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Hosted Projects - FS2 Required => The Aftermath: Reboot => Topic started by: herkie423 on February 28, 2016, 11:01:29 pm

Title: SOON TO BE RELEASED: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on February 28, 2016, 11:01:29 pm
(http://i63.tinypic.com/2h83k20.jpg)

CONCEPTION

When I was working on this project four years ago, I wanted to make a pure all out shooting game. And that's not all, the missions here require a strategy just like basketball. Stray off from the objectives and you will surely lose the mission. However, in some missions, just to shake the minds of potential gamers, I sadistically, deliberately placed objectives that are utterly useless and a different, radical strategy is the actual solution and they will just have to figure that out and improvise. Which is actually the same with real life. You're superior officers tend to make bad calls (they often do) and its up to you to set it right. I was once with the military, The Philippine Marines, when I was younger before I discharged myself. I knew what it is like fighting a war, skirmishes that I had with the Mindanao insurgents. A number of my friends got killed, I was wounded myself. So I tried to incorporate what it felt like here in this game (whew, I must be insane). You will find that it will be overwhelmingly challenging like a real war. And its not just a war, its an epic, you'll be smacked in the middle of a galactic war. Hundreds of fighters, endless waves of them. Numerous big ships involved. To other gamers, it would seem like a chore. Well, it wouldn't be an epic if we only have 2 to 4 enemy wings to deal with, would it?

But then a pure all out shooting game is not enough. Everything must be justified in a story line. The story might be effective if I had adequate CG programming skills, I just do not have that talent nor can I make it in a FRED cut scene. I might make the dialogues in a mission but I feel it will just be dull. I wanted action, avoiding long dead air in a combat mission. In dogfights, there is no time for small talk. The only solution for that is to put the story in the briefing screens, we could place the dialogues there. That would be a good idea ---But no.

In the end, I decided why not just go back to the tradition of Freespace 2 where command briefings will give you the current news of what's happening and the briefing screen is what it was intended to be. Now, that was a challenge. Then it hit me. Why not make a sequel from FS2? And not only reading or watching or playing the story of John Richter. This time, the gamer (you) is John Richter. Placing you in the seat of the character. Where the Command briefings and the briefings and the in-game dialogues are directly addressed to you. And the missions themselves are the story line that you get to experience first hand. Not just reading about an obscure mercenary. You get to play the role and as the missions unfold from a seemingly unrelated chain of sorties, you will suddenly find yourself playing an important role in a war campaign that will decide the fate of the GTVA and becoming the greatest hero of mankind. That is if you survive the nerve-racking missions.

The "Battle of Endor" type missions (BoE) were indeed problematic as it involved a number of destroyers and more than a hundred fighters. I wanted to depict the missions effectively in an epic scale without sacrificing PC performance and game stability. That is also the reason why I only use models with fair number of polygons, models that are not too heavy (and my computer is not that high end). Usually in BoE missions, player actions don't account much because all hell brake loose. But I designed those missions in such a way that your decisions and strategy will spell the fate of
your fleet. Leadership is the key. Command your wings, you're not alone out there.

THE OLD VERSUS THE NEW

The original release of the Mod was flawed and crappy beyond reason. I was a newbie at that time. There were tons of details that I had overlooked, from mission scripting, model errors, to grammar and spelling. Those feedback in the forum were indeed helpful and I am thankful for those posted those comments. I have learned a great deal. Because my mod was dependent on the Blue Planet releases, I got a message from one of the creators saying that their mods were updated constantly and that means "The Aftermath" will be broken. I got discouraged and did not update my mod anymore considering my meager knowledge in mod making at that time. Actually, Cyborg17 made a compatibility fix for the mod and he have done a great job. I was inactive for about three years...or maybe four...Crap! I cannot even remember when I first release my mod. Until one day I happen to visit the HLP site and I found posts and comments about "The Aftermath" and the credit, of course, goes to CT27. Players were downloading this. I had requested SectorGames to take the mod down but, apparently, they didn't. And that got my attention. So I decided to resurrect the mod and did a lot of research and testing. Cyborg17 have already fixed most of the model issues, so I used his compatibility fix. After about a month, I have managed to release "The Aftermath" from its dependencies, the Blue Planet mods (that's when I made the post about the mod in the HLP forum). From then on, everything fell into place, modifications, grammar and spelling editing, re-balancing. It is also at this time that Cyborg17 offered his help in model fixes and testing. So I am no longer alone in this endeavor. The changes from the original are huge. I have modified the look of the game interface, the screens and their buttons (edited individually more than thousand of them) but not the layout, if only I have control over that. Ten in-game soundtracks, seven briefing music, and 1 main hall music were added (I will add one more main hall music in time). I have made tech anims (full motion) for the new weapons and CB anims for each missions with a command briefing (only static images, it will take me forever to do almost fifty of them in full motion). I have made a new look for the loading screens and loading bar. The radar blip issue is also fixed, the new ships will have radar icons. I have also replaced some erring models that even Cyborg17 can not fix, models with assert errors that crashed the game. As of now, the models no longer register an error (thanks for the Debug). There are new ships as well because the campaign will be expanded further, new missions will added because I noticed a hole in the plot. The missions themselves are fixed, some are re-done and some are scrapped. The entire mod itself has grown from 200mb to 1.5gb. There are still a lot changes which I cannot keep track but I have tried my best to put them in a list below. This release will be the third version and it is almost done. As of now, I am editing the missions then sending them to Cyborg17 for further testing and if I have extra time I will try to make some animation elements for the main halls.

CHANGES IN THE MISSIONS

Missions in Act 1 were re-ordered the second original mission was junked and replaced. Player can jump out mid-mission but with consequences (but in later missions, the player cannot jump out without authorization). Loadouts were adjusted so that it would realistic. I did what I could to correct the grammar and spellings. But I know there will be errors that I overlooked. Some changes in all the briefings were also made. Enemy wings are properly designated except in later epic missions where there will be hundreds of fighters, I don't think I can do that without running out of wing names. The GTVA command will actually mention it sometime in the campaign (although, I do have a list of 297 possible wing names). So in these crazy missions I designated the directives by "squadrons" and not by "wings." What will happen if I did named them by wings? I will have a long list of "directive" events in my editor and not more than 6 (or is it 7?) directives will be shown in the monitor. If I have to re-spawn the enemy wings, I will hide their names like I did in the first mission. I got a feedback before from a player noticing the same wing popping up again and again. There will be numerous fighters in important missions but the priority targets will be designated and directives will be added only if they are relevant. If players get distracted with these unimportant enemy wings ("mission fillers" or "mission populators" is what I call them) and not concentrating on the objective, they might fail the mission. Well, that is the point in all of this. But players need not to worry for I have made full use of the "recommendation" feature. There will be hints.

I also have a plan for two more campaigns and they will be related and intertwined with the main campaign, their plots will cross-crossed each other. I will work on them as soon as the mod is released.

LIST OF MODIFICATIONS:

   --All the models are fixed. Thanks to Cyborg17
   --Changes were made to the new beam weapons. new look and sound.
   --new projectile textures and sound for the new weapons.
   --A complete new look for the interface, their screens and their buttons. It took me a
     month to edit more than a thousand buttons and elements. I can not just duplicate the
     images because each of them is "unique" (map sizes and placements); the alignments will
     be affected. If I have total edit control over these interface elements, I could create
     an entirely new layout.
   --added 10 new fully working soundtracks, 1 Mainhall background music and 7 briefing music.
   --Enhanced the medal images for the Medal Box and a new medal screen of course.
   --Added a Colors.tbl table. I changed the font colors to coincide with the new interface.
   --Added shield icons for assets that used generic ones.
   --Added Briefing Icons for the prototype ships (except the cruisers), new installations
     and new shivan ships.
   --New loading screen with new loading bar animation. There will be two load screens per Act.
   --New "opening title" image for the the "Intro" mission
   --The cut scenes were adjusted. When I tested them , they did not run as I have expected. All of them!
     Probably because of the SCP update and I used a crappy computer when I first made them.
   --Refined some of the background images and replaced with new ones.
   --Replace the corvette "Serenity" with a new ship.
   --Replaced the model for the GTT Damascus (table modified).
   --Replaced the model for the Warlock with the newly released version (table adjusted accordingly)
   --Replaced the model for the cruiser "Adamant."
   --Added ship: GTC Minos patrol boat. I am already thinking of a sub-campaign where players
     will be able use this.
   --Replaced the model for the "Royal Sathanas" with the updated MediaAVP version and I made
     new textures for it (just the color hue of the ship's hull but I have made strides to
     it's glow maps to make it "royal-like" and distinguishable.
   --added a "low-poly" Sathanas. The new Sathanas is highly detailed (63mb model, yikes!) and
     there is one mission where I have used dozens of these at the same time. It was heavy for
     my computer.
   --Added a Shivan Nahema bomber and its Shivan weapons that can be used by players
           (table entries adjusted). There will be missions for this.
   --A little editing with map texture of the XJR Phantom and the TF Tiger (just their badges).
   --Added radar icons to the Aftermath assets.
   --New shield icons for ships that used generic ones





Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Mammothtank on February 28, 2016, 11:26:24 pm
Awesome! What is the GTC Minos though? Never heard of it.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on February 29, 2016, 01:20:22 am
A model that I have downloaded from ModDB. Its the custos. I believe it is also present in BP2. I'm not sure because I haven't downloaded the new Blue Planet mods
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on February 29, 2016, 01:19:26 pm
Looking forward to playing this again.  It will be fun to fly as Strike Group Alpha again. :)

"Aney, Unborn Child" will still be a music track in this correct?
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Lepanto on February 29, 2016, 03:47:59 pm
Well. Let's see how this goes. :cool:
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on February 29, 2016, 10:09:35 pm
The Unborn Child is still there.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: woutersmits on March 01, 2016, 07:19:36 am
if it needs to be tested email me
[email protected]
or send through Skype WouterSmits
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Lepanto on March 01, 2016, 10:04:06 am
Herkie, to warn you, wouter is incompetent. Find better testers.

I'll test if you can't find anyone else.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on March 01, 2016, 04:52:37 pm
Hah :P. I remember it was quite fun campaign. Unfortuantely I wasn't able to pass through some mission because of some unknown error or something. Too bad, because I remember playing as HTL Darkness with railguns and I really want to try this out. I hope this time you guys give us something bug free :).
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 02, 2016, 06:10:10 am
To Lepanto: You have been helpful for you feedback (in CT27's Post). I have applied those while re-editing my missions. I have made big strides in revamping my campaign. Cyborg17 have tested Act 1 (5 missions) and Act 2 (6 missions) and so far no bugs. But I am grateful for more testers. The more the merrier. I am going to give you the links for the downloads but will take me sometime because the entire mod is 1.5gb . In my place the, internet is ridiculously slow plus the power interruptions.  I will contact you.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 02, 2016, 06:28:06 am
I still want to update my models to make it more detailed. At least, models that are less than 5mb (at par of the old titan or models from the latest MediaAVPS). My missions involves multiple destroyers.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on March 02, 2016, 01:16:40 pm
A small piece of advice:  after the campaign is fully ready to be released, contact Goober5000 about getting the campaign added to the Freespace Open Installer.  That would help more people be able to see the campaign.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 05, 2016, 05:14:54 am
I am currently working on the Act 3 missions (10 missions). Most of the missions we be completely re-done but the story line is still there albeit more reinforced. There night be some in-game jumping in some missions as well as the use of Nav point autopilot system just like in Wing Commander. But if those features prove to be annoying to me, I will scrap them. I can work 3 missions in one day, designing, debugging (with debugging SEXPs), and testing. The campaign had 7 acts, previously but it will be expanded.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on March 05, 2016, 12:52:11 pm
Sounds cool. :)

You stated the Warlock will be changed to the newer version.  Are you going to keep the Titan destroyer and Raynor (though the Raynor is now called Erebus) as they were or change them to their newer versions too?
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 06, 2016, 06:49:49 am
No, out of respect I will not use their updated model. The old Raynor and the Titan are still good. I have to consider PC performance since most of the missions involves multiple destroyers. The old Raynor is still decent in terms of detail but I am replacing  the Galileo. I have downloaded a replacement with  a good model with good polygon detail.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on March 06, 2016, 07:33:08 am
New models have suprisingly good performance, due to texturing methods. Original Raynor and Titan are tilemapped. Refreshed models from BP are UVed, and uses single texture for entire models [minus separate textures for turrets etc.]. I think you may give them a try and see how multiple Erebuses and nuTitans affect actual game performance.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: AdmiralRalwood on March 06, 2016, 01:19:18 pm
You are, however, more likely to run out of memory (and get "malloc failed" errors) using the new ships with their massive textures.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on March 07, 2016, 05:37:55 pm
This campaign announcement was in the HLP March 2016 Newsletter.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 08, 2016, 06:38:12 am
Really? I didn't know that....Well, the pressures on me now. I have to make this a great campaign. Can you give the link of that News Letter?
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Black Wolf on March 08, 2016, 07:39:03 am
It's the latest item on the HLP homepage - http://www.hard-light.net

Direct permalink: http://www.hard-light.net/news/article/hlp-newsletter-march-2016
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 08, 2016, 09:22:19 pm
A million thanks to the people of HLP for posting this thread in their newsletter. I am overwhelmed.  :)
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Axem on March 08, 2016, 10:25:30 pm
Any substantial progress gets a mention in the newsletter. Hard work deserves a spotlight. :)
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on March 08, 2016, 10:31:37 pm
Get used to it :). Newshounds are always hunting for good stuff to show. As long as you post cool, eyecatching updates you can count on Axem and others to mention that. Along with highlights, it's a cool way to promote your work. Newsletters are one of the best things here.

Yeah, good stuff... That's why mine is present in almost every one :P.


Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 09, 2016, 02:29:15 am
Thanks...The mod assets are done. But most of my models are still the old ones (I'm worried about that) except for some fighters and bombers and some destroyers including the Royal Sathanas. I may be able to update the Raynor and Titan models with a newer release (not Erebus) if I can have them and I may have to edit their textures for consistency reasons. Although I'm still learning, researching, and experimenting the arcane art of making normal maps and shine maps. Right now, I am concentrating in fixing the ten missions of Act 3 and "honing" my skill in "normal" and "shine" mapping. If only I have skills in model making, I have some ideas in head that I can only draw on paper.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 20, 2016, 01:33:05 am
I tried the Erebus and the new Titan and ran one of the missions, "The Battle of the Bulge" where there is at least 1 Lucifer, 4 Ravanas, a dozen Molochs head to head with the Excelsior (Erebus), the Titan (new model), and the Hercules destroyers plus hundreds of fighters from both sides. The result, I got an FPS of 22 and a minute later, the game crashed. I ran out of memory. My PC is not strong enough. It's too bad because I love new Raynor's and Titans.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: procdrone on March 20, 2016, 11:43:21 am
my opinion. Never do a "soon to release" thread - you do not have any marketing thing to fuel, and it only tends to create pressure.
Title: Re: SOON TO RELEASE: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 28, 2016, 03:28:37 am
OK. What is this "marketing" thing that I should fuel?  By the way, I took down the "soon to release" line in the post as this project will take long as expected. The Excelsior (Raynor), the Chimera and Bellerophon corvettes are replaced with the new versions which means the other corvettes in the 7th BG will pale in appearance because they are old models. I may have to update or replace them as well. I still can't get the new Titan. More researching is needed.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on March 29, 2016, 08:00:48 pm
I could be wrong but I'm guessing he means something like 'don't post something is 'soon to release' unless it is actually fairly close to completion'.


Good luck on all this model work you're doing; I'm really looking forward to the reboot. :)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 30, 2016, 02:45:21 am
Ah. I thought so. He's right, you know. Well, it was close to completion until I decided to update to my outdated models (not all of them, just 7th BG). As of present, I found good models for the other two corvettes and currently editing their texture maps and their normal and shine maps. It will take me at least 3 days. I will post screen shots when I finish. Hey, CT. Do you know a link where I can get the NuTitan? I searched and I can't find it. The Titan is the only one left to complete the 7th BG.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: AdmiralRalwood on March 30, 2016, 03:09:38 am
I don't think it got a separate release like the Erebus, but you can just extract it from Blue Planet Complete.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on March 30, 2016, 01:44:47 pm
Herkie, I looked and unfortunately I couldn't find a download link for the newest Titan.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on March 31, 2016, 02:25:50 am
Yeah. Its like the good admiral said, it doesn't have a separate release. So, time to download the BPC. This will be awesome, inspite of my super slow internet. 
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 02, 2016, 05:00:55 am
PROJECT UPDATE

Well I have updated the Raynor and the two corvettes with the new models, Erebus and the new Bellerophon and Chimera. For story consistency, I have modified their looks (diffuse, normal and shine maps) without degrading their appearance. The other corvettes in the 7th BG are also replaced and with new looks (I have some screen shots below). With some adjustments of my GPU drivers and shared RAM allocation, my computer is able to withstand the brunt of having multiple high poly models in-game. I made a test mission involving 5 Sathanas, 5 Erebus, 5 other destroyers and 200 fighters. I have an FPS of 45, that's probably OK. Anyway, I will no longer be using the "Time elapsed" SEXP as it would create an "event anomaly" if the PC is having frame rate issue. I have also made several tech entries of the which one is a sample below:


"The Proteuz Mandate


The fall of Capella was the pinnacle moment that effectively ended the Second Shivan War --- as most would want to believe. But those who had witnessed the battle only knew of one bitter truth that the obliteration of that system was not a victory. After the half-hearted celebrations and revelry, the GTVA leaders went back to work in the rebuilding and feverishly researching new technologies to build superior ships and new weapons prevailing upon a haunting notion that our nemesis is just looming over the event horizon of an uncharted jump node like a brooding viper, ever stalking like an unseen predator getting ready for another strike.

The effort to counter another intrusion of the Shivans, however, did not come as smooth as expected. Not all members in the GTVA High Council were unified in their credence of the possibility of a third incursion. The majority of the Terran high councilmen were in denial, totally convinced that such an offensive would most unlikely to occur since the only connection to their domain was severed. The Vasudan leaders regarded them as severely delusional, deliberately diverted their thoughts of this foreboding threat to the other less favorable venture; the study of the research data gathered from the Knossos gate that we destroyed in Gamma Draconis. The animated exchanges and debates in the council chamber did not dissuade the unyielding views of their associates save for a few who wholly agree in upgrading the GTVA Armada. And so the Terran-Vasudan government were split in their undertaking. The Vasudan emperor, Khonsu II, was perturbed of the apparent discord in the High Council and he was deeply concerned of the impact on the society as a whole.

The Vasudan side of the High Council and a handful Terran supportive members voted on a resolution to create the “Proteuz Mandate.” A policy with the sole purpose of improving the military in anticipation of a Shivan attack. A special committee was formed and charged with the duties of recruiting the best scientists and engineers and to oversee the entire activities related to this endeavor. The brightest minds were immediately assembled and assigned to research centers. These facilities were built in secret and in remote locations, closely guarded and isolated for obvious security reasons. The products of this new policy were promising. New classes of destroyers and corvettes were completed and deployed in just two years but none of them compared to the prodigious ships of the GTVA prototypes.

The GTVA Prototypes

After several months of rigorous experiments, designing and data gathering, the researchers, in a classified space station, drafted their first blueprints of what is to be warships of "unconventional engineering." They sent the designs right away to a number of highly secured, state-of-the-art shipyards in Adhara and Beta Aquilae. And even though the star systems were still struggling to recover from the ashes that was left after a ravaging war, despite the economic devastation, the GTVA High Council pushed through with this military research and allocated an enormous budget for it. Two years later, a collection of prototype vessels were constructed and launched. These new destroyers, corvettes, and cruisers were powerful ships using an experimental "ablative hull" technology, a heavy armor that can withstand the tremendous pressure of multiple beam bombardment and torpedo impact. With an array of new gravimetric beam cannons and defensive turrets, one prototype destroyer was able to engage and destroy an entire pirate fleet together with a full squadron of heavy assault fighters and bombers in a single engagement. However, the mass-production of these new warships was to be put on hold for another five years to give enough time to field test these ships even further. To complement the destructive potential of this fleet mighty ships, more than four hundred units of newly designed assault fighters were also built. The product of the "blood, sweat and tears" of the people behind the development of these behemoths are the proud, white ships of the 7th battlegroup."


Pictures of the updated ships (some of these are not actual in-game screenshots):

The Royal Sathanas with the GTCv Capella and the GTCv Olympus:
(http://i63.tinypic.com/29axq38.jpg)

The Battle-scarred GTD Excelsior:
(http://i64.tinypic.com/izakpv.jpg)

The GTD Hercules (and yes, it's the Solaris of BP2...In my world, it's the Hercules) ;7
(http://i63.tinypic.com/wu2x09.jpg)

The GTD Galileo:
(http://i66.tinypic.com/s6nixf.jpg)

The New Cruisers and the GTCv Copernicus.
(http://i63.tinypic.com/el8t2g.jpg)

Finally, I got the secret of making "normal" and "shine" maps...
(http://i64.tinypic.com/vo1imb.jpg)

Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 02, 2016, 01:15:51 pm
The Royal Sathanas has a nice new look.  Before it was kind of greenish-red, now I like the purple look.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on April 02, 2016, 07:16:33 pm
What can I say... Backgrounds looks cool and your Erebus texture job is cool as well :yes:
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Lepanto on April 02, 2016, 11:37:54 pm
This is looking a LOT better. Hope the gameplay lives up to this impression.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Black Wolf on April 03, 2016, 09:37:46 am
Those screenshots are looking fantastic!
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 04, 2016, 03:14:13 am
Thanks everyone for the comments. I gave my dedication at this because these  models are made by good people and I don't want to let them down. And good looks must be justified by good gameplay so I'm doing my best to iron out the bugs in the missions, paying close attention to detail.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 04, 2016, 03:28:07 pm
A minor question Herkie:

In the picture under "The new cruisers", that looks like one of the frigates that was in Blue Planet.  It's up to you but if you're going to use that in the new The Aftermath, shouldn't it be called a frigate since it's a lot bigger than a cruiser?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 05, 2016, 12:16:06 pm
My mistake. The one in the left and on the right are the cruisers. The one in the center firing the beams is actually the GTCv Copernicus, a heavy frigate stated in its tech entry. It is also one of the replacement. Post edited. Thanks, CT.

EDIT: After some discussion, the Copernicus will be designated as a corvette regardless of it's size (it's just a little bit bigger than a corvette).
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on April 05, 2016, 01:11:26 pm
Can I get some closer look at your textures? Erebus, Vexor, Tethys [Narayana] and Impervious [aka Pursha] especially.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: AdmiralRalwood on April 05, 2016, 06:57:25 pm
the GTCv Copernicus, a heavy frigate
If it's a heavy frigate, why is it classified as a corvette?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 05, 2016, 07:06:59 pm
I think what he's saying Herkie is to call it a frigate or a corvette (since in FS a corvette and a frigate are two different types of ships you can only pick one).

Just my opinion but if you're going to classify the Copernicus as a corvette (which is fine), it probably shouldn't be described as a frigate.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Black Wolf on April 05, 2016, 07:19:41 pm
Frigate is a messy word in FS that doesn't have a clearly defined meaning. The Iceni is referred to as a Command Frigate, the Hippocrates as a Medical Frigate. Herkie's not really using it any less correctly than Volition did.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: AdmiralRalwood on April 05, 2016, 07:22:37 pm
Frigate is a messy word in FS that doesn't have a clearly defined meaning. The Iceni is referred to as a Command Frigate, the Hippocrates as a Medical Frigate. Herkie's not really using it any less correctly than Volition did.
Neither of them were classified as GTCv either, so I'm not sure what your point is.

EDIT: And when, exactly did Volition call the Hippocrates a medical "frigate"?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Axem on April 05, 2016, 07:34:07 pm
It's sort of implied by the original pof filename, "frigate2t-01.pof". (Probably a reference to the Star Wars medical frigate)

I don't think it matters in the grand scheme of things, FS is pretty fast and loose with ship designations.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 06, 2016, 03:50:37 am
Its kind of strange to me as well. Personally, a frigate is basically a big ship, military or civilian. In the FS 2 universe, a frigate was is not clearly designated. The "NTF" of the Iceni? I thought it stands for "Neo Terran Front" but if the "F" means "frigate" then the GTVA side would be "GTF" which is already used. So GTFg? Or how about GTCf? I don't know...This requires thought as we now creating a new designation. And I'm open to suggestion. Until I can come up a good letter designation, it's GTCv for now. In the old version as this ship also had a big model, I called it an "oversized corvette."
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 06, 2016, 03:55:47 am
I thank Axem for featuring this project again in the April newsletter. HLP rocks!  :)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 06, 2016, 04:05:49 am
Wait...Hold on, guys...I remember that BP2 had already established the "frigate" designation: UEFg. I think I will use GTFg. What do you think? :)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on April 06, 2016, 07:29:59 am
It's quite old designation well known in community. AFAIK Inferno was first with shivan frigate SFg Damini. Steve-O later adopted this designation for his Federal Fleet Pack used later as UEF fleet in Blue Planet.

I found this solution very cool for non GTVA-factions. Both frigates used by player's faction in Exile - ORFg Vitalius and ORFg Tychicus uses Fg designation despite being corvette sized. Marks the difference between, for example - GTVA, very well.

I would stay with corvette designation in your mod. It's more GTVAish in my opinion :P
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 06, 2016, 03:12:00 pm
It's up to you Herkie.  :)

I would merely suggest being consistent.  Either call it GTCv (and drop the reference to it being a heavy frigate) or use the term GTFg.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Mongoose on April 06, 2016, 04:17:55 pm
Some people in the past (notably Derelict) have also used GTFf to designate a frigate.  Presumably that comes from the US naval hull classification FF.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 06, 2016, 06:40:24 pm
Thanks for the insight guys. Well, for consistency, I'm going to stick with GTCv and the Copernicus will be a corvette. Anyway, I have finished re-texturing the new Titan and replaced the GTL Enterprise with a new one but I have retained the old ship and renamed it to GTL Opulence so it's an addituonal asset. Mod assets are FINALLY finished. I am back again to mission editing. Post some screen shots later per Betrayal's request.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 08, 2016, 10:41:47 pm
Are you still planning on using the Iceni as the model for the Avenger/Strike Force Alpha leader? 
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 09, 2016, 04:44:52 am
well. If I have a suitable replacement (a corvette that has, at least, 3 beams cannons each on both sides.), I might update that as well.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 09, 2016, 04:51:19 am
Per Betrayal's request, here are profile shots of the re-textured Erebus, Titan, Vexor, and other ships.

(http://i65.tinypic.com/2s6a9z9.jpg)

(http://i68.tinypic.com/2laqwpg.jpg)

(http://i63.tinypic.com/e7kk0n.jpg)

...And now, the entire 7th Battlegroup.

(http://i68.tinypic.com/a2b436.jpg)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on April 09, 2016, 11:23:39 am
Erebus and Titan looks suberb :yes:. Much better than original textures. I would reduce count of light of the bottom side of the Vexor. Also I see you still use old Vexor with multiple textures. Maybe try to find new HTL version with single texture?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 09, 2016, 10:18:35 pm
well. If I have a suitable replacement (a corvette that has, at least, 3 beams cannons each on both sides.), I might update that as well.

What's your opinion of the Vengeance that was used in the previous version?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 10, 2016, 10:18:36 pm
Darius have already given me the new Vexor and I have re-textured it. But it has a null moment of inertia and I tried to edit its POF but my PCS2 crashed. Its the same with the new models.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 10, 2016, 10:28:49 pm
well. If I have a suitable replacement (a corvette that has, at least, 3 beams cannons each on both sides.), I might update that as well.

What's your opinion of the Vengeance that was used in the previous version?

Well, the overall theme of the old model is good, pointed menacing structure, intimidating, good weapon placement but its already outdated. Even MediaVps 2014 have updated theirs. So I have match my mod assets to the new standard. If there is detailed version of the Vengeance, I will use that. I have searched for it but could not find it.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: AdmiralRalwood on April 10, 2016, 11:03:28 pm
Darius have already given me the new Vexor and I have re-textured it. But it has a null moment of inertia and I tried to edit its POF but my PCS2 crashed. Its the same with the new models.
Which version of PCS2 are you running?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 11, 2016, 12:06:44 am
It's the PCS 2.0.3 Stable ( May 15, 2008).
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: niffiwan on April 11, 2016, 12:34:54 am
ouch; go grab the latest version from this thread: http://www.hard-light.net/forums/index.php?topic=77292.0
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 11, 2016, 12:47:18 am
Thanks. Downloading now. I also need GIMP because I'm using Photoshop CS4 for textures unfortunately its not good for making normal and shine maps.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on April 15, 2016, 09:53:44 am
CS4? Well... I can say that CS6 and CC handles it very well. GIMP has the best normalmap plugin when you are done with heightmap. I also recommend Paint.NET, as it's cool for making heightmaps.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 16, 2016, 08:56:26 pm
If I may ask are you going to use the same version of Archangel as before or is that getting an update like the Royal Sathanas did?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 19, 2016, 05:50:57 am
Well, I couldn't update the Archangel. It is an outdated model and there is no new version of it. I can not enhance the look either because it is tile-mapped, no freedom there. I do have a candidate for replacement. I downloaded the GTD Titan, not the BP ship. It is made after the Terran dreadnought us the game Sword of the Stars. It is moderately detailed and not heavy for the PC. I'm thinking about it. The Avenger, however, is replaced. A model that I myself have constructed or should I say edited to add more revolving turrets (using the PCS2). It was kind of small so I have to enlarge it. Anyway, I will post some screenshots.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 20, 2016, 03:34:58 pm
Those screenshots sound cool; I'm looking forward to seeing them.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 27, 2016, 01:29:27 am
This is the replacement for the Avenger and the Boreas (the Boreas is just the smaller version). The Romulans will be pissed that I snatched one of their ships! :lol:

(http://i66.tinypic.com/f57ejq.jpg)

(http://i65.tinypic.com/2nla6j8.jpg)

This is the potential replacement for the Archangel. A model inspired from the game, Sword of the Stars. Model by Vengence

(http://i68.tinypic.com/bfi4qu.jpg)

(http://i66.tinypic.com/nfsbqh.jpg)

(http://i65.tinypic.com/1zl4wsy.jpg)

Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Darius on April 27, 2016, 04:14:17 am
The Titan is by Vengence.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 27, 2016, 11:12:01 pm
Thanks for the correction. Updating post. I made table entries for this ship and added a turret in the model and enlarged it for the main gun.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on April 28, 2016, 06:06:13 am
How did you manage to place such a big freakin' cannon here :P? This model is a single big skeleton. I have no idea how to add a oversized beam here and make it look good at once without custom modelling.

I found it as a good candidate for UEF jugg xD
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Droid803 on April 28, 2016, 12:04:02 pm
Well, I couldn't update the Archangel. It is an outdated model and there is no new version of it.

Might be a bit late, but if I recall correctly there was a work-in-progress updated version of the GTDn Archangel in Stratcomm's model dump.
Mind you, "updated" is merely meaning brought up to the old tilemapped high-poly Raynor/Titan level and not even close to say Aesaar's new versions and it's incomplete, but it does "exist".
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 28, 2016, 02:26:11 pm
I have a question about the new Avenger/Boreas (based on the Romulan ship) you're using.

The original Avenger/Boreas used a very long range blue ion cannon, but it looks like these new versions use purple beam cannons (beam cannons don't usually have the range that the ion cannons did).  Has there been a change in the weapons of these ships?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 30, 2016, 05:17:04 am
I have a question about the new Avenger/Boreas (based on the Romulan ship) you're using.

The original Avenger/Boreas used a very long range blue ion cannon, but it looks like these new versions use purple beam cannons (beam cannons don't usually have the range that the ion cannons did).  Has there been a change in the weapons of these ships?

Nope...Still the same. Except they have their own beams now with new sounds. Neutron beams with 7000 meter range.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on April 30, 2016, 05:24:49 am
How did you manage to place such a big freakin' cannon here :P? This model is a single big skeleton. I have no idea how to add a oversized beam here and make it look good at once without custom modelling.

I found it as a good candidate for UEF jugg xD

Well, through the POF editor PCS2. I copied one beam cannon submodel (flat), resized it, rotated it (use the transform option), and moved the duplicated model far back to the "fighter bay" wall (fighter bay special subsystem deleted) then adjusted the firing points far to the front. Table entry updated.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on April 30, 2016, 01:42:19 pm

Nope...Still the same. Except they have their own beams now with new sounds. Neutron beams with 7000 meter range.

Just to be sure I understand, this new Boreas/Avenger still has the super long-range ion cannon...it just also has the purple beams for shorter-range engagements?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on April 30, 2016, 01:53:38 pm
How did you manage to place such a big freakin' cannon here :P? This model is a single big skeleton. I have no idea how to add a oversized beam here and make it look good at once without custom modelling.

I found it as a good candidate for UEF jugg xD

Well, through the POF editor PCS2. I copied one beam cannon submodel (flat), resized it, rotated it (use the transform option), and moved the duplicated model far back to the "fighter bay" wall (fighter bay special subsystem deleted) then adjusted the firing points far to the front. Table entry updated.
Yup, Sherlock. This part I already figured out myself :P. I'm curious how it looks on current model.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on May 02, 2016, 10:19:39 pm
The picture of the new 7th BG has made it into the May 2016 HLP Newsletter.  Congratulations.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on May 05, 2016, 02:27:47 am
Thanks CT. Oh yes, I correct myself. The weapons on the Avenger are 4 gun banks of Ion Cannons, 2 front long range (7000m) Neutron Beams (which you can actually control), very damaging, and 6 short range Neutron Beams. For the Boreas, 2 gun banks of Ion Cannons, 2 long range (6,500m) Neutron Beams but with less damaging. I added three types of Neutron Beams. Do you remember the mission "Dragon Slayer" where you battle 60 Ravanas and Demons? Now, half of them are Lucifer's and Sathanas.  :)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on May 05, 2016, 02:58:56 pm
That was the third mission where you got to control a Strike Group Alpha craft (and overall the second-to-last mission in the campaign), right?

If so, that mission sounds like it's going to be a lot longer now...taking out just one Sathanas at the end of that mission took a while even with the Avenger.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on May 05, 2016, 08:45:15 pm
No it won't. I tried my best to cut the length of the missions under 12 minutes, more or less. Like the mission on the Shivan planet, before it was like 17 minutes, now its under 7. The "Dragon Slayer" will only take 14 minutes at most regardless of skill level. I will not spoil it for you but at that point in the campaign, the Avenger will be much deadlier and there will be surprises in that mission, events that will make the story more relevant.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on May 06, 2016, 06:39:28 pm
Can I tell about a minor technical problem I ran into sometimes on the first Strike Group Alpha mission ("Sicilian Defense" I believe it was called).

There would be two Sathanas juggernauts in the game and I had just reduced one's strength to zero% and it began to explode.  So I moved onto the newer one.  However, the Archangel would begin to charge up its beam and fire at the one that was exploding instead of the one that wasn't dead.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on May 06, 2016, 11:09:52 pm
I have noticed that too. Quite annoying.  Its not just the Archangel. Its the same with all beam-packing ships. I tried to rectify that but unsuccessful. Its the FSO engine. Ships that are going through their death throes are still being targeted and fired upon. The problem goes both ways, actually. Exploding ships can still fire their beams. I tried SEXPs like "ignore orders" or "beam protect" but still the same. It seems that the AI command has already been given. I tried the "clear goals" SEXP, it seems to take effect but then those ship have main 'goals' too (AI orders) and to issue them back will hamper their intended actions.

In the "Sicilian Defense" mission, I can give a "clear goal" SEXP and paired with it with "ignore ship" since the Archangel is just parked there. Thanks for the observation, CT.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on May 06, 2016, 11:40:36 pm
PROJECT UPDATE:
I have finished working through 30 game and cutscene missions. Some had major changes and some were totally re-made especially the "escort" missions (actually up to this point, there are only 2). That means I'm half way through the campaign. From here on, it will take a bit longer because the missions will be quite complex and more intense. Plus, there will additional missions for the plot holes. Most of the old missions will also be revised from scratch. My estimate for the length of the completed canpaign will be more than 50 missions with an average of 12 minutes each. An intergalactic war takes a long time.

It's surprising how many times the word "missions" is mentioned in the paragraph above. It tells me what my life is going to be like in the next couple of weeks or so. "Missions, missions, missions..." :banghead:
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on May 08, 2016, 01:01:17 pm
Thanks for all the hard work you're putting into this.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on May 15, 2016, 05:36:41 am
I do this for the HLP community, contributing quality works. I also do this as a legacy before I will leave my younger side behind me. I'm already in my 40's. My two teenage daughters are actually two of my beta testers. They love games like this aside from the Resident Evil series and Tomb Raiders.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on May 15, 2016, 06:41:33 am
Now back to modding...

I mostly avoid tightly scripted battles. I prefer moderately loose and lots of things happening in a mission where players can win the objective in different ways. Later as the campaign progresses, the player will have access to every arsenal available (except for instances when the story demands certain scenario like lack of supply).

Basically, when designing missions, I think of an overall plot then throw the pieces all over the place and see what happens without taking part in the battle, placing my ship far in a safe distance. Once I get the picture of the most probable outcome, I tweak them further, placing waypoints, adjusting their orientation, stuff like that so events will happen acording to the plot, generally. Then I place elements, triggered events, or additional pieces that can influence the battle and sway it to a losing situation. I will then figure out how to win it in-game and discovering many tactics to do it. It's like creating a difficult problem then solving it. It's crazy but that is the way I do it.

Believe it or not, once I completed a mission and test it, I have no idea what to do. The moment I feel a certain degree of panic, I'm satisfied. At this point, dialogues, directives and other details are added. In this way, there is randomness which is good for replay value.

If I can get my "random" SEXP right, I might place some random events, like a destroyer popping up suddenly, additional enemy squadron or friendly reinforcements. Some of the ships themselves will choose one from a number of predetermined waypoints and even behave differently so that every replay is different.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: FlamingCobra on May 25, 2016, 01:25:56 am
Wait, isn't Aftermath the campaign that takes place right after FS1 and has to do with the plague?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: tomimaki on May 25, 2016, 08:25:38 am
Aftermath - yes.
The Aftermath - no.
Two different campaigns.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on May 25, 2016, 02:17:48 pm
It also looks like this project is officially named "The Aftermath:  Reboot" now.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 05, 2016, 03:43:09 am
PROJECT UPDATE:

I am already in Act 6 and that is still 60% of the campaign. 3 new missions were inserted to the list. Below is the summary list of the changes made so far (some of these, I have already posted).

The number of assets:

Dreadnaughts       ---  6
Destroyers         --- 11
Corvettes         --- 14
Cruisers          --- 11
Fighters           --- 15
Logistics ships      ---  2
Transports, Medicraft,
Miners, freighters
and cargo pods     ---  8   

Installations    `   ---  9
space suit  `      ---  1

Total Objects            --- 77 Assets


-- Some missions are refined further. I saw some mistakes in the code.

-- All the 7th BG ships were updated or replaced. The GTL Enterpise was also replaced and  the old one still retained and renamed as the GTL Opulence.  Most of the other destroyers and  corvettes in the old mod are replaced. The old GTD Hercules (Sirona) becomes the GTD Stromberg, the old GTCv Copernicus becomes the GTCv Rigel. These new assets have their own Briefing Icons. The Radar modular table is also updated.

-- Replaced the model for the Armageddon bombers and its table entries adjusted.

-- Added weapons. The Antimatter Cannon for the GTD Galileo, GTCv Copernicus and the GTD Hercules  complete with new sound and looks. The Neutron Beams for the Avenger and Boreas. And the Meson Projectile Cannon for other destroyers.

-- Added weapons. The GTW Blizzard SDG, a powerful subsystem disruptor. The GTW SG-50 Starfury rapid fire scatter gun, very effective in close quarter dogfights but woefully inaccurate at long range. The GTM MX-109 Hellstorm smart-lock fast high yield missiles. It fires a volley of 60 projectiles in rapid succession and it is used for defensive purposes when  you are swarmed with hostile fighters. And the GTM-750 Widowmaker, one shot - one kill also a subsystem disruptor and can incapacitate a corvette for a few seconds. Weapons are tested. Complete with tech anims, database entries and static CB anim. I wanted to add more weapons but it will not be realistic since the campaign only took place 3 years from Capella. The emergence of new destroyers, corvettes cruisers is already bad enough. Plus it will ruin the  game balance in missions already made.

-- Replaced the Ship GTD Alexander with a new ship (GTD Moscow), new table entries made. I have edited the new model, though. I got an error saying that 4-firing-points turrets for big capital  ship weapons ("huge weapon" flag) are not supported. SCP supports only 3. I have to cut them to 2.  Edited the model's turret subsystems that prevented them from rotating in-game. There are also 2  turrets that are inverted when they rotate, I corrected them. Also fixed the null moment inertia  and replace its textures for story consistency.

-- I have replaced the Archangel with a model by Vengeance and AdmiralRalwood, the GTVA Titan. I made some fixes like invalid model subojects, Model_num error (subsystem not present in table), and null inertia. I have also added a beam turret and enlarged it for the main beam cannon.

-- Replaced the cruiser Vigilant with new GTC Hyperion of BP. I edited the model to add more turrets. The old Vigilant is not discarded it is now a new asset, the GTC Khitomer.

-- The GTCv Serenity is replaced again with a pretty good model. The new model however is very small like 200 meters so I transformed it and added more turrets. As usual, I changed the textures. I also corrected the turret submodel property entries, the $uvec values are inverted so their rotations in-game are wierd. The table entries are updated. The old Serenity model (Cobra) is assigned to be  the GTCv Euphoria and the old Euporia model (PhobosAdv) is discarded.

-- The old GTCv Phobos is removed. Replaced by the Arpyia ship from Esarai, renamed it to GTCv Coronis. I also transformed this ship to make it slightly bigger.

-- The Raynor model is added back to the list and it is renamed the GTD Sovereign with an interesting tech description. Of course, it is re-textured but not back to the old look. The raynor new looks is consistent with story now.

-- I have replaced the GTCv Alexandria with the Hecatos Destroyer. I have reduced it's size and cut the number of turrets. and I have modified its texture (too colorful for my taste).

-- Replaced the inferno GTD Taurus with a model, GTCv Reyena, that I have transformed (enlarged  and stretched, edited and fixed. The Reyena is renamed to GTD Excalibur.

-- Replaced the GTD Jupiter with a model by Aldo, Betrayal and Teeraal, the Anchorage. Made a new table entry for this. This model is also transformed to make it a dreadnaught.

-- Replaced the Avenger and Boreas and added beam weapons native to their type.

-- Added another destroyer which I have downloaded, the GTD Damocles. I have fixed some errors in the model itself. I corrected one of the turret submodels without subsystem properties (&susbsystem, $fov, &name) and place the appropriate data, it will cause a "non-linking error." I corrected the number of firing points in one of the turrets, it has 12 and the minimum is 10. I also created an additional tile map because the model demands for one that is absent in the download. I adjusted the LOD value in the table because transition looks wierd as you zoom out. I modified a little the texture particularly the  color of the ships viewports and, of course, the glow maps for mod consistency.

-- Added a menacing super destroyer, the SD Bhaal. I edited the POF model to add 3 reactor subsystems  and a "power core" subsystem that is inside the destroyer and fighters will have to fly in through the fighter bay to destroy it. It is important for the mission.

-- I turned the SDD Diablo into a corvette! But a powerful, dangerous corvette. I edited the model's subobjects (most of the turrets), took away their "subsystem entries" and transformed them into thorns! So it looks a bit different.

-- Added an over-sized gas miner an unsued model (Demeter) from BPC (Demeter), GTG Pandora.

-- Added 2 installations. Sector Comms and GTVA Headquarters.

-- I also added the SC Asura which I have snatched from Blue Planet. But this ship is a bomber in BPC  table entry and smaller than a cruiser. So I made a new table entry  for it and re-scaled it to make it larger (cruiser size). This ship is a Shivan Jammer craft that  prevents the GTVA Ships from jumping out of a losing battle. I already have mission plots for this  that will feature the cruiser group named "Task Force Omega."


-- Added a new Vasudan destroyer and corvette and both from the same model, The Emperor that I recently downloaded. I also found out that BPC has this asset but not used so I just took the brown textures  (I might modify these texture further). I edited the model for the destroyer adding more turrets and  transformed it to make it a little bit "fatter" so that distinction should be made from the corvette. The corvette on the other hand, I reduced the number of turrets.

-- Added fighters, the GTF Raptor, the new Lao Tze of BP, and the GTF Sparrow (GTF Draco).

-- Added 1 main hall music. It's from an old movie "The American Anthem" but I have re-made it entirely and added my own musical section. This song is programmed and performed by me.  I also added a song that I have written long ago for the credits music (You are going to hear my  voice. You can search it in YouTube. Use the keywords "Could Have Felt Herkie423".

-- Added a species.tbl. I made some tech infos. I set the "AlwaysInTechRoom" flag to 1 in all the tech entries for now so we can view them in game. Later, I will change those flags to 0. They will not appear at the beginning of the campaign, they will be added to the techroom as the campaign progresses. More entries will be added if I have new ideas. This goes for the new assets as well. Ship and weapon info will be added in the techroom as soon as the player encounters them through the campaign.

-- Added a TBM to incease the number of directives shown.

-- Modified the fonts and added a font table.

-- Added credit pictures.




HERE ARE SOME SCREENSHOTS OF THE ASSETS:

Other Destroyers in the Campaign---->

(http://i65.tinypic.com/28mnw2a.jpg)

Other Corvettes, Cruisers and Civilian ships---->

(http://i64.tinypic.com/358e0cm.jpg)

Fighters and Bombers---->

(http://i66.tinypic.com/11j6b9s.jpg)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 05, 2016, 04:00:42 am
COMPARISON OF SOME MISSIONS BETWEEN THE OLD VERSION AND THE NEW:

The old "Adhara Exodus" : Just a typical escort mission...

(http://i66.tinypic.com/2cctjeu.jpg)

The new "Adhara Exodus" : With added surprises

(http://i63.tinypic.com/1zlreo3.jpg)

The old "Back Again" : A simple mission

(http://i65.tinypic.com/2h30i2v.jpg)

Now, the new mission that is totally re-made and much more relevant story-wise.

(http://i64.tinypic.com/1zxmi42.jpg)

Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 05, 2016, 04:15:26 am
MORE IMAGES...

(http://i65.tinypic.com/jl1c9z.jpg)

The Enterprise and the Odyssey

(http://i65.tinypic.com/212bll5.jpg)

The new GTCv Serenity

(http://i66.tinypic.com/2nqcsqb.jpg)

The GTCv Coronis and the Serenity

(http://i64.tinypic.com/21kclxe.jpg)

Awesome light effects that I screen shot by accident

(http://i66.tinypic.com/k9ay5l.jpg)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on June 05, 2016, 06:10:49 am
I hope there will be no too much destroyers in missions. Don't make the same mistake as I did with Shadow Genesis :P. So far it looks good!

Could you provide a closer look at retextured Hecatos and SolCommand's model?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on June 05, 2016, 01:07:35 pm
The new Warlock looks cool in the campaign.

Two minor questions:

1-Are you going to use the new Titan and Erebus in this campaign?  You said you're bringing the Raynor back but I'm not sure if that means you're ditching the Erebus.

2-You said you're going to be working on the story for this reboot, can I make a minor suggestion?  Maybe you should talk about how the work to return to Earth is going.  I'm not saying we should return to Sol in this campaign but maybe at least update how the process is going.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 07, 2016, 07:35:18 am
I hope there will be no too much destroyers in missions. Don't make the same mistake as I did with Shadow Genesis :P. So far it looks good!

Could you provide a closer look at retextured Hecatos and SolCommand's model?

No. I know the limitations of the game engine and I have already determined that. I will post the close up view later. I have to modify it because it is way too colorful for the story.   
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 07, 2016, 07:41:56 am
The new Warlock looks cool in the campaign.

Two minor questions:

1-Are you going to use the new Titan and Erebus in this campaign?  You said you're bringing the Raynor back but I'm not sure if that means you're ditching the Erebus.

2-You said you're going to be working on the story for this reboot, can I make a minor suggestion?  Maybe you should talk about how the work to return to Earth is going.  I'm not saying we should return to Sol in this campaign but maybe at least update how the process is going.

The Raynor is a new asset. The GTD Sovereign. For your second question...Maybe. As this mod is closely related to Blue Planet. I will have to consult with Darius and Battuta for this. John Richter have mention this in the introduction. I feel this part of the story might not be emphasized.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on June 07, 2016, 01:23:26 pm
I want to make sure I understand things so I'm sorry if I'm kind of repeating myself:

I understand that the Raynor will now be in this campaign.  However, a couple of pages ago you had pictures of the Erebus; will the Erebus still be in this campaign and if so what ship will it be?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 10, 2016, 02:44:15 am
I want to make sure I understand things so I'm sorry if I'm kind of repeating myself:

I understand that the Raynor will now be in this campaign.  However, a couple of pages ago you had pictures of the Erebus; will the Erebus still be in this campaign and if so what ship will it be?

Of course. It's the Excelsior, the flagship of the 7th BG (formerly a Raynor destroyer until I updated it). In the tech description, it is an Erebus class now. I felt bad to discard the Raynor, so it is a separate ship and not part of the 7th Battlegroup.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 10, 2016, 02:51:39 am
I hope there will be no too much destroyers in missions. Don't make the same mistake as I did with Shadow Genesis :P. So far it looks good!

Could you provide a closer look at retextured Hecatos and SolCommand's model?

Here is a close look of the Hecatos. I transformed this ship, re-sized and elongated it a little then I cut the number of turrets which is way too many for a corvette. This ship is the replacement of the old GTCv Alexandria in this mod. When you said SolCommand, Did you refer to the Anchorage?

(http://i68.tinypic.com/2db7wv7.jpg)

(http://i64.tinypic.com/vzctqb.jpg)

(http://i63.tinypic.com/ddcqde.jpg)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on June 11, 2016, 07:22:25 am
Hecatos looks cool :yes: !

When I said "SolCommand's Ship" I was thinking about this:
(http://i64.tinypic.com/358e0cm.jpg)
The one above the Hyperion, and below the Kometes.

I even found it: http://www.solcommand.com/2013/09/nautilus-explorer.html
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on June 12, 2016, 06:11:10 pm
Herkie, I found that Youtube video of your voice that you mentioned earlier; would you like me to post the link here?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on June 19, 2016, 10:14:46 pm
Also, congratulations on The Aftermath:  Reboot getting another HLP Newletter mention (June 2016 edition).
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 20, 2016, 12:51:30 am
Herkie, I found that Youtube video of your voice that you mentioned earlier; would you like me to post the link here?

I guess. . Yeah. ;)
By the way  thank you for congratulating me.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on June 20, 2016, 01:01:04 am
Hecatos looks cool :yes: !

When I said "SolCommand's Ship" I was thinking about this...

Oh. I got that from one of the Bpc unused assets (I think), textures and model only and no table so I have to make one. I haven't changed the looks of it (because its perfect) except for the glow maps. Just the color of the windows and docking points (the yellow cylinders). I don't even know the model's author. Thanks for the approval. By the way, can you spare me one corvette, just the model and texture? A replacement for the Kamotes
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on June 20, 2016, 09:46:25 am
By the way, can you spare me one corvette, just the model and texture? A replacement for the Kamotes
Do you want something in particular?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on June 20, 2016, 03:05:52 pm
Here's Herkie's video:

https://www.youtube.com/watch?v=VsDWXmBp7Vc
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: JCDNWarrior on June 20, 2016, 05:11:37 pm
I have to admit, these ships got updated/retextured pretty well! I didn't have much success with ships like the Hecatos myself, since I'm not a actual texturer or such it usually means ditching some good looking ships that don't look enough in line with the other ships I got lined up. Next to the Hecatos, I'll be happy to take a good look at most of these models in PCS when you release them.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 07, 2016, 04:22:30 am
Arghhh!  I have been gone again for a long long time. My computer got busted! Thankfully, I have a full back up burn in several DVD's. The Aftermath's mod is also saved in flash drive. Now, I bought another PC and this time with 16:9 wide screen monitor (My previous screen is 4:3) and I what a shock I have when I ran the mod! The interface screens are stretched! I guess I have to remake most of the user screens especially the ones with the GTVA Seal or a planet; the circles are oblong.

So, I need some feed backs. Do most of us here in the community use 16:9 (wide screen) screen format? Please do post a reply.


PS: I will post some interface screenshots tomorrow.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 07, 2016, 04:26:59 am
By the way, can you spare me one corvette, just the model and texture? A replacement for the Kamotes
Do you want something in particular?

Hello Betrayal. I think I changed my mind. I have finalized the mod assets. Do you think the Kamotes still looks good? Anyway, it's just one of those "mission fillers" that get to blown up frequently in the game, it's not one of the main "actors."
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 07, 2016, 04:32:00 am
I have to admit, these ships got updated/retextured pretty well! I didn't have much success with ships like the Hecatos myself, since I'm not a actual texturer or such it usually means ditching some good looking ships that don't look enough in line with the other ships I got lined up. Next to the Hecatos, I'll be happy to take a good look at most of these models in PCS when you release them.

Well, after I finish "The Aftermath: Reboot" I can help you in that, making your assets consistent with your mod's setting as I did with my project. Except for a few, most of my model textures were redone, even the Shivan beams. :)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 07, 2016, 04:35:46 am
Here's Herkie's video:

https://www.youtube.com/watch?v=VsDWXmBp7Vc


Ah Yes...Those kids of mine are actually one of my beta testers. There are already teenagers.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: The E on July 07, 2016, 04:41:25 am
So, I need some feed backs. Do most of us here in the community use 16:9 (wide screen) screen format? Please do post a reply.

Widescreen displays can be considered the norm these days. Interface stretching is an unfortunate sideeffect of this, and there are currently no good solutions available that would allow widescreen and square aspect ratio interface art to coexist.

Do note that current FSO builds (3.7.3 nightlies, 3.7.4 final and all following builds) will perform a scale-to-fit on all interface art (leaving black bars on the sides of the screen but keeping the aspect ratios intact), this behaviour can be toggled using the -stretch_menu (http://www.hard-light.net/wiki/index.php/Commandline#-stretch_menu) commandline parameter.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on July 07, 2016, 02:51:30 pm
By the way, can you spare me one corvette, just the model and texture? A replacement for the Kamotes
Do you want something in particular?

Hello Betrayal. I think I changed my mind. I have finalized the mod assets. Do you think the Kamotes still looks good? Anyway, it's just one of those "mission fillers" that get to blown up frequently in the game, it's not one of the main "actors."
It's quite nice design, but quite low poly. Maybe try GTCv Ophion released by Darius some time ago?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 08, 2016, 04:48:05 am
To Betrayal:

Ok. I will PM Darius and ask him for the asset. Thanks Betrayal.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: niffiwan on July 08, 2016, 04:55:57 am
The GTCv Ophion has been released, you can get it from this post (http://www.hard-light.net/forums/index.php?topic=79471.msg1783539#msg1783539). (direct link (https://www.dropbox.com/s/xa3c1ukfru6tbsa/Ophion_PBR.7z?dl=0))
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 08, 2016, 05:13:15 am
The GTCv Ophion has been released, you can get it from this post (http://www.hard-light.net/forums/index.php?topic=79471.msg1783539#msg1783539). (direct link (https://www.dropbox.com/s/xa3c1ukfru6tbsa/Ophion_PBR.7z?dl=0))

Hmm... I can not download. May be the link is broken? Probably my network here. I will try again tomorrow. I have noticed that this the GTD Moscow. I have this already but it is the old Moscow I deduced. I will still download this and enlarged it then give it more guns. It's the UV map that's I'm after, more editing freedom.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 08, 2016, 05:16:15 am
Here is a couple of screenshots of the some of the interfaces.

In the 4:3 format---->

(http://i68.tinypic.com/2vtecz4.jpg)

In the 16:9 format ---->

(http://i64.tinypic.com/nn8ml5.jpg)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: The E on July 08, 2016, 05:19:58 am
Yeah, that is what happens. There's no good way around it at this time (see my previous post in this thread).
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 08, 2016, 05:27:46 am
Yeah, that is what happens. There's no good way around it at this time (see my previous post in this thread).

The 3.7.2 build has the interface-stretch option too. anyway, I tested the mod with 3.7.3 SSEs (Blue Planet), 3.7.4 RC1 and RC2 and it ran fine. No game play issue (in fact the AI of my enemies and wingmen have improved for some reasons which is probably my AI setting in my TBMs), no errors in parsing (running the DEBUG Build), no major graphical issues except with the Erebus - I will post a screenshot later about the issue. I guess The Aftermath mod is also compatible with the later builds
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: niffiwan on July 08, 2016, 05:38:13 am
The GTCv Ophion has been released, you can get it from this post (http://www.hard-light.net/forums/index.php?topic=79471.msg1783539#msg1783539). (direct link (https://www.dropbox.com/s/xa3c1ukfru6tbsa/Ophion_PBR.7z?dl=0))

Hmm... I can not download. May be the link is broken? Probably my network here. I will try again tomorrow. I have noticed that this the GTD Moscow. I have this already but it is the old Moscow I deduced. I will still download this and enlarged it then give it more guns. It's the UV map that's I'm after, more editing freedom.

Might be your network, I've downloaded it and mirrored it to two more locations in case it's some interaction between dropbox, your computer and/or your network.

http://sectorgame.com/fsfiles/download/dXBsb2Fkcy9Nb2RlbHMvTWVkaXVtJTIwU2hpcHMvR1RDdiUyME9waGlvbl9QQlIuN3o=/h/376597e275601a291ba67b3e81dfd31d
http://www.mediafire.com/download/epjukmk7gg5grhf/GTCv_Ophion_PBR.7z
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 08, 2016, 05:40:30 am
Thanks Niffiwan. I will try that tomorrow.

EDIT: Oh, the download came through! And Darius just me the Photoshop psd file of the texture! Jackpot! Thank you!!!
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on July 08, 2016, 03:42:48 pm
Something we touched on earlier:

You kind of said you might not touch on returning to Earth because Blue Planet has already done it.  However, I think returning to Earth is such an important idea in Freespace lore that no one campaign can have a copyright on that idea.


I'm not saying there should be a return to Earth/Sol in this campaign; all I'm suggesting is at least an update on how the process is going (an update on how the Sol Knossos/Sol Gate is going).  If the GTVA (by the way I do like the GTVA logo you made) can make this many new technologically advanced ships a few years after Capella, I think the technology would be there to try to create a way to return to Sol.



The new pictures look really cool.  That picture you have a main hall of (the first one on each format list), what kind of ship are you inside of?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 16, 2016, 11:41:50 pm
Yes, there are references on the Terran's project to construct the Sol portal in the tech Intel database, in one of the missions, in John Richter's diary. There are many. The player will encounter them as he or she progress through the campaign. There is one Intel entry that fairly detailed the method that will be used of constructing the huge portal and the science of it. However, at this point in time, the GTVA is busy with the Shivans.

As for the mainhall, the one you've seen is the Excelsior. There is one for the, Mercenary base, the Titan, the police base, and the Warlock. The Excelsior is the Default mainhall.

By the way, I am close to finishing. Just 15 missions, 40 CB anims (static) and 5 loading screens. The images are easy because I have templates for them.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 16, 2016, 11:57:44 pm
The number of missions in this campaign is 72 with the cut scenes and even after I have discarded the "cookie cutters." But per CT27's sugestion, I will add a one or two. So my final count, 74 missions.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on July 17, 2016, 09:13:25 am
The number of missions in this campaign is 72 with the cut scenes and even after I have discarded the "cookie cutters." But per CT27's sugestion, I will add a one or two. So my final count, 74 missions.
DON'T!

Just don't. Believe me it's a hell.

Divide your campaign into chapters [three or four] and make a separate campaign files for all of them. It will really help the players to avoid "neverending story" vibe coming from campaign of this length.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 17, 2016, 12:13:25 pm
I was thinking about it splitting the campaign into two parts. There is actually a mission there that can serve as an ending for the first part and it is exactly in the middle of the story. But I'm concern that it will be kind of a spoiler, the story is continuous up to the climax in the end. Is there a way for the 2nd part to be locked at first?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: AdmiralRalwood on July 17, 2016, 12:41:18 pm
Is there a way for the 2nd part to be locked at first?
No, and there's little point in bothering; anybody who really wants to play your campaign out of order can do so anyway.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 17, 2016, 01:16:27 pm
That's quite right. Well, to be or not to be? A daunting question.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 17, 2016, 01:30:32 pm
I can work out the two parts in such a way that each can stand on it's own. Kinda like the two trilogies of Star Wars. Its only a matter of writing an introductory in Part 2's intro.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on July 17, 2016, 11:38:23 pm
Since you're talking about putting the campaign into parts, just for fun I came up with a place that might have been a good ending for the first half of the original The Aftermath:

"Avenging Adhara" would have been a good place to end Part 1 I think.  It basically stopped the Shivan advance and was the beginning of the GTVA counterstrike.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 18, 2016, 12:10:05 am
Hmm...OK. I will look into it. I am still contemplating whether I would split the campaign or not.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on July 18, 2016, 12:24:03 am
Please don't misunderstand me, I'm not trying to tell you to split up the campaign or not.

This was a just for fun mental exercise I did from the old The Aftermath.  If you don't want to split up the new one, that's okay.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 18, 2016, 12:36:38 am
Nice fun exercise! I just woke up.  :lol: :lol: :lol:  Now, time for a brain jog.  :banghead:
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 19, 2016, 05:50:31 am
Mission editing requires a level of tenacity. In one mission, I have to come up with 62 names for the Shivan destroyers  I could have just hide their ship names but the Avenger corvette that the player can pilot has :cool: a HUD display like BPC's Karuna and it's weird to have generic names in the turret list's target indicators and range finder.

Today, I have just completed debugging and editing 5 more missions.

EDIT: Actually, that last 5 completed missions were the last of the original campaign. The remaining 10 are new ones and remakes.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on July 20, 2016, 06:47:09 pm
Looks like it's fairly close to completion, keep up the good work. :)

Just a suggestion, but you might want to PM Goober5000 about getting this campaign on the Freespace Open Installer when it's ready for release.  That could help more people be able to play it.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 26, 2016, 05:13:12 am
FIVE MORE MISSIONS TO GO!!!!

...after that, the minor details like the static CB anims and the fiction files (more story content will be placed).
I have already packed several folders into VPs. I am very close to completion.

Looks like it's fairly close to completion, keep up the good work. :)

Just a suggestion, but you might want to PM Goober5000 about getting this campaign on the Freespace Open Installer when it's ready for release.  That could help more people be able to play it.

I will roger that, CT...And thanks for all the help. You started this, man. You gave me the push to revive this mod. :yes: :nod: :)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on July 26, 2016, 05:34:04 am
Oh...One other note. I have been playing through the campaign using 3.7.4 SSE2 release and it worked like magic; no issues to date. I even noticed a great improvement to the frame rate and AI.  To the SCP staff and developers, great job! Outstanding! :yes: :yes: :yes:

PS: I will still be on the look out for anomallies considering I made this mod using the 3.7.2 release.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on July 26, 2016, 02:21:41 pm

I will roger that, CT...And thanks for all the help. You started this, man. You gave me the push to revive this mod. :yes: :nod: :)

I'm just a fan, but thanks for the compliment.  Cyborg17 deserves as much credit, if not more, though.  If he hadn't made the original workable/playable I might not have got into it again.  Lepanto also deserves some credit too. :)

Oh, when you PM Goober5000 about getting this on the FSO Installer, you will need at least two things (he might say you'll need more but this is what I know for sure right now):
-The campaign file itself (or at least a link to where people would download it from)
-A short sentence or two campaign description
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on July 28, 2016, 01:52:57 pm
http://www.hard-light.net/wiki/index.php/FSO_Installer_Text_Files

Here is what you'll need to eventually get the campaign on the Installer.  I'm not super tech savvy so if you need advice on that Goober5000 is probably the one to ask.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Black Wolf on July 28, 2016, 06:29:58 pm
That installer text file is a massive pain (or, at least, it was for me when I tried to do it, I know it's not so bad for others), and IIRC there are limitations on what specific sorts of sites you can and cannot upload your mod to if you want it to work. Frontlines never got onto the installer because I never sorted either one out.

I'd definitely recommend getting in touch with people now, making sure you do it right from the start, because going back and trying to do it after or during release crunch, if you're anything like me, leads to it not getting done. ;)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on July 31, 2016, 12:57:25 am
Herkie, in addition to Goober5000, niffiwan might be someone to talk to about this.  He's pretty knowledgeable about tech stuff.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: niffiwan on July 31, 2016, 04:33:53 am
thanks for that vote of confidence in me, but I've not created a real installer file. I mean, I can try to help out but you'd be better off contacting someone who has their campaign in the installer already, i.e. has already done this :)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on July 31, 2016, 09:26:31 pm
Something I've noticed about the Installer is that, for some reason, stuff seems to download faster on the installer than from usual download sites (mediafire, moddb, freespacemods).  At least that's been the case for me.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Goober5000 on August 01, 2016, 11:33:41 am
The easiest way to make an Installer text file for your mod is to find an existing mod and adapt its text file.  Really, it's not as hard as it looks.  Unless you have a complicated mod setup with a lot of optional add-ons, all you have to do is change the name, the description, the URLs, and the filenames.

EDIT: The file for Homesick (http://www.fsoinstaller.com/files/installer/java/homesick.txt) is about the simplest possible mod file one could make.  The file for JAD and Vassago's Dirge (http://lazymodders.fsmods.net/releases/!installer/lazymodders.txt) is a bit more complicated, but not too hard.  The only tricky part is that you'll need to either remove or update the HASH lines.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: niffiwan on August 01, 2016, 05:00:36 pm
I think one of the biggest issues is finding appropriate file hosting. Commonly used cloud storage options like mediafire, dropbox, etc, don't allow direct linking. Freespacemods should work (assuming someone is approving uploads over there again), and I think FreespaceFiles works ok (but I haven't seem anyone use it for an installer hosted mod yet)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on August 05, 2016, 04:50:01 pm
http://www.hard-light.net/news/article/hlp-newsletter-august-2016


Another announcement in the Newsletter.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on August 06, 2016, 02:44:01 am
Thanks for the heads up, CT. By the way, you are right about the new "Dragon Slayer" mission when I said half of the enemy ships are Lucifers (20 super destroyers). When I played it, it took me 40 minutes and my fingers ached. That's not good. so I re-made it completely and the final work will take around 16 minutes to complete BUT the same number of Lucifers are the same....How will you do that? .....Well, there is a surprise.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on August 06, 2016, 03:16:23 am
About installer "text files" and other installer "methods." I will study that as well. My cloud storage as of now is Media Fire but it is a free account. The files don't stay up there for very long and it might have bandwidth limits (I will check). Anyway, I will post a Direct Link here upon release. Thanks very much guys for bringing this up.

PROJECT UPDATE:
All missions are finished. I might discard the newer missions (I feel bad), especially those that has no bearing in the story so the end result maybe lesser number of missions. But who knows...I might wake up and decide to reconsider. The only things that are left to do now is the CB Anims, Tech Anims (not static) for the new weapons, John Ricter's Diary (Fiction Files) and some Briefing Icons (I think I finished them, but I will check). One more game soundtrack will be added and a couple of cut scene music (I remixed and engineer these audios myself). The entire mod has already grown to more than 2.5GBs. Oh yes,...The interface screens for 16:9 format but that will be an update and not in the release.

I might be gone for a couple of weeks or more. Lot of work to do and I love it. I will be pretty busy considering I am also opening a new store. I have a target mark and I will try to achieve it. The target is NEXT MONTH! So...See you guys....and thanks to everybody. The next post MIGHT be the release.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on August 19, 2016, 07:07:51 pm
A minor suggestion on how to make things a little more convenient perhaps when you do release the campaign:

When you do a release thread, it's probably easier to put patches in the OP rather than leave them throughout the thread.  It's easier IMO for people to find them that way.  Make a post saying a patch is available but put the actual patch (if one is needed) in the beginning of the thread.


Just a suggestion.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Gee1337 on August 20, 2016, 05:52:23 am
If it were me, I'd start an entirely new RELEASE thread!

I'm looking forward to this Herkie :D
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Nyctaeus on August 20, 2016, 10:02:42 am
If it were me, I'd start an entirely new RELEASE thread!

I'm looking forward to this Herkie :D
Yup. Make a new thread. This one is quite for news and annoucements. Release deserve for its own one. It's cleaner this way.

I hope you release it soon :D
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on August 20, 2016, 03:01:33 pm
That's what I was suggesting...a new release thread when the campaign's released.  When and if patches are needed, put them in the OP (I've seen long release threads where it can be difficult to track down patches released).
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Gee1337 on August 21, 2016, 07:14:57 am
That's what I was suggesting...a new release thread when the campaign's released.  When and if patches are needed, put them in the OP (I've seen long release threads where it can be difficult to track down patches released).

My apologies, I misread what you wrote!
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on August 24, 2016, 01:10:38 am
I agree. I will make a new release thread and edit the main post if there are new patches or update. I will edit this thread's main post too (I placed some "changes" notice). Anyway, I AM BACK and I am in full testing mode now, refining things along the way. My testers here are going nuts! One of them, a DOTA 2 addict has stopped playing his addictive game and was converted to full Freespace 2 fanatic. He said he never played anything like it. By the way, what is an "OP"? Thanks for the advice, guys.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on August 24, 2016, 01:30:02 am
There are 3 missions (4 mins each, short but essential to the story) that I merged into one, with each segment divided into locations with "Nav Points" so I made use of the "Autopilot" feature. I might decide to cut the "Vasudan Arc" (6 missions) out of the campaign (it actually comprised of one Act). The story Arc just to emphasized the political nature of the Third Shivan War. I can make this as a separate sub-campaign or just cut the number of missions in the Vasudan Arc and absorb them to the previous Act.

For those who are not familiar with this campaign, this not just an entirely character-driven campaign. The story also covers a scene in a galactic scale with one man who carried the whole burden.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on August 24, 2016, 02:40:57 pm
I agree. I will make a new release thread and edit the main post if there are new patches or update. I will edit this thread's main post too (I placed some "changes" notice). Anyway, I AM BACK and I am in full testing mode now, refining things along the way. My testers here are going nuts! One of them, a DOTA 2 addict has stopped playing his addictive game and was converted to full Freespace 2 fanatic. He said he never played anything like it. By the way, what is an "OP"? Thanks for the advice, guys.

In this context, OP= opening post


Also, the Vasudan missions sound interesting.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Admiral-Sabree on August 24, 2016, 05:36:29 pm
The only thing I ask is that if you do cut a mission that is completed and not added in a mini campaign can you add it as a selectable mission from the tech room. Just hate to see work go to waste. So anticipating this campaign.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Gee1337 on August 24, 2016, 05:38:32 pm
I'm not a fan of the Vasudan part in FS2, however, I would say to you to leave them in as it fits nicely into the original canon with officer exchanges. If it enriches the story then definitely leave it in.

I don't like going to the cinema for several reasons, but the one I highlight is the sometimes shortened version of the movie. If you want to get to see extra scenes and such then you have to buy the director's/extended cut. This annoys me because I want the full story the first time. Films that I think have benefited from those scenes for extra depth include Aliens, Terminator 2, Independence Day and Dune.

Dune is subject to massive freaks of editing as the original cinema release had massive chunks cut from the film. An extended version was released, but it did not include everything. A full director's cut was released which included everything and added something like 45 mins (iirc) to the original release. When you compared the original release to the director's cut (which David Lynch hated and would not allow his name to be associated with it) you could see how some scenes had changed position in the film and altered the arc, whether for better or worse is just a matter of opinion.

I would say to include everything that you have done which adds depth to the story. It is your story to tell and I want to experience all of it! The only time I think something should be cut is if it erodes the continuity in you story.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on August 25, 2016, 06:28:15 pm
I'd like to echo Gee1337's opinion; keep the story missions.  Or at least put them as playable in the tech room.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on August 28, 2016, 02:16:06 pm
BTW Herkie, you said your daughters are helping as testers...are they enjoying Freespace?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on September 02, 2016, 01:33:31 am
I would say to include everything that you have done which adds depth to the story. It is your story to tell and I want to experience all of it! The only time I think something should be cut is if it erodes the continuity in you story.

Well, that is an eye opener. And you are absolutely right. The Vasudan Arc will be placed back in. It comprises of 6 missions with full of chaos. And when I say "full of chaos," I meant it literally; hellish firestorms... These type of missions can actually be won in many different ways that even I have yet to discover them.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on September 02, 2016, 01:41:28 am
BTW Herkie, you said your daughters are helping as testers...are they enjoying Freespace?

Yeah. Some months ago they saw me working on this mod. They thought it was business-related until my eldest daughter saw me playing my creation. They got intrigued and played it ever since. They give me comments and help me find some game-stopping bugs. They have come to love this space-combat game. They even wonder why this game genre is not so popular. I mean, they don't often see 3D space-combat game titles.

The people I have here are Alpha Testers. I will have the mod opened for Beta Testers once I completed it.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on September 04, 2016, 10:12:32 pm
I just got done replaying the current version of The Aftermath and am looking forward to the new version coming out soon.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on September 05, 2016, 02:51:26 pm
I just remembered an error I encountered:

I was playing on the final version of 3.7.4 and had a problem with the mission "Battle Of The Bulge".  After the first group of Shivan capital ships were destroyed and Shivan (and allied) reinforcements came in, the mission would crash.  This didn't happen on a recently nightly build (after that mission though, I switched back to 3.7.4 final and was able to play the campaign fine).
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: AdmiralRalwood on September 05, 2016, 02:55:30 pm
I was playing on the final version of 3.7.4 and had a problem with the mission "Battle Of The Bulge".  After the first group of Shivan capital ships were destroyed and Shivan (and allied) reinforcements came in, the mission would crash.
Did it crash with an error message, or just CTD?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on September 05, 2016, 03:59:50 pm
I was playing on the final version of 3.7.4 and had a problem with the mission "Battle Of The Bulge".  After the first group of Shivan capital ships were destroyed and Shivan (and allied) reinforcements came in, the mission would crash.
Did it crash with an error message, or just CTD?

The game froze and then a few seconds later it went to my desktop with a small window that said Freespace 2 has stopped working.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on September 06, 2016, 07:38:27 am
I got that error too with the old Aftermath mod. That error is fixed. It has something to do with model pof error (the Orca cruiser). Since most of the assets are replaced and fixed, we won't get that error with the Reboot version. Further on. that particular mission has been remade. But I will look into it just the same. ---Could it be a RAM problem? Because there are a lot of ships involved in this mission. CT, were you playing the old Aftermath (Cyborg's fix)? If so, that will not work well with the latest SCP build.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on September 06, 2016, 08:02:20 am
Guys, I am slightly delayed because I am hospitalized (Bronchitis infection). Looks like old age has caught up with me. Even so, I will still be working with the mod in my hospital bed (the text files - John Richter's Diary - Fiction files).
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Goober5000 on September 06, 2016, 12:35:26 pm
Wow.  Get well soon.  Don't work too hard on the mod if it will interfere with your recovery.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on September 06, 2016, 02:59:57 pm
I got that error too with the old Aftermath mod. That error is fixed. It has something to do with model pof error (the Orca cruiser). Since most of the assets are replaced and fixed, we won't get that error with the Reboot version. Further on. that particular mission has been remade. But I will look into it just the same. ---Could it be a RAM problem? Because there are a lot of ships involved in this mission. CT, were you playing the old Aftermath (Cyborg's fix)? If so, that will not work well with the latest SCP build.

I was playing with Cyborg17's fixed version.  Thanks for looking into it.

Best wishes for a speedy recovery, hope you get better.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on September 07, 2016, 11:23:11 pm
Thanks Guys for the wishes. My doctor reprimanded me for having a laptop in my sick bed. He advised me against that. Well, I might be offline again for another week or so. The doctor is actually beside me getting a blood sample while I'm typing this message with one hand. So...See you guys.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on September 15, 2016, 02:03:17 pm
How's your recovery going?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on September 16, 2016, 02:27:12 pm
By the way, in a recent playthrough of The Aftermath (on 3.7.4 final) I encountered a problem (besides that crash I talked about a few posts ago).  Whenever a mission came up that used the Nike corvette, before the mission would load the game would go back to desktop and an error window would come up and say there's a problem with the Nike turrets and subsystems.  At the bottom it said click OK to continue or cancel to exit, I had to click OK for each turret and subsystem.  However, after I did all that and got into the mission, it played okay.  I guess technically this isn't gamebreaking, just an inconvenience.

So if you're still using the Nike could you see if there's a problem?  Thanks.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on September 17, 2016, 01:00:08 am
I just got out of the hospital. I'm back and I might quit smoking (might?). Anyway, my testers found several really disturbing mission bugs (and thank the stars they are not model bugs) especially with the new missions. I'm fixing them now.

By the way, in a recent playthrough of The Aftermath (on 3.7.4 final) I encountered a problem (besides that crash I talked about a few posts ago).  Whenever a mission came up that used the Nike corvette, before the mission would load the game would go back to desktop and an error window would come up and say there's a problem with the Nike turrets and subsystems.  At the bottom it said click OK to continue or cancel to exit, I had to click OK for each turret and subsystem.  However, after I did all that and got into the mission, it played okay.  I guess technically this isn't gamebreaking, just an inconvenience.

So if you're still using the Nike could you see if there's a problem?  Thanks.

The Nike destroyer was severely flawed. It has a model assert error that can't be fixed. Fortunately, I'm not using the model anymore. Actually the 7th Battlegroup are all updated with newer models and I have tested them, Cyborg did the same and, so far, no errors.

Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Gee1337 on September 17, 2016, 04:38:08 am
I just got out of the hospital. I'm back and I might quit smoking (might?).

Do it! Replace the ciggies with a vapour pen (if they have them where you are). Worked for me! :)
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on September 19, 2016, 02:23:48 pm
Hopefully you can quit smoking; doing so improved the health of one of my relatives and saved money too.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on September 25, 2016, 08:09:54 pm
Hopefully you can quit smoking; doing so improved the health of one of my relatives and saved money too.

...It takes a lot of will power.

Anyway, I am editing or processing at least 1,200 frames of Tech Anims (660X300) for the weapons. It's a daunting task. I thought I could finish the mod this month but...I got derailed.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on September 30, 2016, 08:31:28 pm
The new Archangel looks cool, it reminds me of a ship from the campaign Titan Rebellion.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on October 05, 2016, 07:40:38 pm
Sadly, I will be delayed. I decided to redo the interface screens, main halls, and loading screens (All of them) to adapt with the 16:9 screen format. After that, 2 cut scenes and 20 more CB Anims static images. Then, finally, one last run down testing. I have to make it right before I release this.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on October 06, 2016, 02:24:56 pm
I think we'd all rather wait a week or two longer and have a better campaign rather than something being rushed.  At least you're making progress. :)

By the way Herkie, I've heard in the news a lot about some major storms happening in the western Pacific, is that affecting you in the Philippines?  Hopefully you're okay.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on October 15, 2016, 05:31:42 am
I think we'd all rather wait a week or two longer and have a better campaign rather than something being rushed.  At least you're making progress. :)

By the way Herkie, I've heard in the news a lot about some major storms happening in the western Pacific, is that affecting you in the Philippines?  Hopefully you're okay.

Now, that is a great thought. It is better to delay a little more than to release a half-baked product like I did the first version of The Aftermath. Anyway, I have completed adapting the interface screens for 16:9 format. but I still retain the 4:3 Interface folder and it will be an optional download. The CB Anims are done and so are the tech anims. So right now, 2 more cutscenes (which I will finish in two days) and John Richter's Diary --- I will do those write ups along with my final production testing. I still have to do a run down with all the missions in campaign format. The Alpha testing is over. We'll I guess it is safe to say that I am really almost done. Whew... The mod has no problem in running with the SCP 3.7.4. I have fixed the models myself and I have learned a great deal and my gratitude goes to Niffiwan, he gave the link of the new POF editor. Because of him, my mod assets are updated, because of him I learned how to fix models and because of him, my mod's assets are free of errors (so far). This endeavor is just as hard as putting up a new grocery store but I enjoy it. Maybe next week I will start the arduous, laborious process of uploading the mod to my MediaFire account.

Ok, regarding the storms this month, I am not really affected here except for heavy rains which are not actually connected with the typhoon. But the internet connection is going haywire! I am OK here in Mindanao. It's the Luzon area that is really in hot water or should I say cold water.

 
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on October 15, 2016, 06:26:17 am
GUYS, is it safe for me me to change the main thread title to "SOON TO BE RELEASED"?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on October 15, 2016, 01:13:09 pm
If you think it will be released within a month or so then I'd say it'd be okay to add "Soon to be released" to the thread title.


Also, just a reminder, if you want potentially more people to be able to see the campaign, contact Goober5000 about trying to get the campaign added to the official FSO Installer.  I'm sorry I can't be more helpful with that particular process.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on October 17, 2016, 04:23:45 am
If you think it will be released within a month or so then I'd say it'd be okay to add "Soon to be released" to the thread title.


Also, just a reminder, if you want potentially more people to be able to see the campaign, contact Goober5000 about trying to get the campaign added to the official FSO Installer.  I'm sorry I can't be more helpful with that particular process.

Hmmm..... I think I will bypass the "Soon to release." I might jinx it again.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on October 20, 2016, 02:50:21 am
I am now in the laborious process of uploading the mod files. This will take time considering the speed of internet here.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on October 21, 2016, 12:27:01 am
PROJECT UPDATE:

The big VPs (models, maps, cbanims, interface, effects, hud, fonts, sounds and music folders) are uploaded already. What is left are the missions, fiction and tables folders which will be the Root VP. The last VP will be uploaded once I finish my final testing and the fiction files. Once that is done, the project will be released to Beta testers. For those who are interested please PM me.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on October 21, 2016, 03:02:01 pm
Sorry for what may be a simple question:  What's the difference between Alpha testing and Beta testing?
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on October 22, 2016, 12:24:28 am
Well, Alpha testing is the first line of of testing usually to find bugs, errors and basis for product revisions during development stage. I directly observed my alpha testers, asking questions as they go along in their testing and getting their feedback. Beta testing is the final testing in the consumer end to get a broader scope of what the people think.
Title: Re: WIP: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on November 04, 2016, 01:52:32 am
PROJECT UPDATE:

I AM DONE!!!

Final testing is complete (no bugs encountered so far) and all the files have been uploaded to my Media Fire account. After one year of development, after the typhoons, the disasters, my city's internet and electricity problems, my ex-wife's rantings,...Hell, I was even hospitalized. In spite of that,  I am finished. I will PM Goober5000 to have it hosted...I hope. I am also changing my OP title to "Soon To Be Released." Finally.

Now, what's next...Oh...

I NEED BETA TESTERS. FOR THOSE INTERESTED, PLEASE PM ME. ;)

Download links will be sent through PM. I will be online after two days to check my inbox.

Phew!  :D
Title: Re: SOON TO BE RELEASED: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on November 05, 2016, 09:29:57 pm
ANNOUNCEMENT:

I will release The Aftermath:Reboot campaign in ONE WEEK, November 14, 2016.

Hell...I can released now if I want to but there is still the BETA testing period. So, stay tune.
Title: Re: SOON TO BE RELEASED: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on November 05, 2016, 09:31:14 pm
Great work, I'm looking forward to it.  :)

Hopefully you and Goober can get in on the FSO Installer, that thing makes it quite a bit easier for people to download campaigns.
Title: Re: SOON TO BE RELEASED: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: herkie423 on November 10, 2016, 07:40:30 pm
PROJECT UPDATE:

I checked my inbox and I found it empty. There were no interested Beta Testers. :( Well, that's Ok. The mode has been tested anyways. I guess, if there are bugs, that will be fixed easily by updates. I have packed the VPs in such a way that the "volatile" files (Tables, Missions, TBMs, fiction Files, etc.) are packed in a small VP around 2mb.

Goober5000 had also sent me the criteria for project hosting...I did not pass a number of conditions. The number of missions for starters, the limit is 20 and I have 68. In other words, I not qualify. He did said that he will consider it. I haven't got his response yet but until then, I AM RELEASING THE PROJECT. There is no reason to delay this anymore...So I am posting a release page today.
Title: Re: SOON TO BE RELEASED: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: Axem on November 11, 2016, 11:25:26 am
I think the story is a little different with regards to hosting if you've actually released something... The criteria are mostly to try and encourage people to release something, typical 60+ mission campaigns don't typically get too far, while a better chance is with something in the 20 mission range.

Anyway I don't see how that would apply to you since you've released the whole thing. :)
Title: Re: SOON TO BE RELEASED: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: 0rph3u5 on November 11, 2016, 11:37:01 am
I think the story is a little different with regards to hosting if you've actually released something... The criteria are mostly to try and encourage people to release something, typical 60+ mission campaigns don't typically get too far, while a better chance is with something in the 20 mission range.

Anyway I don't see how that would apply to you since you've released the whole thing. :)

I had a similar talk with Goober recently, and things are different post release
Title: Re: SOON TO BE RELEASED: The Aftermath:Reboot by Herkie423 and Cyborg17
Post by: CT27 on November 11, 2016, 12:19:30 pm
Again, I'm very glad this got released.  Too bad it couldn't get on the FSO Installer though, a lot of people use that for easy installations.