
I'm toying around with some ideas, to get into fredding and most importantly FREDing.
I've send The E a docuent concerning a rough story outline, now I'm trying to smooth things up ad watching Blender tutorials.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Phantom Hoover on February 07, 2014, 10:19:37 am
can we consider this BP cannon then?

who gives a **** about canon, just believe whatever makes the story most interesting for you
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: QuakeIV on February 08, 2014, 11:41:33 am
Very well designed.  I have always wanted to command a Deimos,  or other such warships, and that was a very satisfactory way of doing it.  It had most of the normal Deimos performance characteristics.  No silly entire frigates outmaneuvering some great war era strike craft.

The only thing I would note is I was expecting much more ridiculous odds stacked against me than what I ended up getting, that may just be BP ptsd though.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on February 08, 2014, 01:49:11 pm
The Karuna's handling in TBI is more or less the same as a stock Karuna. They've always been agile.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Mars on February 09, 2014, 12:30:51 am
Try plugging a Diomedes or a Fenris in the script sometime - their handling is amusingly good.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: QuakeIV on February 09, 2014, 12:52:56 pm
Point being, this felt more like a warship and less like a three kilometer strike craft covered in turrets.

Not that TBI wasn't fun mind you, I have replayed that mission many times due to extreme awesome.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on February 10, 2014, 09:49:41 am
What about a "How to create your own capship mission" tutorial?
I'm toying around with some ideas, to get into fredding and most importantly FREDing.
I've send The E a docuent concerning a rough story outline, now I'm trying to smooth things up ad watching Blender tutorials.

I've written up a player-flyable capship modding tutorial (http://www.hard-light.net/forums/index.php?topic=86805.0).
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on February 10, 2014, 10:48:44 am
What about a "How to create your own capship mission" tutorial?
I'm toying around with some ideas, to get into fredding and most importantly FREDing.
I've send The E a docuent concerning a rough story outline, now I'm trying to smooth things up ad watching Blender tutorials.

I've written up a player-flyable capship modding tutorial (http://www.hard-light.net/forums/index.php?topic=86805.0).
I already read it. Thinking about an Aeolus mission, set during the evacuation of Capella. Always outnumbered - Never outguned :D
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on February 25, 2014, 06:42:04 pm
Overloaded Orion Beam Broadsides FTW. :nod:
(http://i.imgur.com/gBDGPO6.gif)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on February 26, 2014, 12:16:25 am
Uuuugh, I can't wait to play that.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: starwolf1991 on February 26, 2014, 12:31:29 am
Control of an Orion? Oh YES PLEASE! :D
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Mars on February 26, 2014, 02:37:01 am
Oy, they take over a minute to turn I believe
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on February 28, 2014, 02:14:24 pm
Finally got to play this! So cool! :yes:

My only problem was that I couldn't have that exterior view for some goddamned reason! :(. So I stuck with my pilot view and imagined how the Deimos was dealing with everything near it.

Still great fredding here :D!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on March 20, 2014, 12:41:46 am
Annoying Bughunt Slows Lepanto's Workflow, Causes Moderate Inconvenience

In pale mockery of Battuta-sama's bughunt reports, I thought I'd share with you my own tale of woe caused by bizarre bugs (with a requisite side of extra DRAMA).

Currently, I'm working on Lopez's mission. It shall be an epic battle between the ill-fated commander of the Carthage and the ravenous Shivan hordes, with BEAMZ and bombs flying, and tens of thousands of lives on the line. FREDding has been rather long and complex, and I still have much work to do before this harrowing gauntlet is even beta-ready, much less release-worthy.

Anyhow, I was beta-testing a section where you have to fight a Ravana. I noticed that the Ravana's forward LReds were carving up the Carthage, even though I had told two of my bomber wings to defang the Shivan destroyer's fragile forward beam mounts. When fiddling with Alpha and Beta wings' weapon loadouts didn't help my bombers to complete their assigned task, I used the screencam script to take a closer look at the situation.

Lo and behold, the bombers were not firing at all. :wtf: These bomber pilots of the warlike GTVA had, no doubt by some mysterious design of the Vishnans, embraced the pacific joy of Ubuntu with a fervor which even the Council of Elders would envy. They had resolved to appreciate the beauty and fragility of all life, even in the Shivan tide seeking to snuff out their lives and those of their comrades. They merely hovered in front of the enemy warship's beam mounts, all their weapons silent as their flagship was reduced to debris by their inaction.

Of course, their embrace of enlightened pacifism was simply unacceptable, as it ruined my carefully-built playground of war.  :hopping: I had to restore my pilots' burning fires of bloodlust, so that they might destroy the Shivans' weapons and ships, and restore balance to the Force my poor mission. The magic of friendship and harmony had no place before the exigencies of pitiless gameplay expediency.

But how? After some bughunting, I narrowed down the problem to a quite unusual cause; apparently, my bomber wings' arrival orders. For reasons I still cannot fathom, the very act of launching from a capship (ANY capship, apparently) turned my bomber pilots into committed pacifists who would not fire a single weapon on the enemy.  :banghead: Only by abandoning my plan of launching Alpha and Beta wings from an Orion's deck mid-mission, and just setting their arrival cues to True, was I able to turn them back into the merciless killers which they were born to be.

So, anyway, I didn't really solve the problem; I just worked around it. Does anybody have the slightest clue what quirk of FRED/AI/whatever could have made my bombers refuse to fire their weapons whenever they launched from a capship?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Nyarly on March 21, 2014, 08:06:25 pm
Very eager to try this mod!  However, I'm running into some errors trying to run it.  Do I need to have this installed in the BP2 file, or on its own in the main FS2 directory?  Also, I've tried running it using multiple recent builds including the obvious default BP one.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Phantom Hoover on March 21, 2014, 08:15:48 pm
Stick it in its own mod directory.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on March 21, 2014, 08:16:55 pm
Thanks!  :) Any recent build should work.

Also, put the attached version of the mission into BattleCaptains-Severant/data/missions (replace the one that's already there.) This should fix a problem with your beam-overload ability in the released version.

[attachment deleted by an evil time traveler]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: An4ximandros on March 21, 2014, 08:52:42 pm
I give you a 6/10 in a scale of Battutas. Where the maximum is BAttuta's Writing Standard. You need to utilize more exotic words and make your phrases read like prose. Keep going at it, ye will improve.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Nyarly on March 21, 2014, 09:04:00 pm
Stick it in its own mod directory.
Ah, good thing I was doing it right the first time.

Thanks!  :) Any recent build should work.

Also, put the attached version of the mission into BattleCaptains-Severant/data/missions (replace the one that's already there.) This should fix a problem with your beam-overload ability in the released version.
Cool, thank you!

Unfortunately, I've figured out what's wrong; somehow, my copy of FSO has become rather corrupted.  No idea how harm came to my files, but everything was working well until I started playing ST:R (I can still play the FSPort)...

Might need to do a fresh reinstall.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on March 21, 2014, 09:12:37 pm
I give you a 6/10 in a scale of Battutas. Where the maximum is BAttuta's Writing Standard. You need to utilize more exotic words and make your phrases read like prose. Keep going at it, ye will improve.

Meh, the whole attempt was kinda forced anyway. I'm just not cut out for witty DRAMATIC commentary, I suppose. Not all of us can be as absurdly multi-talented as Battuta-sama.  :)

Nyarly:

Wish I could help, but I'm no tech-support expert.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on March 21, 2014, 09:26:08 pm
@Nyarly; behold the cry of the HLP tech support ninjas...

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on March 21, 2014, 09:44:07 pm
I give you a 6/10 in a scale of Battutas. Where the maximum is BAttuta's Writing Standard. You need to utilize more exotic words and make your phrases read like prose. Keep going at it, ye will improve.

Meh, the whole attempt was kinda forced anyway. I'm just not cut out for witty DRAMATIC commentary, I suppose. Not all of us can be as absurdly multi-talented as Battuta-sama.  :)

Damn that's all harsh n ****, I thought it was quite good.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Nyarly on March 21, 2014, 09:48:54 pm
No worries Lepanto.  I appreciate the help with the .fs2 file.  Sorry for cluttering up your release thread!

Anyway, niffiwan.  Here is the debug log.  Seems some of the CMD options aren't working.



Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -mod mediavps_2014
  -mipmap
  -window
  -spec
  -glow
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\Freespace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\Freespace2\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\Freespace2\' ... 6 files
Searching root pack 'C:\Games\Freespace2\fsport3_4.vp' ... 967 files
Searching root pack 'C:\Games\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 22 roots and 16428 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Game Settings Table: Removed extension on ignored campaign file name FreeSpace2
Game Settings Table: Removed extension on ignored campaign file name STemplar
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: <not available>
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 650 Ti/PCIe/SSE2
  OpenGL Version   : 4.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
WARNING: "Cannot load hud ani: 2_energy2_fs1" at hudtarget.cpp:5431
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1378
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on March 21, 2014, 10:00:39 pm
You don't seem to have the mod installed or selected correctly.  You should have a -mod line like this:

Code: [Select]
-mod BattleCaptains-Severanti,blueplanet,blueplanet2,mediavps_3612

instead of this:

Code: [Select]
-mod mediavps_2014

I'm not sure if BP and BattleCaptains support the Mediavps_2014 yet either, if you want to use it then you may get unexpected results.

Anyway, check the mod you have selected in your launcher.

Lastly, this is fairly minor, but you don't need these options anymore so they can be safely removed:

Code: [Select]
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Nyarly on March 21, 2014, 10:17:14 pm
Oops, I didn't think the 2014 VPs would work, yet I accidentally used that build.  Herp derp.  Also, removed those flagged options.  Still not working, though.

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -mod BattleCaptains-Severanti,blueplanet,blueplanet2,mediavps_3612
  -mipmap
  -window
Building file index...
Found root pack 'C:\Games\Freespace2\blueplanet\adv-bp.vp' with a checksum of 0x6e9d550d
Found root pack 'C:\Games\Freespace2\blueplanet\bp-audio1.vp' with a checksum of 0x53c3080c
Found root pack 'C:\Games\Freespace2\blueplanet\bp-audio2.vp' with a checksum of 0xc9c97c6b
Found root pack 'C:\Games\Freespace2\blueplanet\bp-core.vp' with a checksum of 0x16ea6fad
Found root pack 'C:\Games\Freespace2\blueplanet\bp-visuals1.vp' with a checksum of 0x8c01538d
Found root pack 'C:\Games\Freespace2\blueplanet\bp-visuals2.vp' with a checksum of 0x6a0a46ec
Found root pack 'C:\Games\Freespace2\blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace2\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace2\BattleCaptains-Severanti\' ... 31 files
Searching root 'C:\Games\Freespace2\blueplanet\' ... 0 files
Searching root pack 'C:\Games\Freespace2\blueplanet\adv-bp.vp' ... 358 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-core.vp' ... 47 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\Freespace2\blueplanet\bp-visuals2.vp' ... 1561 files
Searching root 'C:\Games\Freespace2\blueplanet2\' ... 39 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\adv-bp2.vp' ... 33 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'C:\Games\Freespace2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'C:\Games\Freespace2\mediavps_3612\' ... 0 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace2\' ... 6 files
Searching root pack 'C:\Games\Freespace2\fsport3_4.vp' ... 967 files
Searching root pack 'C:\Games\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 39 roots and 21557 files.
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Game Settings Table: Removed extension on ignored campaign file name FreeSpace2
Game Settings Table: Removed extension on ignored campaign file name STemplar
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: <not available>
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 650 Ti/PCIe/SSE2
  OpenGL Version   : 4.3.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp2-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (exp50.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Ignoring free flight speed for weapon 'Trebuchet#Aegis'
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "Rockeye" in stuff_int_list  Many possible sources for this error.  Get a programmer!" at parselo.cpp:2737
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1378
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on March 21, 2014, 10:20:23 pm
Ah.  Remove this VP from your freespace2 root folder, mod VPs should always be in their own folder, not the freespace2 root :)

Code: [Select]
Searching root pack 'C:\Games\Freespace2\fsport3_4.vp' ... 967 files
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on March 21, 2014, 10:40:05 pm
Fine by me, Nyarly; any attention tickles my ego a bit.  :p

Thanks, Battuta; irrespective of the quality of my writing, DOES anyone have any clue why my bombers might have refused to shoot stuff?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Nyarly on March 21, 2014, 10:41:09 pm
Sweet, that would do it.  Thank you, niffiwan!   :D


(No idea how it got there; probably an operator error from when I recently installed the FSPort.  :banghead:   ;))

Off to try the mission, Lepanto!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: An4ximandros on March 22, 2014, 12:00:56 am
Clearly they felt the power of the Unity Crystfish.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on March 22, 2014, 12:12:01 am
Were the attack orders given after they arrived from the docking bay?  It could also be a code bug, in which case a simple mission that reproduces the behaviour would help the SCP track it down.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Shivan Hunter on March 22, 2014, 04:40:26 pm
IIRC there are/were issues with launching anything from a player ship's fighterbay, but then I've also had odd problems with ships not firing on turrets even when they arrived from subspace. idk.

Also, I liked your bug post! It was lulzy.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Nyarly on April 01, 2014, 12:58:57 am
So Lepanto, I tried the mission.  It was really fun!  A little short, but that was fine given the intensity and quality.  I also loved how you gave Severanti a decent amount of personality in a rather small amount of time.  I appreciate this, as I honestly like the guy given his approach to war is similar to my own.  I personally think a conservative approach to conquering the UEF is smarter given how vital its resources and factories are, as well as the hearts and minds of its many, many people.  Steele's Blitz doesn't... sit well with me, and I say that as someone who understands where the GTVA is coming from in their great desire to reconquer humanity's cradle.

Also, I loved the fluff and the analogies to the American Civil War.  I've seen the NTF/GTVA as Space Confederates/Unionists for a while, so the comparisons were cool! 

(I also like that having Severanti die makes Steele's drive into Sol vastly more difficult.)




Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on April 01, 2014, 10:40:25 pm
Also, I loved the fluff and the analogies to the American Civil War.  I've seen the NTF/GTVA as Space Confederates/Unionists for a while, so the comparisons were cool! 

I think it's an interesting analogy too.  However, didn't the Union have much more support for the war domestically (at least after Lincoln's re-election) than the GTVA has for its war?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on April 02, 2014, 12:38:36 am
Nyarly:

Nice to hear that you finally got it to work, and you liked it!

Actually, the Grant-Lee reference was solely intended to establish Severanti's attrition-based command style, nothing else. But I can understand where you're coming from with that analogy; the NTF is both racist and industrially-outmatched.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on April 02, 2014, 12:57:17 am
Disregard my recent post in this thread, I misread 'NTF' as 'UEF' for a second and then made my comment on political support.

Is there a way to delete comments?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on April 02, 2014, 01:05:56 am
Well, it's still an interesting questions, as a number of the FS2 failure debriefs imply very shaky political support for the war against the NTF.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Veers on April 02, 2014, 06:14:02 am
I normally don't have any problem addressing problems myself, but I've missed the fix with this some :/  Looks like I'm missing the Mainhall (which I am upon loading). But where is it? herp derp.

Code: [Select]
Could not load in main hall mask 'BP1-Mainhall1-m'!

(This error most likely means that you are missing required 1024x768 interface art.)
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_AVX_BP.exe! <no symbol>
fs2_open_3_7_1_AVX_BP.exe! <no symbol>
fs2_open_3_7_1_AVX_BP.exe! <no symbol>

Full Log. It's a decently fresh install too, so my modline isn't set up fully.

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod BattleCaptains-Severanti,blueplanet,blueplanet2,mediavps_3612
  -fps
Building file index...
Found root pack 'D:\FreeSpace\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'D:\FreeSpace\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'D:\FreeSpace\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'D:\FreeSpace\blueplanet\bp-core.vp' with a checksum of 0x6b804787
Found root pack 'D:\FreeSpace\blueplanet\bp-visuals1.vp' with a checksum of 0x316467fa
Found root pack 'D:\FreeSpace\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'D:\FreeSpace\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x241c257f
Found root pack 'D:\FreeSpace\blueplanet2\bp2-audio1.vp' with a checksum of 0x51171798
Found root pack 'D:\FreeSpace\blueplanet2\bp2-core.vp' with a checksum of 0xfd0f3484
Found root pack 'D:\FreeSpace\blueplanet2\bp2-visuals1.vp' with a checksum of 0xefd127ab
Found root pack 'D:\FreeSpace\blueplanet2\bp2-visuals2.vp' with a checksum of 0x96678520
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\FreeSpace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'D:\FreeSpace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\FreeSpace\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\FreeSpace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FreeSpace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FreeSpace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FreeSpace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FreeSpace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FreeSpace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FreeSpace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FreeSpace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FreeSpace\BattleCaptains-Severanti\' ... 29 files
Searching root 'D:\FreeSpace\blueplanet\' ... 0 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-core.vp' ... 52 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-visuals1.vp' ... 374 files
Searching root pack 'D:\FreeSpace\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'D:\FreeSpace\blueplanet2\' ... 0 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-adv-visuals.vp' ... 31 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-audio1.vp' ... 156 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-core.vp' ... 75 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-visuals1.vp' ... 634 files
Searching root pack 'D:\FreeSpace\blueplanet2\bp2-visuals2.vp' ... 2009 files
Searching root 'D:\FreeSpace\mediavps_3612\' ... 0 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'D:\FreeSpace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\FreeSpace\' ... 74 files
Searching root pack 'D:\FreeSpace\Root_fs2.vp' ... 157 files
Searching root pack 'D:\FreeSpace\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FreeSpace\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FreeSpace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FreeSpace\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FreeSpace\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FreeSpace\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FreeSpace\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FreeSpace\warble_fs2.vp' ... 52 files
Searching root 'a:\' ... 0 files
Found 35 roots and 19837 files.
ERROR: Unknown Language Checksum: -1162327434
Using default language settings...
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (High Definition Audio Device)
  Capture device: <not available>
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 6900 Series
  OpenGL Version   : 4.3.12618 Compatibility Profile Context 13.251.0.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Ignoring free flight speed for weapon 'Trebuchet#Aegis'
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
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Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on April 02, 2014, 06:27:12 am
How recent are your 2x Blueplanet installs? I have blueplanet/adv-bp.vp and blueplanet2/adv-bp2.vp instead of these:

Code: [Select]
Found root pack 'D:\FreeSpace\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
...
Found root pack 'D:\FreeSpace\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x241c257f
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Veers on April 02, 2014, 06:41:27 am
Huh.. I bet I've gone and installed an older version that I had archived away instead of the current files.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on April 15, 2014, 10:09:22 pm
I'm having a FREDding problem, and I'd like to see if anyone here has any ideas.

During the Lopez mission, you have two fighter and two bomber wings under your command; Alpha, Beta, Gamma, and Delta. Midway through the mission, I want to replace the player's current complement of damaged/dead strikecraft with a fresh new complement of 100% strikecraft. Problem is, there doesn't seem to be any way that I know of to "revive" destroyed ships mid-mission, even by attempting some save/load script trickery. I'd bypass the problem by just launching four more new wings to replace the initial wings, but then the new wings wouldn't show up properly on the HUD wingman display.

It'd be a real balance pain if I had to scrap this feature and force the player to use an ever-dwindling strikecraft complement throughout this (long) mission. So, does anyone know any way to revive dead ships?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: procdrone on April 15, 2014, 11:52:20 pm
Maybe try using wing waves? Kill the wing when they are to be reinforced, and allied craft will fill the gaps, filling the hud wing indicator as well?
 Or something similiar
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Colonol Dekker on April 16, 2014, 12:57:56 am
Just set waves with a new arrival cue?
Have existing craft depart for plot reasons.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: QuakeIV on April 16, 2014, 12:45:49 pm
Them departing would make perfect sense actually if you ask me, they are getting 'relieved'.  If its specifically calibrated fred-wise to have them pull out roughly when they would all be dead, then that sounds like exactly when they would be pulled out and replaced in reality anyways.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on April 16, 2014, 03:25:34 pm
I don't think you guys are quite grasping the problem. Once a wing's departure cue becomes true, new waves stop arriving, and it'll never start again. You can't say 'okay, send that wave away, then call in a fresh wave'. Trickery using proxy ships is complicated by the HUD wingman display.

I think I have an idea of how to do this using proxy ships. It'll be a bit hacky.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: X3N0-Life-Form on April 16, 2014, 03:57:31 pm
It'll be a bit hacky.
Well isn't that what modding is about? :P
Or programming in general for that matter.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Admiral MS on April 19, 2014, 03:45:17 am
Scripting can replace ships in a wing (but not remove or add). I'm using this in the RTS script to move the player into different wings depending on which ship he chooses to control. I never tried it for dead ships though and the engine might just fail to accept that properly.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on April 20, 2014, 10:56:40 pm
Well, despite all the advances in coding, scripting, and FREDding that the SCP has made over the years, we're still trying to make a decade-and-a-half-old space sim do things it was never designed to. Hacky workarounds and such are to be expected.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Torchwood on April 22, 2014, 04:19:21 pm
I wonder how an Orion mission would play out... big ship like that doesn't seem like it could pull off any maneuvers at all, not like a Karuna that can move rather quickly for capital ship standards. Probably bugs down to "point and shoot", but maybe some command duties or special abilities could spice it up.

Out of curiousity - what exactly affects Sev's health? Does he die if hull integrity drops too low or the mission goals are failed?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on April 22, 2014, 04:34:19 pm
The Lopez mission will require you to coordinate moving the Carthage, attacking and defending with your strikecraft, and using special abilities as the tactical situation mandates to achieve victory. What the gameplay lacks in fast-paced fighter action, it should make up for with new and detailed tactical scenarios.

Severanti dies on the bridge of the Steadfast if you lose both of the Argos.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on April 23, 2014, 09:03:14 pm
Sounds like the Lopez mission will be fairly difficult (at least compared to the previous Severanti mission, and I'm not saying this as an insult).  So you'd probably recommend playing it on Easy to start out?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on April 23, 2014, 09:15:37 pm
It'll be balanced for Normal, but Easy might be a safer choice; let's just say this mission won't be a cakewalk. Play on Hard or Impossible at your own risk; I don't intend to beta-test or design for higher difficulties.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 12, 2014, 02:44:23 pm
At long last, Lopez's mission is out. (https://drive.google.com/file/d/0B0-LZC1urvqDYklwTFU0MmVsVnc/edit?usp=sharing) Play, enjoy, complain about stuff I missed.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: procdrone on May 12, 2014, 03:55:54 pm
Newest Orion wrecking Shivans! TheHound approved!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on May 12, 2014, 04:06:24 pm
My Orion seems to defend itself from the Sath pretty well! It's strange, from certain angles my hull is invincible or smth. If I aim correctly I can finish off a Sath, but it takes forever.

E: oh and of course Battuta's words come to mind: you showed amazingly well how flying an Orion is ****ing awesome :D, it's so cool! Obligatory download!

E2: On a side note, the nebula going the "wrong way" (I know why it does what it does, but my brain doesn't) keeps ****ing with my visual instincts.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 12, 2014, 04:13:33 pm
My Orion seems to defend itself from the Sath pretty well! It's strange, from certain angles my hull is invincible or smth. If I aim correctly I can finish off a Sath, but it takes forever.

:wtf: Guess I should've made sure that my instant-kill failure condition was actually an instant-kill failure condition. Maybe it's a build-related bug?

EVERYONE: Please play on a recent RC or nightly. It may fix beam-damage problems.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on May 12, 2014, 04:23:26 pm
I'm using the 3.7.1 BP AVX build. If I play it again, I might do it in the debug version if you think that might help.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 12, 2014, 04:33:08 pm
The debug version didn't work when I tried to beta-test with it; it doesn't like the capship command script, and I don't know LUA, so I can't fix that problem right now.

Besides the beam-damage bugs, anything else to report from a tech-support standpoint?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on May 12, 2014, 06:58:53 pm
Not yet, works like a charm!

But I do have one aesthetic idea... why not instead of using a nebula (with the distance fog set to max) don't you use a similar thing to what was done in WiH tenebra in that jupiter mission? My idea is to dump off those strange unintuitive very near sprites of clouds that always go against your rotation movements (making me dizzy) and instead have a nice double rotating background? Just a thought.

Anyways I really enjoyed slashing all those Rakshasas, Cains and Liliths to smithereens :D
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: QuakeIV on May 12, 2014, 07:10:16 pm
I blew up the cruiser artillery before the spotter wings showed up, and that objective was never completed.  Mission seemed to be stuck from there on.

e:  Also my entire fighter force exploded during the timeskip, no idea why.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: T-Man on May 12, 2014, 07:26:21 pm
 :eek2:

Just ran this (actually ran it with the BP build incidentally; sorry only just read your req to use latest nightly). Gotta say, bloody impressive, not only as a mission (nice story, nice dialogue, good difficulty balance I felt too) but also as a modification (I thought making a Karuna or Deimos flyable was an achievement! :lol:); must've taken some serious FREDing and modding, so E-pat on the back from me for that! :yes:

Could see no real issues in my play; health did seem a little invulnerable in the first few fights but it went down a lot more in the closing fights (perhaps that beam bug people have been mentioning?), and I noticed once or twice the Carthage jerking a bit when I shifted ETS (was shifting between full engines and full weapons a lot); it sometimes looked like it would suddenly be moving at 10m/s and then start slowing down to 0 again.

That said, to be frank, to hell with those bugs; this is staggering and hats off to you for making it! Nice music too; that FinalFight one has to be among the best pieces I've heard in a while, may I ask where it's from? (sorry soft spot for nice music :o).
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on May 12, 2014, 07:46:26 pm
Oh right about the dialogue... I understand where you went with the "Next Admiral Wolf ... Only if I lose" lines, but wasn't that just too much? Perhaps with a slight change? Dunno it took me out of immersion.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 12, 2014, 07:56:53 pm
Ah, so loosing the Hecate triggers the Sath which is meant to destroy the Carthage...
I'm blasting at the Sath in time compressing for about three hours and keep wondering, when this pesky 1% of the Sath will jump to zero...


Well, but apart from it I love it, although controlling the Carthage is a pain, for some reasons turning that beast is...well...dunno, I can't close distance with the cruisers and corvettes fast enough...
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on May 12, 2014, 08:11:42 pm
Ah so it's the loss of the Hecate. My. Because I lost the Hecate precisely when I finished the Demon I thought the trigger was the Demon dying. And I was several Ks away from the node, so I thought "well if the Sath is the end trigger and it goes right before the Demon dies... this should be seriously difficult at the end!" I'll give it a try in a day or two or twenty.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 12, 2014, 08:14:28 pm
Quote from:  Luis Dias
But I do have one aesthetic idea... why not instead of using a nebula (with the distance fog set to max) don't you use a similar thing to what was done in WiH tenebra in that jupiter mission? My idea is to dump off those strange unintuitive very near sprites of clouds that always go against your rotation movements (making me dizzy) and instead have a nice double rotating background? Just a thought.

Out of all the elements in the mission, neither I nor my beta-testers actually thought about altering the background. I copied the background info straight from a retail mission; FWIW, my approach might help align the mission with the retail campaign, I suppose. Might consider it for the Collector's Gold Edition Rerelease, though.

Quote
Oh right about the dialogue... I understand where you went with the "Next Admiral Wolf ... Only if I lose" lines, but wasn't that just too much? Perhaps with a slight change? Dunno it took me out of immersion.

Guess you think I overdid it with the parallelism. I'd hoped that the parallelism would help make this mission part of Lopez's character arc, by illustrating a similar situation where she took a risk against an overwhelming enemy force, but survived and rescued people. What does everyone else think about the writing?

Quote
Ah so it's the loss of the Hecate. My. Because I lost the Hecate precisely when I finished the Demon I thought the trigger was the Demon dying. And I was several Ks away from the node, so I thought "well if the Sath is the end trigger and it goes right before the Demon dies... this should be seriously difficult at the end!" I'll give it a try in a day or two or twenty.

I'm not THAT sadistic as to throw you against a Sath and actually expect you to win. :p The real ending, though, should hopefully be epic enough for you.  :)
Quote from: QuakeIV
I blew up the cruiser artillery before the spotter wings showed up, and that objective was never completed.  Mission seemed to be stuck from there on.

e:  Also my entire fighter force exploded during the timeskip, no idea why.

:confused: The cruisers shouldn't have even arrived before the spotter wings did.

Dunno why your entire force would've exploded; they're supposed to be replaced by fresh wings during the timeskip, with wave and time-compression trickery.

must've taken some serious FREDing and modding, so E-pat on the back from me for that! :yes:

YOU BET IT DID. :nod: This mission was around two months plus in the making, and it was a pain to FRED and test/balance/bugfix the whole way through. I hope that the resulting product pleases people, at least.

Quote
Nice music too; that FinalFight one has to be among the best pieces I've heard in a while, may I ask where it's from? (sorry soft spot for nice music :o).

Enjoy. (https://www.youtube.com/watch?v=4_ktIID9vrs) Found it while looking for epic music. A full list of music used is in the readme, in the mod folder.

Quote from: crizza
Ah, so loosing the Hecate triggers the Sath which is meant to destroy the Carthage...
I'm blasting at the Sath in time compressing for about three hours and keep wondering, when this pesky 1% of the Sath will jump to zero...

Did you have the beam-invincibility bug too, or is the Sath just too wimpy to kill you before you can outmaneuver it?

I would've thought that the Sath not dying at 1% HP would've tipped you off to the fact that it's guardianed.  :p

Quote
Well, but apart from it I love it, although controlling the Carthage is a pain, for some reasons turning that beast is...well...dunno, I can't close distance with the cruisers and corvettes fast enough...

Well, it's an Orion; what do you expect? :p It's already zippier than its retail version. Just to make sure, did you use the Thruster Boost ability with engines on full?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on May 12, 2014, 08:28:23 pm
My main problem was my wings were just gone. Vaporized to dust. I bet ya that the fault was with that goddamned field commander, constantly telling them to disarm this and that corvette without any sense of self-respect or defense, carelessly flying through hordes of red ants as if they didn't have laser guns pointing at them. Typical.

Then, half of my beams (right side) were also gone. Always with my left broadside to the cruisers, bam bam bam. Felt so good. And then the Demon comes from my right angle, because why not? Lost some seconds, and even despite my magnificent rule, missed the winstate by one or two seconds. And now you chant about prizes of glorious epicness and make me want to play it again right now. I won't be able to, but still!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 12, 2014, 08:33:11 pm
NAILED IT!
Jesus, I'm absolutely in love with this.
Got the Carthage to bear on every single shivan asset.
Lost my Strikecraft during the timeskip/checkpoint, but hey, even so I managed to save the zod cruiser and my valiant remaining Artemis wiped the floor with the shivans during the final encounter.
Is there a third Ravana jumping in at the end? I'm pretty sure the overcharge of the Zod killed one and I nailed the other, but hey^^

Oh and for the Sath: My hull dropped to 51%, by then I was able to outmaneuver it...and once I realised the guardian' thingy I move back into its firing arc...and still neither the Carthage nor the Sath went down^^
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 12, 2014, 08:34:47 pm
Can everyone with beam damage trouble report what build they're using?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 12, 2014, 08:38:11 pm
Uh... FS2 Open 3.7.1 (BP) SSE2
But damage scaled nicely without the Sath...I even managed to get killed in the opening bombing run -.- :lol:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 12, 2014, 08:51:56 pm
Uh... FS2 Open 3.7.1 (BP) SSE2
But damage scaled nicely without the Sath...I even managed to get killed in the opening bombing run -.- :lol:

I wrote that debrief assuming that players would probably never actually fail badly enough to read it. Guess I was wrong. :lol:

Luis, all the Carthage's subsystems were supposed to be completely indestructible.  :confused: My beta-testers and I ran through the mission fairly extensively, but now you guys discover a bunch of new bugs. Take the old military aphorism, "No plan ever survives contact with the enemy", and replace "plan" with "campaign" and "enemy" with "players", and you describe every modder's release experience, from BP on down. :p
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: QuakeIV on May 12, 2014, 10:37:24 pm
Yeah my armor is actually crazily durable, I can tank almost anything.  It wasn't as obvious until I ran into the sath.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 12, 2014, 10:41:54 pm
Yeah . . . :nono:

Lots of people seem to be using BP builds, while I FREDded and tested the mission on recent nightly builds with all the compatibility stuff installed. I wouldn't think that would cause a weird durability bug for people playing it on BP builds, but this far into the frontier of experimental FREDding, weird bugs are bound to happen, as Battuta's bughunts have taught us.

Try playing on a regular build with all the compatibility stuff, and see if that works?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 12, 2014, 10:48:55 pm
Yes there's some kind of issue where the player cannot take beam damage. Other damage seems to work okay (I think).

I don't think it's a BP-specific bug, since the BP code doesn't really touch this stuff (I think), but it is probably a bug that was extant in the code around hte time these builds were generated.

Again please note this when searching for the bug: THE BUG DOES NOT SEEM TO APPLY TO BOMB DAMAGE. It's all about invulnerability to beams.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: QuakeIV on May 12, 2014, 11:38:52 pm
Try playing on a regular build with all the compatibility stuff, and see if that works?

Sure thing, ill just-

(http://x4.fjcdn.com/thumbnails/comments/What+the+hell+_0f9cea815bd198565d7aae2593b6ef42.jpg)

More seriously though, it works a lot better on those builds.  I was severely murderized.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 12, 2014, 11:46:00 pm
Yes there's some kind of issue where the player cannot take beam damage. Other damage seems to work okay (I think).

I don't think it's a BP-specific bug, since the BP code doesn't really touch this stuff (I think), but it is probably a bug that was extant in the code around hte time these builds were generated.

Again please note this when searching for the bug: THE BUG DOES NOT SEEM TO APPLY TO BOMB DAMAGE. It's all about invulnerability to beams.

quotin for new page
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on May 13, 2014, 01:51:01 am
I think we may have found something more difficult than Shadow Genesis.  :)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: procdrone on May 13, 2014, 06:45:59 am
Playing as a Orion, commanding a squadron of fighters take a LOT different approach to the strategy you pick.

It's almost sad that most of the work really depend on fighters. You can't engage Destroyers with it's beams operational - you get blows to pieces.
Remember it's not the post-capela era ship, but even if upgraded, Orion is still great-war relic - it's bound to have weak spots.
Intelligent command of your fighter squadron I think, is essential. When I lost all fighters on the scene, that was almost like a sure-failure.

But hey, remember all those missions command given to you! Wasn't it beams disable and later on, cavalry was to arrive? :D
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 13, 2014, 11:11:35 am
Playing with 3.7.1 build, I was destroyed at by the trio of Rakshasas...
But this was due to my beams not firing... don't know why, they were set on automatic fire and ETS had energy for gunnery on maximum...
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 13, 2014, 11:46:16 am
Playing with 3.7.1 build, I was destroyed at by the trio of Rakshasas...

Well, your XO did warn you against a head-on attack. :P Use your bombers, and then your fighters once the enemy bombers have been dealt with.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on May 13, 2014, 11:51:57 am
Never put your beams to auto. Death and mysery lies in that direction.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 13, 2014, 11:59:48 am
Manual beam fire is really reliable, the overload isn't. I'm not sure what's up with that.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 13, 2014, 12:27:27 pm
Realy? Everytime I set the beams on manual, the won't fire when the gunner tells me hes ready...I hit ctrl or left mouse and well...
But the ARtemis...great to see them carve thruogh anything smaller then a destroyer, defanging the Ravana...and then fail to disarm the Demon.
But epic shootout, the Demon destroys the Carthage but with her Hood-like salvoe she kills the Demon while exploding  :D

Edit: Scratch that, manual fire just gutted the Ravana :D
Edit2: The game crashed after saving the Herakleia and choosing not to skip the dialogue...but the box did not vanish, so I had a coursor and when hitting o on the Keyboard it RTD...
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: procdrone on May 13, 2014, 02:36:19 pm
Never put your beams to auto. Death and mysery lies in that direction.

I second that!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on May 13, 2014, 04:52:49 pm
Something's wrong.

The Sathanas came in after I destroyed the three Rakshashas that came in after the Warspite convoy and destroyed the Carthage.


It's not supposed to do that is it?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 13, 2014, 05:10:55 pm
Something's wrong.

The Sathanas came in after I destroyed the three Rakshashas that came in after the Warspite convoy and destroyed the Carthage.


It's not supposed to do that is it?

Not if most of the Warspite convoy escaped destruction.  :confused:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 13, 2014, 05:37:21 pm
Got to post a log tomorrow. The game keeps crashing after killing the single Ravana.
When ask if I want to skip the dialogue or not, I click no, but the...window won't disappear, leaving me with a cursor and when hitting o(dunno if this applys to other keys) the game crashes.

But it is still a wonderfull mission, the three Rakshasas are easily killed be my strikecraft or damage me if I engage them too early.

Lepanto, I don't know how you'll surpass that mission :D
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on May 13, 2014, 07:24:04 pm
What's the best way to make sure an overload fires?

I've selected overload beams and after the 30 seconds they don't fire.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 13, 2014, 08:11:09 pm
What's the best way to make sure an overload fires?

I've selected overload beams and after the 30 seconds they don't fire.

Argh; overload beams have been wonky since Severanti's mission. I've gone over the event and SEXPs, and they really SHOULD fire when the 30 seconds are up, but it seems like there are still problems.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on May 13, 2014, 09:05:28 pm
I asked about this in a PM but I'll also post it here to see if the general populace has any ideas:

Does anyone know how to get access to more than one checkpoint?

When you start the Carthage mission it gives you an option to start at checkpoint 1.

Is there any way to start at checkpoints beyond that?  I got to what I think is the final part of the mission (fighting two Ravanas) and barely died.  I noticed "CHECKPOINT REACHED" signs along the way but can't figure out how to start from them.  Or at least continue from them.  Shadow Genesis gave you that option of being able to continue from the most recent checkpoint after you died.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 14, 2014, 10:00:22 am
Any ideas?
Think it has something to do with the dialogue windows, 'cause a non debug build works fine.

[attachment deleted by an evil time traveler]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 14, 2014, 11:45:31 am
Got to post a log tomorrow. The game keeps crashing after killing the single Ravana.
When ask if I want to skip the dialogue or not, I click no, but the...window won't disappear, leaving me with a cursor and when hitting o(dunno if this applys to other keys) the game crashes.

But it is still a wonderfull mission, the three Rakshasas are easily killed be my strikecraft or damage me if I engage them too early.

Lepanto, I don't know how you'll surpass that mission :D

I haven't managed to reproduce this bug; the events seem to check out in FRED, so I don't know why you're having that problem.

Any ideas?
Think it has something to do with the dialogue windows, 'cause a non debug build works fine.

I think the capship control script causes problems for the debug build, triggering that weird assert error. Debug builds do not work on this mission.

----------------------------------

Everyone, here's patch 1.1, hopefully correcting an error with the checkpoint system.

[attachment deleted by an evil time traveler]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 14, 2014, 11:53:50 am
Has that been rolled into the download in the OP?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 14, 2014, 12:24:49 pm
Not yet. I'll do that.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CKid on May 14, 2014, 04:51:56 pm
Whenever I try to use a recent nightly, I keep getting a crash at start-up. Oddly enough, I can play the mission with a BP build.

Code: [Select]
==========================================================================
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.
==========================================================================
FreeSpace 2 Open version: 3.7.1.10690
Passed cmdline options:
  -spec_exp 16.7
  -spec_static 0.9
  -spec_point 0.6
  -spec_tube 1
  -ambient_factor 35
  -missile_lighting
  -no_emissive_light
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod BattleCaptains-GTVA,blueplanet,blueplanet2,mediavps_3612
  -mipmap
  -window
  -spec
  -glow
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'C:\Games\Freespace 2\blueplanet\adv-bp.vp' with a checksum of 0x6e9d550d
Found root pack 'C:\Games\Freespace 2\blueplanet\bp-audio1.vp' with a checksum of 0x53c3080c
Found root pack 'C:\Games\Freespace 2\blueplanet\bp-audio2.vp' with a checksum of 0xc9c97c6b
Found root pack 'C:\Games\Freespace 2\blueplanet\bp-core.vp' with a checksum of 0x16ea6fad
Found root pack 'C:\Games\Freespace 2\blueplanet\bp-visuals1.vp' with a checksum of 0x8c01538d
Found root pack 'C:\Games\Freespace 2\blueplanet\bp-visuals2.vp' with a checksum of 0x6a0a46ec
Found root pack 'C:\Games\Freespace 2\blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\BattleCaptains-GTVA\' ... 246 files
Searching root 'C:\Games\Freespace 2\blueplanet\' ... 12 files
Searching root pack 'C:\Games\Freespace 2\blueplanet\adv-bp.vp' ... 358 files
Searching root pack 'C:\Games\Freespace 2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Games\Freespace 2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'C:\Games\Freespace 2\blueplanet\bp-core.vp' ... 47 files
Searching root pack 'C:\Games\Freespace 2\blueplanet\bp-visuals1.vp' ... 400 files
Searching root pack 'C:\Games\Freespace 2\blueplanet\bp-visuals2.vp' ... 1561 files
Searching root 'C:\Games\Freespace 2\blueplanet2\' ... 19 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\adv-bp2.vp' ... 33 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 9 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace 2\' ... 19 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 35 roots and 20735 files.
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: <not available>
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 560/PCIe/SSE2
  OpenGL Version   : 4.4.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.40 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
TBM  =>  Starting parse of 'screencam-sct.tbm' ...
TBM  =>  Starting parse of 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp2-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (exp50.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Ignoring free flight speed for weapon 'Trebuchet#Aegis'
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bc-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.tbm' ...
bp2-shp.tbm(line 284): Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Glowpoint overrides: ( "blue_glow4_small_40:1" )].

ERROR: bp2-shp.tbm(line 284):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Glowpoint overrides: ( "blue_glow4_small_40:1" )].

File: parselo.cpp
Line: 333
Freeing all existing models...
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 14, 2014, 04:53:56 pm
You can't play BP using a recent nightly unless you install the BP Compatibility Packages. We're working to make this less of a headache, sorry.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CKid on May 14, 2014, 05:03:31 pm
Ok, problem fixed. Thanks Battuta.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on May 14, 2014, 05:04:36 pm
It may help to have a note in the OP about requiring the compatibility packages when using a recent nightly.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on May 14, 2014, 10:17:41 pm
Again Lepanto, thanks for the new checkpoint you uploaded.

I can relax now that I beat this mission finally. :)



Now we have Steele's mission to look forward to. :D
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 15, 2014, 01:23:52 am
This mission would be fun as hell if the damn checkpoints didn't corrupt on CTDs. Any idea why that happens?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: m!m on May 15, 2014, 06:39:18 am
Why is the game crashing anyway? That doesn't sound like intended behavior :p
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 15, 2014, 08:48:04 am
Shuld my CAG be completely replaced after killing the first Ravana or only the bombers?
Still crash before the Hecate jumps in...
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 15, 2014, 09:08:20 am
The one thing I know is that the checkpoint system uses a player-persistent variable to keep track of which checkpoint you're on, which doesn't save properly if the game CTDs, which would prevent the mission from reading the right checkpoint when it starts up again. I think I could get around using player-persistent variables with some wonky uses of the ship save/load script, which saves data mid-mission; I think I'll try to implement such a system in future Battle Captains missions. Has anyone else been having CTD trouble, and checkpoint trouble after CTD trouble?

Ideally, of course, there wouldn't be any CTDs in the first place, but I don't know exactly why they keep happening, so I don't know how to fix them. Based on previous experience, Battuta's computer really doesn't like Battle Captains missions for some reason. :confused:

Who here is still unable to finish the mission, for whatever reason, and why?

Sorry, guys, if I released a somewhat-buggy mission. My beta-testers and I had tested it a lot, but by the end, I was sick of this mission and just released it rather than do more comprehensive beta-testing; maybe a bit more beta-testing would've caught a couple more bugs (especially the auto-set to checkpoint 1 bug; that happened because I left a debug event active in the released mission. :ick:) Still, even now, I don't know where some of the bugs people have had even come from. :confused:

Shuld my CAG be completely replaced after killing the first Ravana or only the bombers?
Still crash before the Hecate jumps in...

Your entire CAG should be replaced during the timeskip.

What crash?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 15, 2014, 09:40:12 am
Before the Hecate jumps in, I get a window to skip the dialogue or not. No matter what I click, the window frame stay and when hitting o(I tried several other keys) the game crashes or, as I thought not hitting o and keep playing, the Hecate never jumps in.
Sry if I cause to much truble.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 15, 2014, 09:55:54 am
Before the Hecate jumps in, I get a window to skip the dialogue or not. No matter what I click, the window frame stay and when hitting o(I tried several other keys) the game crashes or, as I thought not hitting o and keep playing, the Hecate never jumps in.
Sry if I cause to much truble.

Has anyone else had crizza's bug? After re-checking the event structure and re-playing the mission, I don't see where it could've come from.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: The E on May 15, 2014, 09:58:47 am
Yes, actually. Had that yesterday while playing through the mission.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 15, 2014, 10:31:47 am
I also got an issue where no air wing fighters were replaced during the timeskip - I saw a ton of ships blowing up during the timeskip cutscene.

If the 'CTD kills checkpoints' issue is purely with the PPV, rather than with the save file itself, could just hack in a debug keypress to unlock all checkpoints at mission start.

I think it's worth reinforcing that this mission is really fun without all the technical problems, though I'm not sure it offers the player quite enough tools to handle higher difficulties.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: m!m on May 15, 2014, 12:27:34 pm
Another bug report: If you die but the GVD <something> jumps in at the end the mission (at least I think it's the end :nervous:) counts as a success although the debriefing uses the mission failed text.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Colonol Dekker on May 15, 2014, 12:53:07 pm
I request a kobiyashi maru style mission plox.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 15, 2014, 12:57:08 pm
I request a kobiyashi maru style mission plox.

Play this on Insane.  :P

---------------
Everyone Else:

I'll see about releasing a 1.2 patch sometime in the near future.

Battle Captains is not balanced for higher difficulties; balancing this mission for Medium was hard enough, IMO.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 15, 2014, 01:00:33 pm
Balancing this mission for higher difficulties should be really easy. If I have a few moments I am happy to do it myself, I don't think it'll take more than one or two SEXPs. The important thing is to smooth the DPS curve (since you are balancing around the assumption that the Carthage has an extra 30-50% hp provided by low difficulties.)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 15, 2014, 01:40:48 pm
Balancing this mission for higher difficulties should be really easy. If I have a few moments I am happy to do it myself, I don't think it'll take more than one or two SEXPs. The important thing is to smooth the DPS curve (since you are balancing around the assumption that the Carthage has an extra 30-50% hp provided by low difficulties.)

Sure, if you want to take a crack at it.  :) Myself, I don't know how to play well on higher difficulties, much less balance for them, so balancing for higher difficulties would be beyond my FREDding skill level right now anyway.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on May 16, 2014, 04:31:43 am
What does everyone else think about the writing?

Just to clarify, I think the setting and general dialogues are great, they provide the required emergency and place the player in the correct status of mind "This is an overwhelming situation but we have to make the most of it if these people are to be saved, and we will save them!", which is only inches short of Apocalypse's desperate situation. It was just that one line that threw me away from it. I also enjoyed the clash that went between her and the Zod commander, him basically saying "You know you're great you saved us and are prepared to save more, but you have to follow your orders", she going "**** orders people are dying out there!" and you made it sound slightly over-the-top but appropriate for the situation. Yes, she is going out of bounds here, but rightly so and incarnating a hero there.

There's a small detail. I noticed the "Wolf" plug only after I had noticed a slight discrepancy, since that with the flow of the text I wasn't expecting an "I", but a "We" in that line. That was odd, I thought, just like as if this line was pulled from another context.... oh wait yeah.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Admiral MS on May 16, 2014, 06:17:15 am
If the 'CTD kills checkpoints' issue is purely with the PPV, rather than with the save file itself, could just hack in a debug keypress to unlock all checkpoints at mission start.

Unless the game CTDs while writing the save file (which I consider unlikely as it would rather produce a scripting error if it can't save) the save file should be fine. Now you could check if a save file is present or not to figure out if a checkpoint is valid. But that would just evade the actual problem by not using PPVs at all.
What I can't exclude is some interaction of the script with something else that may cause problems somewhere.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Master_of_the_blade on May 17, 2014, 10:43:44 am
Playing with anything but the BP builds causes a crash. I don't use the BP compatibility patch. Also, when playing with the BP build the player ship isn't invulnerable but is very hard to kill. I took several beams from the Sathanas and, in the end, killed it. Also, the Sathanas either arrives too early or you forgot to mention it in the dialogues.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 17, 2014, 11:15:45 am
Playing with anything but the BP builds causes a crash. I don't use the BP compatibility patch. Also, when playing with the BP build the player ship isn't invulnerable but is very hard to kill. I took several beams from the Sathanas and, in the end, killed it. Also, the Sathanas either arrives too early or you forgot to mention it in the dialogues.

I'm afraid that, given the beam damage bug, the only way to get this mission to work right is to use a regular build with the compatibility stuff.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 17, 2014, 11:21:43 am
Yep. And the Sathanas is a fail condition that's just meant to kill you instantly.

What a curious bug...I wonder if people on those same BP builds take no beam damage on The Blade Itself?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: QuakeIV on May 17, 2014, 12:00:06 pm
I actually noticed that mission was a lot easier lately.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Jellyfish on May 17, 2014, 08:27:10 pm
It was really awesome, captured Lopez and the hopelessness of the situation perfectly, I feel.
The music was fantastic. Can I ask the sources?

My only gripe is that sometimes the bombers don't attack what I want them to attack. They just get close to their target and stare at it.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on May 17, 2014, 08:45:34 pm
I ran the Lopez mission in _DEBUG to see if I could find anything useful about the beam damage issues... but ran into CTDs on starting the mission.  While I haven't got any useful info on the beam damage, I think I've fixed the CTD :)

Try applying this patch to the CSC:
Code: [Select]
$ diff -u bp2-csc-sct.tbm /tmp/bp2-csc-sct.tbm
--- bp2-csc-sct.tbm 2014-04-29 04:33:56.000000000 +1000
+++ /tmp/bp2-csc-sct.tbm 2014-05-18 11:38:39.078085392 +1000
@@ -73,7 +73,10 @@
   gr.drawString(csc.turretDisplay[weapon] .. csc.turretMode[weapon][csc.turretStatus[weapon]])
   setTurretColor(weapon)
   for i = 1, #csc.turretGroup[weapon], 1 do
-   local targetname = getTargetName(csc.turretGroup[weapon][i].Target)
+   local targetname
+   if csc.turretGroup[weapon][i].Target:isValid() then
+     targetname = getTargetName(csc.turretGroup[weapon][i].Target)
+   end
    if not targetname then targetname = "None" end
    if weapon == "pd" then
     gr.drawString("  PD Turret: " .. targetname)
@@ -475,4 +478,4 @@
 BettyOverride = false
 ]
 
-#End
\ No newline at end of file
+#End

This may fix some other crashes, since the current script will throw -1 into certain array indexs which is a good way to read garbage from memory.

Also, just as a minor cleanup, the Hedetet seems to have too many turrets defined in the mission.  This should remove those warnings:
Code: [Select]
$ diff -u Lopez.fs2 /tmp/Lopez.fs2
--- Lopez.fs2 2014-05-15 02:42:31.000000000 +1000
+++ /tmp/Lopez.fs2 2014-05-18 11:42:48.714094551 +1000
@@ -7950,18 +7950,6 @@
 +Subsystem: turret13
 +Subsystem: turret14
 +Subsystem: turret15
-+Subsystem: turret16
-+Subsystem: turret17
-+Subsystem: turret18
-+Subsystem: turret19
-+Subsystem: turret20
-+Subsystem: turret21
-+Subsystem: turret22
-+Subsystem: turret23
-+Subsystem: turret24
-+Subsystem: turret25
-+Subsystem: turret26
-+Subsystem: turret27
 $Arrival Location: Hyperspace
 $Arrival Cue: ( is-event-true-delay "Cue Zods 1" 0 )
 $Departure Location: Hyperspace
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 17, 2014, 09:24:14 pm
It was really awesome, captured Lopez and the hopelessness of the situation perfectly, I feel.
The music was fantastic. Can I ask the sources?

My only gripe is that sometimes the bombers don't attack what I want them to attack. They just get close to their target and stare at it.

Look in the readme, in the mod folder.

Agh, the pacifist bombers won't stay down! :banghead: I dunno why they do that (yeah, I say "I dunno" a lot).

----------
niffiwan, how do I apply patch?  :blah:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on May 17, 2014, 09:40:21 pm
Ah sorry, that wasn't very helpful of me.  Here's the files with the patches applied:

http://www.mediafire.com/download/vo7yz5n5d2fp5hd/battlecaptains-gtva-patchedfiles.7z (http://www.mediafire.com/download/vo7yz5n5d2fp5hd/battlecaptains-gtva-patchedfiles.7z)

If you haven't changed either of the files since your latest release then you should be able to copy them over your existing "master copies" of the files. If you have changed them since the release, then manually replacing the lines starting with "-" by the lines starting with "+" is probably the best - the changes are fairly simple. Otherwise you can send me a copy of the latest files and I can update them for you.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 17, 2014, 10:18:28 pm
Thank you very much, niffiwan.

Battuta, would you be willing to tell me what SEXPs I should use to better balance the Lopez mission for harder difficulties? I'd like to incorporate said balancing into patch 1.2.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 17, 2014, 10:26:53 pm
You'll need to test it on harder difficulties to smooth it out exactly, but: the biggest difference is that the player gets reduced magic damage soak on Hard, and no magic damage soak at all on Insane. In a fighter, players can compensate with evasive maneuvers and careful engagement, but capships can only use positioning and raw DPS. So the easiest way to balance is simply to give the Carthage a bit more armor or more HP on higher difficulties. (The mission's difficulty will then be primarily changed by enemy fighter and bomber behavior.)

You can use the difficulty detection sexp (difficulty-greater-than? something like that) to set the Carthage's armor up a bit on Hard and Insane. Probably worth not totally compensating for the increased incoming DPS, so the mission still gets meaningfully harder. And don't forget to alter the reset event for the ECM Burst ability so it sets the Carthage's armor back to the appropriate type.

I forget exactly what the damage sink factor on Medium and Hard is - that'll be important to know.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 17, 2014, 10:50:02 pm
Thanks. Does anyone else know how damage scales on different difficulties?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on May 17, 2014, 11:14:24 pm
If we trust the wiki (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl), it's as follows:

Code: [Select]
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1

i.e.
Very Easy: 75% damage soak
Easy: 50% damage soak
Medium: 35% damage soak
Hard: 15% damage soak
Insane: 0% damage soak

Also note there are other factors, including refire delays which further benefit the player on anything except insane.

(And you should probably check the BP ai_profiles table since that's one of the things that the Fury AI modifies)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on May 17, 2014, 11:44:50 pm
Big anti-capship weapons have their refire delays normalized in BP.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Rheyah on May 18, 2014, 04:06:26 am
It was really awesome, captured Lopez and the hopelessness of the situation perfectly, I feel.
The music was fantastic. Can I ask the sources?

My only gripe is that sometimes the bombers don't attack what I want them to attack. They just get close to their target and stare at it.

Look in the readme, in the mod folder.

Agh, the pacifist bombers won't stay down! :banghead: I dunno why they do that (yeah, I say "I dunno" a lot).

----------
niffiwan, how do I apply patch?  :blah:

Are you giving a disarm command at some point?  That seems to cause bomber attacks against capships to go into a fail state.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 18, 2014, 08:41:53 am
It was really awesome, captured Lopez and the hopelessness of the situation perfectly, I feel.
The music was fantastic. Can I ask the sources?

My only gripe is that sometimes the bombers don't attack what I want them to attack. They just get close to their target and stare at it.

Look in the readme, in the mod folder.

Agh, the pacifist bombers won't stay down! :banghead: I dunno why they do that (yeah, I say "I dunno" a lot).

----------
niffiwan, how do I apply patch?  :blah:

Are you giving a disarm command at some point?  That seems to cause bomber attacks against capships to go into a fail state.

There's an event that gives bombers disarm commands whenever you tell them to attack an enemy capship that's not a Rakshasa.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 18, 2014, 02:17:59 pm
Patch 1.2. This should hopefully fix most of the bugs that people have been complaining about. Try it and tell me if I need a patch 1.3 before I re-upload the campaign in the OP. Please say no.

[attachment deleted by an evil time traveler]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on May 18, 2014, 03:36:24 pm
No bugs so far, but although the Hera...the Aten you're task to guard survives, after killing the artillery cruisers and the surviving TAG-spotters jump out, I get the failure message...but the Aten cruiser jumps out merily a few seconds later.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on May 18, 2014, 07:24:42 pm
Patch 1.2. This should hopefully fix most of the bugs that people have been complaining about. Try it and tell me if I need a patch 1.3 before I re-upload the campaign in the OP. Please say no.


I presume I put those two downloads in the data/tables and data/missions folders of the campaign folder respectively?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 18, 2014, 07:52:48 pm
Patch 1.2. This should hopefully fix most of the bugs that people have been complaining about. Try it and tell me if I need a patch 1.3 before I re-upload the campaign in the OP. Please say no.


I presume I put those two downloads in the data/tables and data/missions folders of the campaign folder respectively?

 :yes:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: MutchDuffin on May 21, 2014, 06:22:41 am
Hi guys, I keep getting a weird bug that no one else has reported as of yet on the forum. When I launch the campaign, both Servanti and Lopez, I get a bug reffering to the command briefing, and whe nI press ok to go into the debugger the entire briefing wont respond to mouse control, I can't press continue or browse through the briefing. The odd thing is that I can still browse with my arrow keys on the keyboard, but I can't continue to the briefing.
Bug report:
Could not load in 2_CommandBrief-mb!
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC1_SSE.exe! <no symbol>
fs2_open_3_7_2_RC1_SSE.exe! <no symbol>

Other stuff:
Downloaded the latest version, just over half an hour ago, tried it with "fs2_open_3_7_0, fs2_open_3_7_2_RC1_SSE and fs_open_3_6_17_SSE2_BP"

I'm not having this error when I try to play the main FS2 campain with the afformentioned launchers
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: The E on May 21, 2014, 06:44:25 am
This bug is usually caused when the 3.6.12 MediaVPs are not installed correctly.

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: MutchDuffin on May 21, 2014, 06:56:39 am
Thanks in advance for looking into it. When I tried it this time it just crashed when I pressed OK to break into the debugger.

The log is attached

[attachment deleted by an evil time traveler]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: The E on May 21, 2014, 08:08:35 am
You are missing the MV_root file. Get it here: http://mvp.fsmods.net/3612/MV_Root_3612.zip
You will also need the patch file for it: http://mvp.fsmods.net/3612/MV_Root_Update.zip
Download, unzip, and place the .vp files in the mediavps_3612 directory.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: MutchDuffin on May 21, 2014, 10:34:26 am
YEs it works perfectly now, many thanks!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on May 21, 2014, 04:27:50 pm
Also, you should use this binary: fs2_open_3_7_2_RC1_SSE, the other one won't work correctly.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: IcemanFreespace on May 21, 2014, 05:49:02 pm
I have a bug where after killing two Ravanas nothing happens after that.
Also, after loading from checkpoints, the fighter/bomber wings get completely replenished.

Applying patch 1.2 now.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: fierceeffect on May 24, 2014, 02:53:43 pm
hmm on the aegis mission getting this error" (no time to bleed worked fine for me)  Any suggestions

Code: [Select]
Unrecognized operator.

In sexpression: ( and
   ( is-event-true-delay
      "Cutscene5 - Warp, Fade Out"
      0
   )
   ( not ( player-is-cheating ) )
)
(Error appears to be: player-is-cheating)
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_19_SSE2_BP.exe! <no symbol>
fs2_open_3_6_19_SSE2_BP.exe! <no symbol>
fs2_open_3_6_19_SSE2_BP.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
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Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 24, 2014, 02:57:56 pm
hmm on the aegis mission getting this error" (no time to bleed worked fine for me)  Any suggestions

Code: [Select]
Unrecognized operator.

In sexpression: ( and
   ( is-event-true-delay
      "Cutscene5 - Warp, Fade Out"
      0
   )
   ( not ( player-is-cheating ) )
)
(Error appears to be: player-is-cheating)
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_19_SSE2_BP.exe! <no symbol>
fs2_open_3_6_19_SSE2_BP.exe! <no symbol>
fs2_open_3_6_19_SSE2_BP.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>

You need a recent build, with the BP compatibility stuff, because it uses a fairly new SEXP.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on May 25, 2014, 09:17:26 pm
Can you tell us what kind of ship we'll be flying for Steele's mission? :D
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on May 25, 2014, 09:24:55 pm
Can you tell us what kind of ship we'll be flying for Steele's mission? :D

GTF Erinyes. If you read the intel entries, Steele was a fighter pilot back when he flew his mission.

-----------------------------------

Because of various reasons, I probably won't be releasing the next Battle Captains missions for a while.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Finlander on June 03, 2014, 06:15:54 am
Um... Can has more cap ship mission...? ._.

Btw i love thease kind of missions... ever since i picked up Freespace 2 years ago i'v been crying myself to sleep wishing that something like this would come out... Now that a few missions are out i want moar! MOAR I SAY MOAR!

Anyway nice work with the mission i got my ass kicked a few times... but 1 small issue i noticed was that even though the bombers start to attack the ravana they dont seem to care about the beam turrets... so here's a question.. when i order the wings to attack the ravana should i just order them to destroy my target or disarm it? Which of the commands breaks the bombers? XD

Like you prolly noticed i love cap ship missions and you've done a damn good job to make me want even more! XD

Edit: Btw it prolly sounded like i started demanding you to do this and that but i didnt mean it that way even though it probably sounds like that... I'm just hoping / praying that you could make more thease kind of missions. :3
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on June 03, 2014, 10:14:15 am
I assume you've played 'No Time to Bleed' (Lepanto's first), 'The Blade Itself', and 'One Future'?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on June 03, 2014, 10:59:34 am
Thanks for the positive feedback. :)

I'm afraid I won't be doing more Battle Captains for a while, because  I have a ton of other stuff to work on first.

The bombers not disarming turrets is a known coding bug. For now, just work around it, I guess;  there's an event that automaticallly orders any bombers attacking most capships to disarm their turrets, so different orders won't work.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on June 03, 2014, 12:03:00 pm
Your sig will cause enormous migraines and irrepressible urges to correct and educate for anyone with training in math, philosophy, or formal logic  :(
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Luis Dias on June 03, 2014, 12:10:33 pm
nothing is true everything is permitted
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Finlander on June 03, 2014, 01:33:40 pm
I assume you've played 'No Time to Bleed' (Lepanto's first), 'The Blade Itself', and 'One Future'?

if that question was pointed at me then yes for "No time to Bleed" and "The Blade Itself", but i havent heard anything about "One Future". So uh... What is it? XD
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on June 03, 2014, 01:46:45 pm
It's a mission in BP2's Act 3 that puts you in command of a Custos-X patrol cruiser.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on June 03, 2014, 01:53:38 pm
Let's have THAT debate at another place and time.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Finlander on June 03, 2014, 02:02:46 pm
It's a mission in BP2's Act 3 that puts you in command of a Custos-X patrol cruiser.

In that case yes i have... but thease are just single missions... Even the No Time to Bleed mission felt way too short. I enjoyed the chance to play with a deimos class corvette 110% but it felt like the mission was over in a flash. Oh and you seriously need to do something about the damn nebula. XD One other thing i noticed is that supposedly i'm constantly colliding with something in the Lopez mission. The damn warning is screaming 24/7 "COLLISION! COLLISION! YOU'RE HITTING SOMETHING IDIOT COLLISION!"..... Wait... i'm actually smashing the carthage into my own fighters? XD
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on June 03, 2014, 02:06:23 pm
Yeah, you're just hitting your own strikecraft wings. They orbit rather close to the Carthage, because I changed the model's radius so as to zoom the camera out to a better distance.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Finlander on June 04, 2014, 10:43:17 am
I was wondering... Would it be possible to somehow mod a "survival"ish/ defend 'till death mode for freespace 2? You know with you flying caps ships?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on June 04, 2014, 10:51:07 am
Yes, it's not hard - it'd just be a gauntlet mission, but with the player(s) in capships.

We even built multiplayer capship command missions for the BP Multi project.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Finlander on June 04, 2014, 02:48:53 pm
Yes, it's not hard - it'd just be a gauntlet mission, but with the player(s) in capships.

We even built multiplayer capship command missions for the BP Multi project.

Zomg! I didnt even know that the Freespace 2 multiplayer scene existed anymore.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on December 25, 2014, 08:07:43 pm
Merry Christmas, one and all! IOU a slightly-belated stocking stuffer.

If you, perchance, always wanted to fly a Sanctus as everyone's favorite
Spoiler:
Shambala-building
hippie space admiral, then you are in luck!

If not, then TOO BAD, because . . .

(http://i.imgur.com/FxssOGv.jpg)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: niffiwan on December 25, 2014, 10:02:17 pm
Wooooh! I can't wait to play it :)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: AdmiralRalwood on December 26, 2014, 12:59:44 pm
Would this happen to be an INDRA exercise?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on December 26, 2014, 03:49:29 pm
Would this happen to be an INDRA exercise?

Yes, indeed. No other reason for UEF ships to be firing at each other here. :)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: AdmiralRalwood on December 26, 2014, 04:13:30 pm
Well, it could be some other fleet exercise. ;)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on December 26, 2014, 06:14:53 pm
How would you say the difficulty of this compares to the previous two BC releases?  Most advised to play Severanti on Medium but Lopez on Easy/VE.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on December 26, 2014, 06:23:26 pm
How would you say the difficulty of this compares to the previous two BC releases?  Most advised to play Severanti on Medium but Lopez on Easy/VE.

Try Medium, I'd say.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on December 26, 2014, 07:30:39 pm
Anyways, it looks awesome.  Available for download soon I take it?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on December 26, 2014, 08:36:14 pm
Thanks, my loyal fan! :) I'll hopefully finish by New Year's, but no promises.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: CT27 on December 27, 2014, 12:47:44 pm
Thanks, my loyal fan! :) I'll hopefully finish by New Year's, but no promises.

niffiwan has also stated he looks forward to playing it, so doesn't that mean you have two fans?  ;)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: X3N0-Life-Form on December 27, 2014, 01:38:45 pm
Oh, I thinks he's got a bit more than 2 fans ;)
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: TechnoD11 on December 27, 2014, 04:33:07 pm
Oh, I thinks he's got a bit more than 2 fans ;)
3?    :lol:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: WorldsDawn on January 04, 2015, 10:11:25 am
Sorry if i have to summon the elderly ghost of the FSO engineers again, but my game keeps crashing every now and then. ;_;
I can't narrow it down, it happens on complete random events and played time.

I already reinstalled the game (i use the Steam version), downloaded all the files again and applied the files from niffiwan (the one with the "too many turrets on the Hedetet)
I already tried out 3_7_2_10997 and the 3_7_1_20141223_r11204 build...
I honestly hope i didn't do anything too stupid, the error must come from somewhere/one right?  ;)

Graphics Driver is up to date.
Here is my .log :

Plz hulp meh! D:

[attachment kidnapped by pirates]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: tomimaki on January 04, 2015, 02:57:56 pm
Update blueplanet, blueplanet2 and download mediavps 2014. Use FreeSpace Open Instaler (http://www.hard-light.net/forums/index.php?topic=87537.0) or download them manually.


After some thought...
BattleCaptains-GTVA needs mediavps_3612 but newest bp and bp2 need mediavps_2014, so maybe there is conflict? :confused:
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on January 04, 2015, 05:23:45 pm
Go to the BattleCaptains-GTVA folder, and open your mod.ini. Change the "mediavps_3612" line at the bottom to read "mediavps_2014". See if that works. Sorry for the inconvenience.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: WorldsDawn on January 04, 2015, 07:08:49 pm
Thx for your help. I will do your suggestions :)

The installer said all my mods and mediavps are up to date (but i downloaded them again just to be sure)
Game still keeps crashing unfortunately :(
After some testing i could maybe narrow it down a bit:
Most of my crashes were directly after the Cain class cruisers (the first wave) were destroyed, maybe that helps :)

No problem Lepanto. First we have to determine if it's a problem caused by my foolishness or a mod related problem ;)

[attachment kidnapped by pirates]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on January 08, 2015, 08:30:20 am
I still have the antipodes problem, but I'm currently playing again.
First crash happened after the Moloch was destroyed, I think I was giving orders to my bomber wings to return into escort position...
Second attempt I did nothing when the Moloch went down and the game kept running...
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Lepanto on January 08, 2015, 05:39:11 pm
I still have the antipodes problem, but I'm currently playing again.
First crash happened after the Moloch was destroyed, I think I was giving orders to my bomber wings to return into escort position...
Second attempt I did nothing when the Moloch went down and the game kept running...

Oh, hi!  :) Try again with the BP compatibility pack (even if you can run the BP build just fine) and see if that fixes anything.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: emark4 on February 14, 2018, 08:03:50 pm
Does anyone know how to get this mod to work? The game keeps giving me an error regarrding the Solaris cap ship at launch and now Im unavle to load the mod.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: General Battuta on February 14, 2018, 11:58:58 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: emark4 on February 16, 2018, 03:59:26 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

Here it is. Something about the player used version of the solaris...

[attachment stolen by Russian hackers]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: AdmiralRalwood on February 17, 2018, 03:48:07 pm
Code: [Select]
-mod BattleCaptains-GTVA,blueplanet,blueplanet2,mediavps_2014
Oh... looks like Battle Captains predates the BPC release, so it's still looking for the seperated mod folders for AoA and WiH. You should be able to just change the mod.ini to point to "bpcomplete" instead.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: hardcorecrush on February 26, 2018, 04:53:28 pm
Hi

I too seem to have problems launching this mod.  Log file attached

I already changed mod.ini to use bpcomplete.

I tried both using a 3.7.4 build and a 3.8.0 build, both crashed during startup.

Any suggestions?

[attachment stolen by Russian hackers]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Rogue Assassin04 on February 27, 2018, 12:49:57 am
can anyone upload this to knossos?
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: AdmiralRalwood on February 28, 2018, 02:13:32 pm
Hi

I too seem to have problems launching this mod.  Log file attached

I already changed mod.ini to use bpcomplete.

I tried both using a 3.7.4 build and a 3.8.0 build, both crashed during startup.

Any suggestions?
Both of those are non-fatal Warnings and can be continued past.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: hardcorecrush on March 02, 2018, 12:28:03 pm
Continued past the first few warnings about the "Invalid armor name" which made it past the intro movie and into the main screen. But when switching to either of the "Captains" campaigns I receive an error.
New log file attached.



[attachment stolen by Russian hackers]
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: AdmiralRalwood on March 02, 2018, 01:51:05 pm
Code: [Select]
Error: Could not load in main hall mask 'BP1-Mainhall1-m'!
Ah, the mainhalls mask files were unified, and also changed to a vertical (instead of horizontal) layout. You can try throwing the old BP1-Mainhall1-m.pcx file into the mod's \data\interface\ folder and then taking care of whatever other problems show up, or you can wait for somebody else to go through the effort of porting this mod to the latest version of BP.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: hardcorecrush on March 02, 2018, 11:40:52 pm
Got it to run using the old BP files. It loaded into the nebula mission fine, but the performance feels a bit sluggish.
Thanks for the help
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: PIe on May 03, 2018, 10:15:03 pm
I uploaded this to Knossos with the missing mainhall file included.  However, the mainhall buttons aren't visible but can be moused over at the top of the screen.  If anyone has a fix for this, send it to me.  Also, because the missions were FREDded awhile ago, they may be broken or unbalanced now.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: emark4 on May 03, 2018, 10:19:29 pm
I uploaded this to Knossos with the fixed mainhall.  However, because the missions were FREDded awhile ago, they may be broken or unbalanced now.

Yay! Thanks a bunch!
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: manwiththemachinegun on August 24, 2018, 07:21:24 pm
An updated version of this would be cool to play, after trying the previously suggested methods of directing the launcher to bpcomplete and clicking past the invalid errors, I still can't get the missions to play. Also crashing at the halls graphics.
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: crizza on November 05, 2018, 04:38:20 am
This runs more or less stable with Knossos, but the Checkpoint system produces errors and the Lopez mission downright crashes when the Ravana jumps in.
But: Are the missions somehow locked? I extracted them to look at the mission in FRED and for the love of god, I can't open them.
Edit: Silly me, I just realized that I had to use FRED via Knossos and not retail FRED :D
Title: Re: Blue Planet: The Battle Captains (Fan Campaign)
Post by: Buckshee Rounds on November 05, 2018, 07:17:27 am
Battle Captains works for me, but there are errors. The Severanti mission needs rebalancing - your fighters get squished almost immediately and they can't be issued any orders. The Lopez mission works up until the first checkpoint - things get weird from there, once the Ravana shows up Carthage becomes invincible. You can charge at the last two Ravanas, get repeatedly skewered with LReds and laugh it off.