Hard Light Productions Forums

Hosted Projects - FS2 Required => The Aftermath: Reboot => Topic started by: herkie423 on November 10, 2016, 08:21:16 pm

Title: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 10, 2016, 08:21:16 pm
How do we face a ruthless enemy? Should we damage them enough to break their will? Should put a show of firepower to shock them? Or should we just posture ourselves defensively and hope we could somehow push them back? Or maybe we could cut off every conceivable route for the enemy to get to us and fall back? Whatever happened three years ago was just to postpone the inevitable. The bitter memories of the horror that crushed the souls of heroes seared into the minds of those who had lost themselves;  their courage,  their sanity,  even their morality.  The frightful images of those dreaded demonic ships, the destroyers, pierced through the hearts of brave men, good men. I was one of them. I was broken. The destroyers took everything, my family,... My life. I had nothing but heaps of ashes. I can never forget those moments in Capella when I have no choice but to smile back at death's grin. But I survived. Since then, I took things one at a time. Still, the scars remind me of a foreboding threat of a stalking predator looming over the event horizon of an uncharted jump node. They will be back and I will dread that day. So, how do we face the enemy? Should we shed our hesitance, our reluctance, our fears, every shred of humanity and take them head on? Grind them to dust until there is nothing left? Until they are lost forever?

---John K. Richter



The story takes place three years after the destruction of Capella and the end of the Second Shivan War. The GTVA is recovering but it has become a paranoid society building their military might believing that their old nemesis will someday return. Even then, the tension between the two races is growing, the Terrans are deep in debt while the Pirate Issue is becoming problematic. With everything going haywire, how can the alliance face the inevitable? Experience the journey of one mercenary seeking his ultimate purpose as he tore through the chaos in a brutal war then, later, the fate of all rested on his weary shoulders.

FEATURES:


--68 Missions divided into 10 Acts. 54 playable missions and 15 carefully crafted cutscenes.
--The mod has 6 dreadnoughts, 11 destroyers, 14 corvettes, 12 cruisers,  9 installations
   8 auxiliary ships and 15 types of fighters and bombers. A total of 77 assets.
--New user interface, 5 Main halls and 21 loading screens (1 introduction screen and 2 for each Act)
--More than 65,000 words worth of written material.
--Stunning space backgrounds. More planets and cosmic objects.
--New weapons with descriptions and tech animation. Each of them has its advantage and disadvantage.
--New capital ship weapons and new look for the Shivan beams
--10 in-game soundtracks with automatically triggered segments.
--7 briefing music and 2 main hall music.
--Epic clashes and intense dogfights.
--Insane scenarios and near-death situations.
--Random events that just blow you away.
--Battle through hundreds of enemy fighters and bombers while opposing fleets engage in a slug fest.
--And many more...

SPECIFICATIONS:

The required SCP Build needed to run the mod is 3.7.2 but it had been tested to run with 3.7.4 and
the performance is even enhanced (with the "deferred lighting" option off), the AI is also improved.

https://www.hard-light.net/forums/index.php?topic=89597.0

The mod will run with middle-end computers or average PCs. My computer specs are:
   AMD A4-6300 APU with Radeon(tm) HD
   AMD Radeon HD 8370D Graphics Processing Unit
   4GB RAM (the higher the better)
   2.7GB required disk space.

DOWNLOAD LINKS:

AF-Root http://www.mediafire.com/file/diyegxus5e42up0/AF-RootMain23.rar/file  --- File updated (10/23/2020) NEW
AF-GUI169  http://www.mediafire.com/file/g2d4jqnt5o8ivku/AF-Gui169.rar
AF-Effects http://www.mediafire.com/file/24dcdbut707ca63/AF-Effects.rar
AF-Music   http://www.mediafire.com/file/7dgogruuu9kqx7o/AF-Music.rar
AF-Visual1 http://www.mediafire.com/file/1qjuq3iu16r2wp3/AF-Visual1-004.rar --- File updated (5/19/2017)
AF-Visual2 http://www.mediafire.com/file/o6hk93igbeapygl/AF-Visuals2.rar
Af-Visual3 http://www.mediafire.com/file/7wngl7t0ymnra2c/AF-Visuals3.rar
AF-Visual4 http://www.mediafire.com/file/i770v6u3r12xo3r/AF-Visuals4.rar
AF-Visual5 http://www.mediafire.com/file/gblc3d2w59a6aar/AF-Visuals5.rar
AF-Extra http://www.mediafire.com/file/oc5ijwzfemv6fyy/AF-Extra23.rar/file  --- File updated (10/23/2020) NEW

ALTERNATE CAMPAIGN ENDING

I also made an alternate campaign with an UPBEAT ending which I recommend because the sequel will pick up on this. Actually, the changes covered just the second to the last playable mission and the cutscene after that. But the overall plot remain the same. You can download this campaign and replace the "AF-MissionsV1.vp" file (I recommend that you move this file out of the FS2 root folder. In case you do not like the alternate, you can just put the original back in and discard the alternate.

DOWNLOAD LINK:
http://www.mediafire.com/file/59vwr8alx962sdd/AF-CampV2.rar/file

The file is also included in "AF-Root" download link.

NOTE: Please read the "Read Me" file before playing.

UPDATE: (10/23/2020)

Download the latest update. The download will replace the AF-Root.vp and the AF-Extra.vp file. Check the date of the link.

There will still be issues that are overlooked. Please post them when you find one indicating the mission and
the nature of the error so that it will be properly updated immediately.

Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 10, 2016, 08:33:03 pm
So guys... Here it is. Please also read my last entry in the other thread, SOON TO RELEASE: The Aftermath...
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on November 10, 2016, 09:36:59 pm
Congratulations!

I don't know if I'll be able to get to it this weekend, but I'll be sure to try it when I have the time.
Title: Re: RELEASE: The Aftermath Reboot
Post by: 0rph3u5 on November 11, 2016, 01:53:03 am
Congratulations on the release! ... one more for the post-release playlist
Title: Re: RELEASE: The Aftermath Reboot
Post by: HLD_Prophecy on November 11, 2016, 07:56:14 am
Awesome, congrats! I want to finish BtA first but this should make a great Christmastime campaign. :D You worked hard, take five!
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nyctaeus on November 11, 2016, 07:56:54 am
I see one good looking, nasty and freaking big download. Let's give this a try :D.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Vidmaster on November 12, 2016, 01:47:29 pm
Downloading...
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on November 12, 2016, 01:48:44 pm
I have only played a couple missions so far but I wanted to thank you for improving the first playable mission and making it less frustrating than in the original.

In the original:
-waves of three enemy fighters
-appear rapidly
-appear close to convoy

In the new version:
-only two enemy fighters at a time
-appear less frequently
-appear further from the convoy
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nyctaeus on November 12, 2016, 09:20:39 pm
I played something like 30 missions... It's not bad. Looks like archetypical "My first campaign!" thingy, but your project is longer and better playtested. I guess it's the longest campaign ever released in a single .fc2 file. Damn, dude! You beat Shadow Genesis in terms of mission count :P.

Many missions are very smiliar, and share the same problems such as dialogues during dogfights and stuff, and overall layouts. Jump in, blow everything to hell, warp out. So many big battles, and some too big... Typical problems of "My first campaign!". I really like guitar riffs that makes it more mercanery-feel, and overall sound vibe [except for Gladiator music. Gliadiator for BoE with shivanz?!]. Backgrounds are nice, effects are nice, textures are pretty good etc. No significant bugs. Only in mission with rescuing Denver freighter I was kinda confused when cutscene ended and my hud did not appear again. I considered it as really long
frame, but wait! I can move and shot! And some bombers are attacking my freighter!

I couldn't stop myself to smile at some missions, when I had six wings to destroy from the beginning, and directives "Destroy squadron [666]". I feel like "What kind of madness is that?! xD"

I need another long afternoon to finish it up, but so far I can call it solid, well tested, good looking but also quite boring, repetitive, and breaking some ultimate rules of making campaigns.
So I played better and worse ones. Keep freding!

Edit: And oh, wait! Did I mention that I love your textures of TEI fleet? I guess I did in other topic :D
Edit 2: And cool menu music ^^
Edit 3:
Spoiler:
Change skybox of Shiva planet. Just CHANGE IT! I see Sardinia down there :P
Title: Re: RELEASE: The Aftermath Reboot
Post by: Lykurgos88 on November 13, 2016, 09:58:24 am
Oh my god... This seems exciting! Congratulations on the release  :pimp:
Title: Re: RELEASE: The Aftermath Reboot
Post by: praseodym on November 13, 2016, 10:59:04 am
Great Job. I used to play this campaign, when it needed the first BP mod to work back then.

One comment: The first mission where you need to dock with the police station to depart I couldn't, using 3.7.4. With 3.7.2 it worked under Ubuntu 14.04 64bit.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 15, 2016, 08:18:32 pm
Thank you very much for all the responses. I will answer them as best as I could... see the following replies.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 15, 2016, 08:39:18 pm
I played something like 30 missions... It's not bad. Looks like archetypical "My first campaign!" thingy, but your project is longer and better playtested. I guess it's the longest campaign ever released in a single .fc2 file. Damn, dude! You beat Shadow Genesis in terms of mission count :P.


Well, It is actually my first campaign....



Many missions are very smiliar, and share the same problems such as dialogues during dogfights and stuff, and overall layouts. Jump in, blow everything to hell, warp out. So many big battles, and some too big... Typical problems of "My first campaign!".


Well, as a soldier. Everything boils down to blowing up things and escorting friendlies mostly in the span of your military career. But there are missions here that requires stealth. The missions actually tells how the the GTVA responded to its nemesis, its strategies and even High Command' stupid decisions that brought disaster to their war campaign. The briefings tell the story. John Richter's Diary tells about his personal view of this ridiculous war.


Only in mission with rescuing Denver freighter I was kinda confused when cutscene ended and my hud did not appear again. I considered it as really long frame, but wait! I can move and shot! And some bombers are attacking my freighter!


Oh... The HUD did not appear? I placed the appropriate SEXP. It worked in my end. I will look into it right away. If the HUD did not appear you can just enable it manually (settings under Control Config)


I couldn't stop myself to smile at some missions, when I had six wings to destroy from the beginning, and directives "Destroy squadron [666]". I feel like "What kind of madness is that?! xD"


Hmm... That's strange. I did not see the "666." when I tested it. There should be a name and the correct number of hostiles, 6 wings that would be 36. Can you tell me what mission was that? I will look into it. Could you be using a different SCP build? The recommended version is 3.7.2. It worked with 3.7.4 but there will be some glitches (graphics, functionality, and etc.). The 3.7.4 version I have here is the first release that haven't got updated and I am using Windows 7 PC.

Thanks for the Pros and Cons. That I can really appreciate especially from an experienced modder. :nod:



Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 15, 2016, 08:44:54 pm
Great Job. I used to play this campaign, when it needed the first BP mod to work back then.

One comment: The first mission where you need to dock with the police station to depart I couldn't, using 3.7.4. With 3.7.2 it worked under Ubuntu 14.04 64bit.

It worked in my end using the 3.7.4 (The release version but if that got updated, something was changed) but, as I said, the 3.7.2 SCP version is recommended.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nyctaeus on November 15, 2016, 10:04:08 pm
Man, I'm kidding a lot :P. You may be not familiar with my style of commenting things, but there are a lot of absurd jokes inside. I actually want to see "Destroy squadron [666]" on my directives list :P. 666 or any cool and recognizable number like... Well I want to say 69, but I won't :D. No directives like "destroy squadron" were bugged.

In fact nothing was bugged. That's a cool thing! Except for that feral mission with Denver. HUD didn't appear. I toggled it manually via Shift+O.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 16, 2016, 06:14:12 pm
Man, I'm kidding a lot :P. You may be not familiar with my style of commenting things, but there are a lot of absurd jokes inside. I actually want to see "Destroy squadron [666]" on my directives list :P. 666 or any cool and recognizable number like... Well I want to say 69, but I won't :D. No directives like "destroy squadron" were bugged.

In fact nothing was bugged. That's a cool thing! Except for that feral mission with Denver. HUD didn't appear. I toggled it manually via Shift+O.

 :lol: :lol: :lol: You got me there, bro!  Whew... I thought I had another overlooked bug....Well regarding the Denver, I might have placed the "HUD" SEXP in the same event to restore the player view when it should be in a separate event delayed for 1 sec or 2. I will fix that. I had the same problem with the "Beta Aquilae" Movie. It has something to do with frame rates. Thanks.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 16, 2016, 10:39:06 pm
Goober5000 had contacted me yesterday. This campaign will be hosted. A million thanks to Goobeer5000. I am now fulfilling the requirements he gave me and I will send them to him later.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Droid803 on November 16, 2016, 11:52:10 pm
gz on hosting
Title: Re: RELEASE: The Aftermath Reboot
Post by: JSRNerdo on November 17, 2016, 04:47:39 am
Wow. Seeing this being hosted is really amazing. Makes me just that much more determined to get my own project working and out. Congratz, man!
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 18, 2016, 02:44:50 am
Thanks guys for the compliments. As I have said, I do this for the community. This Project belongs to the fans. I hope will enjoy it....Plunge into the chaos! :D
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on November 18, 2016, 09:40:59 pm
Great Job. I used to play this campaign, when it needed the first BP mod to work back then.

One comment: The first mission where you need to dock with the police station to depart I couldn't, using 3.7.4. With 3.7.2 it worked under Ubuntu 14.04 64bit.

If it's the mission where the frigate Eternity escapes then I don't think you're supposed to land in the station's fighterbay.  You're supposed to land on that circular platform.
Title: Re: RELEASE: The Aftermath Reboot
Post by: TrashMan on November 26, 2016, 02:46:44 pm
Not far in, but here's some feedback:

Spoiler:
GOOD:
- attention to detail, custom GUI, music and ship selection


NEEDS WORK:
- PC's custom fighter.
- plans for a prototpye stolen, bought by a rich guy who built it and lost it on cards to you. That thing would be expensive as hell, it's not something you bet on cards. What did the PC bet in return?
- a merc has the ability to maintain a prototype, that is surprisingly bag-free for something that was never tested (never happens)
- you fly that hot piece of hardware and everyone is ignoring your VERY CONSPICUOUS, STOLEN FIGHTER. I'm sure if you stole the plans for a F-35, somehow could build and fly it around, the USA would totally ignore you.
- the other two mercs are design and engineering geniuses AND have access to facilities to build fighters, since they apparently DESIGNED and BUILT their special fighters themselves.

Yeah, all those are bad.
It would be better if the fighters were payment from a corporation, or simply stolen. Get rid of the "unique, one-of-a-kind" or "self-built"


Also, in the first mission you get an endless swarm of pirate fighters that jump you to die. Pirates are opportunists. They shouldn't throw themselves into danger recklesly or not care for their own lives, nor should they do things that don't benefit them.
 Loosing 30 fighters trying to capture one cargo craft and throwing 30 more? You lost more in pilots and material then the cargo is worth.

Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on November 28, 2016, 09:38:25 pm
A minor technical glitch in the Act 3 mission where you fly in a spacesuit:

You can target the Lucifer/Ravana that force the Titan to flee but there's no icon for them in the radar.  Neither does a radar icon for the transport that comes in to rescue you.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 01, 2016, 02:31:54 am
A minor technical glitch in the Act 3 mission where you fly in a spacesuit:

You can target the Lucifer/Ravana that force the Titan to flee but there's no icon for them in the radar.  Neither does a radar icon for the transport that comes in to rescue you.

Yeah... I tried to fix it. but it is beyond me. In fact some of the shivan and GTVA fighters don't appear on radar and that includes the transport ship. My guess is that it has something to do with the number of things in the mission (I reached the absolute limit in FRED). Let's just say that your space suit tracking sensors are kinda' busted. :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: KnossosAD2367 on December 06, 2016, 12:41:50 am
I've been following this campaign for months and the first edition is now released! Will download when I got my fast-internet access. Hope is a great campaign!
Title: Re: RELEASE: The Aftermath Reboot
Post by: deathspeed on December 06, 2016, 08:48:28 pm
This looks amazing!  Any chance of getting it added to the FSO Installer?
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on December 06, 2016, 11:42:22 pm
This looks amazing!  Any chance of getting it added to the FSO Installer?


I would hope that could happen, but Herkie would have to talk to Goober about that.


Anyways Herkie, congrats on this release getting in the December 2016 newsletter.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 07, 2016, 10:57:25 pm
I did talk to Goober and I even made an installer text file but the problem is my cloud source. MediaFire does not support or allow Bot download (the CAPTHA feature blocks that) and FSO installer is a Bot downloader. I may have to transfer to another file hosting site and I am still looking. Anyone have ideas?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 07, 2016, 11:15:16 pm
NEW UPDATE AVAILABLE

Hello space pilots, I have made the first update. Just some minor changes and corrected a few overlooked, pesky typo errors. Please read the opening post. The updated file is the AF-Root.vp. Re-download it from the download list in the OP. :)

I just wish I have a grammar checker software... :banghead:
Title: Re: RELEASE: The Aftermath Reboot
Post by: AdmiralRalwood on December 07, 2016, 11:40:03 pm
I may have to transfer to another file hosting site and I am still looking. Anyone have ideas?
http://sectorgame.com/fsfiles/
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 07, 2016, 11:49:55 pm
Oh yes, of course! My old cloud source. Does it support site to site transfer? So that I wont have to upload the big files again.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Erebus Alpha on December 08, 2016, 03:29:34 pm
Some constructive criticism:

The secondary bays on your custom super-duper fighter are far too large. What in freespace will I ever do with 720 tempests? If you still want to make it a quasi-bomber, I would keep one secondary bay fairly large, so the player can equip their most-used secondary in that slot and not worry about running out of missiles - and give the other two secondary slots a more conservative payload.

On the note of the custom interceptor of ultimate ownage, almost nothing it goes up against is a challenge. The only battle that comes close is the 1-vs-many dogfight around a jump node, after escorting the stargazer to safety. Even then, the enemy doesn't stand much of a chance.

In the mission "The Nebula Revisited", after blowing up the Ravana, the three corvettes you are escorting just hang around the knossos portal doing nothing. Each of the 3 corvettes has the 'no orders' directive when targeted. The mission just goes on forever. (I'm actually stuck on this mission)

A few instances where the loadouts are locked make no sense. In act 1, there are times where the player is clearly not in a hurry, but cannot customize the loadout. Stranger still, the loadout has been replaced from the prior mission - indicating that the player most certainly did dock between missions and swap weapons.

There are minor grammatical errors in the missions, tech room, briefings, and fiction viewer. They sound a little strange, but are still readable.

There is a lot of fleet diversity and new tech, considering this happens only 3 years after Capella during tough economic times. It took decades to build the colossus in Freespace 2 retail. How did the GTVA poop out battlegroups of this size?

The enforcer police ship sucks, especially when it's armed with the prometheus and subach. It is painful to fly. Why would the player-character give up the apex predator of interceptors to go fly a ship that underperforms vs. some great war era ships? Does he have brain damage?



Now for the things I like:

Oh man, I love the weapons! I loved BP's balor cannon, and I love your ripper cannon! I love my firepoint-cycling primaries with clean visuals. The skyrail, your awesome antimatter cannon, is an even cooler version of this.

The beams are pretty - way prettier than retail. Your blue beams are prettier than BP's, and your red shivan beams are sexy too. The beams are so pretty that I am going to use a few of those effects in my own mod.

The mission where you get to give orders to the chimera & bellerophon fire team is amazing. I'm not sure if they will automatically shoot stuff on their own if you leave them alone, but gravity beam artillery strikes are sweet! I almost managed to blow up the smaller, non-refitted orion before it jumped.

The missions are a nice balance of self-playing & challenging. After blowing some stuff up and taking the upper hand in combat, it's nice to sit back, grab some popcorn, C-3-9 (all fighters engage enemy) and watch the fireworks unfold in the larger fleet battles.

Raiding the pirate depot is a fascinating mission. I flew a perseus, and put my wingman in an erinyes with maxims and rippers. Using the erinyes' quad maxims as my personal wrecking ball was fun!
Title: Re: RELEASE: The Aftermath Reboot
Post by: Urbana on December 16, 2016, 01:26:09 am
I really enjoyed this mod so far one of the best i have ever played. Bug wise i actually didn't find any it was one of the few mods that played without issues. The new capital ships and fighters were amazing, for me a fighter that can mount 720 tempest missiles is a dream come true for me cause i make do with those, not to mention the widow makers were the most amazing of all. I would sit a 5 kms  out of enemy range and snipe them with the missiles.... too epic. The corvette missions were my fav by far i had the mad maniacal laugh when i was taking out destroyers and juggernauts with this corvette and commanding the cruisers. If this ever gets a voice over option then it would be perfect. I give this mod a solid 9/10 well done herkie423 cant wait to see what comes next, like at the end of credits with the SD Bhaal and Vishnu keeper at the end of the game that had voices was the best thing ever, I actually recorded the last mission with the GTVA Archangel killing the monster Juggernaut i have it playing at work to get others into playing this great game
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on December 16, 2016, 04:05:54 pm
In the opening post under the campaign name there are five symbols.  Obviously one can tell what the middle three represent since they have text, but one do the ones on the far left and right mean?
Title: Re: RELEASE: The Aftermath Reboot
Post by: Hunter on December 16, 2016, 06:34:19 pm
Hi Herkie - I added this to FreeSpace Files for you - Direct links will work fine with FSO Installer. See: http://sectorgame.com/fsfiles/?dir=uploads/Projects%20-%20Campaigns%20-%20TCs/Campaigns/SCP%20Campaigns/The%20Aftermath%20Reboot
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 22, 2016, 03:53:12 am
Hi Herkie - I added this to FreeSpace Files for you - Direct links will work fine with FSO Installer. See: http://sectorgame.com/fsfiles/?dir=uploads/Projects%20-%20Campaigns%20-%20TCs/Campaigns/SCP%20Campaigns/The%20Aftermath%20Reboot

Thank you, Hunter. That saved me a lot. I will update the OP to include this link. Meanwhile, I will prepare my installer text file.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 22, 2016, 03:56:49 am
The XJR Phantom is a dream bonus ship for player to have good fun blasting enemies, an uber ship, not really essential to the story. That is why this fighter is not available in most of the campaign; only in the first Act (to help new players acclimate with the space combat genre) and in the later missions close to the end. If players want some realism, then don't use it--- use the 7th BG released issues instead.

The huge loadouts were deliberate as to relieve players the hassle of calling a support ship to reload especially in chaotic missions with no time to breath. I sacrificed a degree of realism here in favor of fun just like in Call of Duty games or any game where you can actually recover from being spayed by bullets (except grenades for added challenge). If it were too realistic the game will not be playable. My testers tried it and it was frustrating. you can use the standard issues like the Perseus, Hercules MkII, Erinyes, etc. There actually available in your loadouts except for some missions for plausibility.

In the "Nebula Revisted." If you reach the point to the Ravana blowing up then it is over. You have the authority to jump out and return to base. If you can not jump then one shivan managed to slip through and still survive. I will look into that and make the changes. Those three corvettes will not leave that area. They are assigned to guard that Knossos.

Some missions with locked loadouts. well, like in the first mission, loadouts are loacked because you are broke. No money. In "Jail breakers," you are in space and no briefing for that matter, Just a command briefing which is Richter's personal log. In "corvette" missions, strictly no loadouts to avoid the technical issue in game custom scripts; example, I tried to have the Boreas and Avenger available so that player can choose but the script's targeting algorithms did not function as it was suppose to. When it comes to loadouts, I have considered that matter many times in each mission. There are missions were weapons or ships are not available because of war allocation. It is the same in real life. do you know that during my military service, my platoon assignment is to have an M16 rifle but in a number of recon runs, I was given a Carbine sniper rifle and I have to lend my M16 to someone with a critical role. I am not designated as a sniper still I have to make do. In combat here in Mindanao with the MNLF insurgents, supply is always ridiculous. I want the player to have that kind of feel. If you notice the loadout predicament, then my plan worked. If you feel that the GTVA is awful, arrogant and over-confident in their war campaign that is exactly the story and guess who saved the day in the end.

The same predicament I want players to experience when working the GTVA Police. A law enforcer with a crappy ship issue. And why would Richter give up that apex-predator of an interceptor? He did not. It was confiscated nicely. Remember the briefing? "...It will be in our caring custody." Obviously, Cartwright means it will be studied. The military had a degree of interest in this craft and tries to acquire it legally --- read the tech description (updated AFRoot.vp). I you feel that helpless feeling piloting the police issue, then that is exactly the point. That is also one of the reason for John Richter's dark tone in his diary. He lived a rotten life with the blood of thousands in his hands (read the fiction section---I hope players will read it; they are just short and few. If they skip it, then they will not get the exact meaning of the campaign). I designed the missions (exaggerated at times) to let players feel Richter's desperation, exhilaration and even boredom (like escort missions---you will know in his diary why he hated these). 

The massive fleet of the GTVA in just 3 years. Well, I have to admit that is way out of bound. I actually considered to reduce the number of ships in the mod but I did not. I even wanted to add more weapons but that will be adding to the ridiculousness so I figured, just the ships....what the heck. Hey, in world War II, the USA was able to produce thousands of tanks and aircraft, a dozen huge aircraft carriers and dozens of destroyers and cruisers in three years and that was 1945. Imagine what man can do in 2370! It is explained in the techroom intel database under the topic "The Mass Production" which will be available later in the campaign as you progress. Actually, questions like jump drives deactivation, "Fleet" and "Battlegroup" designations and others are answered in the intels and in command briefings.

With grammar errors. call it a language barrier. English is not my native tongue. At least, I manage. with this issue, I ask my apologies. Oh hey...maybe this is how they talk in 2370...Nah...That's ridiculous!...but possible.

PS: If you have grammar errors in the game, please download the update in the Openning Post (re-download the AFRoot.vp). I have made quite a number of corrections (which are actually typographic errors...I am bad in typing). Still there might be more and I will devote the following days to hunt them down and I will have a second update.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 22, 2016, 04:02:26 am
In the opening post under the campaign name there are five symbols.  Obviously one can tell what the middle three represent since they have text, but one do the ones on the far left and right mean?

The one in the far left is the squadron logo for the 77th Dark Angels Squadron. The one in the far right is the 76th Ice Queens logo. In some mission when they are present, you can fly in close to their fighter and see their logo in their wings.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on December 22, 2016, 02:49:08 pm
Right now I am at the point where I just completed the Avenging Adhara mission.

About the fleet issue, it may be slightly implausible that new ships could be designed and built in three years, but maybe designs had been created earlier.  Don't worry about it, having new ships is cool.  Also, it's not like there's 50 new Erebus destroyers or something.

Finally, it's nice to see this may make the Installer someday.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Erebus Alpha on December 23, 2016, 06:38:34 pm
I fixed the issue of getting stuck in "The Nebula Revisited". Apparently if you wait until the Ravana gets in beam range, and it blows up one of three friendly corvettes, the mission works. I managed to get the mission to finish & receive the warp-out directive like that.

The loadouts later on in the game seem to make sense, even when locked. Although sometimes I wish Richter would land, get out of the cockpit, and when the weapon techs go to uninstall the guns, he should say: "Hey, leave that Skyrail alone! You know how often we get scrambled at the last minute!" Although, I am not sure FRED can save a loadout from one mission and bring it to the next.

Once I got further into the campaign, I read the mass production tech room entry. That sort of manufacturing revolution should have spawned an unprecedented economic boom.

I was actually somewhat disappointed with the mission "The Royal Fleet", where you have the option of stealth or a 1 vs. 100 dragon dogfight. You gave the player 100 Widowmaker missiles. If you divert extra power to engines, and stay 1000-2000 meters away from the swarm, you can one-shot every single one of them with Widowmakers, even on insane difficulty. With that technique, I did not take a single point of damage from the Dragons. I feel like this would have been much more challenging if the player had fewer Widowmakers, and had to rely on other weapons too.

The idea of language evolution by 2370 is kind of cool! It's completely plausible that grammar could change in that span of time. Just look at how much English has changed over the last 300 years. (Don't worry, the grammar errors are minor, everything is very easily readable.)

I did especially like the part with Richter's blue guardian, but I wish that the concept of the GTVA turning into monsters was explored a little more. After piloting the Avenger, Richter worries that the GTVA is going to be unstoppable. There is a lot of unused plot fuel - but I suppose that's what the sequel is for!

Overall, I loved it. I can't wait to play the next phase of the Aftermath IP!
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on December 30, 2016, 10:06:57 pm
Did you have a good Christmas Herkie?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 04, 2017, 12:37:40 am
Happy New Year Everyone. Well, I was off for a time there because I was busy. My Ex-wife came to visit the kids and she stayed the whole Christmas season. I hate her guts! but I figured it's the season of giving. Now, I am back to update work. I am checking those grammar errors and I will take Erebus Alpha's comment as a suggestion and make some mission improvements---He is right about the "Royal Fleet." HINT (or SPOILER): The "Blue Guardian" is the name of the sequel I will be working on in the future. I will release the second update soon...
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 04, 2017, 02:57:45 am
Did you have a good Christmas Herkie?

Yeah, I did. Thanks. The kids were enjoying themselves with their mother. I enjoyed seeing my grocery stores having a blast. Their were full and gave me a great sense of achievement. I hope you had a great time too.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 06, 2017, 03:28:11 pm
Can I make a minor suggestion Herkie?

I love the new Widowmaker missile you created.  The first mission you get to use that was I believe when the new Diablo corvettes single out the Titan for attack and ignore the Hercules.  If I'm remembering things wrong please correct me but I believe you got to carry more Widowmakers in a secondary bank than you would Trebuchets in the same bank.  Since Widowmakers are supposed to be basically better versions of the Treb (less recharge time than the Treb and more subsystem damage than even a Stiletto), shouldn't there be less WMs than Trebs in one secondary bank?

It's a very minor point but I was curious about that.


Overall I really like the new weapons you came up with (I'm not even done with the campaign yet since I just got to the "Order 66" mission that took place outside some big command station).  I like the Devastator cannon...for just slightly less damage than the Kayser you get improved range and rate of fire.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Erebus Alpha on January 07, 2017, 03:39:52 pm
I think the Widowmakers are supposed to be next-generation super-missiles, basically pure nightmare fuel for anyone the GTVA wants to kill. It is an antimatter missile after all. Antimatter weapons are almost always going to outperform non-antimatter weapons by a pretty huge margin. It's difficult to beat E=MC^2, especially when it operates at 100% efficiency.

Heck, the Widowmaker might even be using a matter-antimatter reaction along with some plain old reaction mass to produce thrust - which might explain why it has such awesome range and maneuverability. There are very few things that can theoretically be as deadly as an antimatter warhead propelled by an antimatter rocket.

In regard to "The Royal Fleet" balancing, I am not sure if it is possible to have different weapon quantities available for different difficulty settings. But if it is, I would give the player 100/90/85/80/75 widowmakers, for very easy/easy/medium/hard/insane, respectively. Or something like that.

This way, playing on Insane, the player will still have to fight 25 dragons with 'conventional' weapons, after expending all their Widowmakers. That will even the odds a bit, but it will still be a ludicrously challenging fight.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on January 07, 2017, 05:01:10 pm
Basically Trebs on steroids. Since in this campaign most of the times the player can have them equipped when there's a capship battle somewhere, I'd say that their primary usage is defanging any capship short of a juggernaut from extreme distance, then fighter/bomber kills as secondary.

Plus, I think that in "The Royal Fleet" the player can call in a support ship.

By the way, I finished the campaign about yesterday. What can I say: it's awesome. The first two acts were a bit... unpolished. Maybe even more than a bit. But when it started with the Shivans, missions got really interesting. Some of them are so great, that I will replay the whole thing mostly for them. And it seems you did an insane amount of work regarding visuals there.
Well, more feedback sometime later.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 10, 2017, 01:58:38 pm
Which new primary weapons do you guys like (since the consensus for favorite secondary appears to be the Widowmaker)?

Like I said before, I like the Devastator cannon and the new 'shotgun' blaster.
Title: Re: RELEASE: The Aftermath Reboot
Post by: tomimaki on January 12, 2017, 03:41:13 pm
I made text file for FSO Installer if you are interested.

[attachment deleted by admin]
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 12, 2017, 11:02:57 pm
I made text file for FSO Installer if you are interested.

Thanks , Tomi. It saved me a lot. Downloading now.

EDIT:
I compare your file with one i made. Mine is far from the truth. I did not understand the HASH part and your file is much more complete. Thank you very much.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 12, 2017, 11:37:29 pm
Regarding the Windowmaker. The size of this missile is significantly smaller. The anti-matter payload is only 0.20 grams (theoretically, this quantity is equivalent to 20 times a nuclear explosion, more powerful than the widowmaker. I somewhat downgrade this part of realism --- what is the opposite of exaggerate? It is mentioned in the techroom that this weapon has less payload weight so you can carry more. Despite of the speck-size of the explosive, the missile housing is still big (Hornet size) because of the antimatter containment mechanism. Hey, I like the idea of the antimatter rocket propellant. In AF, the missile has the same engine of the Harpoon with more fuel for longer range. But I and neither did Freespace mentioned the type of thruster used.

EDIT:
My mistake. I did mention an "Ion based propellant" in the Windowmaker's tech description.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 13, 2017, 12:34:00 am
There are 2 load out config that I like. The Ripper-Devastator-Screamer and the Scattergun-Blizzard-Screamer combo. I don't use the Widowmaker except when I truly need it like when Diablos will be present because it's too much plus I often kill my fellow pilots by accident (warning mentioned in the briefing). I don't even use the XJR Phantom throughout the campaign.

For greater effect, place you rapid-fire cycle weapons to the mount with more gun banks.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 13, 2017, 12:40:06 am
I will reduce the widowmaker load out in the "Royal Fleet" mission in my next update. I may have overestimated the difficulty factor... Or should I leave it as it is?
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 13, 2017, 01:08:19 am
Now that I think about it, the Widowmaker issue isn't a big deal.  I'd say leave it as it is and don't reduce capacity.



I do have a minor suggestion concerning a mission:  I believe it was in Act 4 when you scout out the enemy planet.  One of the missions there has you destroying a formation of enemy bombers and in the second part of that mission you have to destroy a wing of Dragons before they jump out.  Destroying the bombers went fairly smoothly but I had a problem with the Dragons...I think the mission said you had 30 seconds to destroy the Dragons when they came in.  However, they seemed to actually jump out a little quicker than that.  If you and your wingmen aren't pretty close to them when they come in it can be difficult to destroy them in time.  Even a few more seconds would be helpful.  Would it be possible to increase that particular time limit just a little to something like 40 seconds?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 13, 2017, 02:10:55 am
I find that mission difficult too. You may have hit the lowest random seed. Those Dragons will escape anywhere from 20 to 35 seconds to make it realistic. The 30 seconds was clearly an estimate by your wing leader. Even Snipes can make mistake. But I will adjust it to 30 to 45 seconds and I will add SEXPs to check whether you are far from your mates to adjust the random factor...Or I might as well take out the random factor and make it fixed at 40 seconds. I will get to it right now.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 13, 2017, 02:23:29 am
Now that I think about it, the Widowmaker issue isn't a big deal.  I'd say leave it as it is and don't reduce capacity.

Ok. I will leave it as it is. The mission has wide selection of arsenal. It's up to the player. Let's just say I want this sorty to be a Test-Your-Skill mission. But chosing stealth is way easier.

By the way, there is another "test" mission if you haven't encounter it already. The mission "Another Game Of Tag" to test whether you can tag all ships in the Shivan fleet.  A bonus objective. You will have a different debrief if you do tag all of them.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on January 13, 2017, 06:43:59 am
In this kind of missions, I usually do 120% of the objective, so that's scanning/TAGing ALL of the capships out there :P. And that's what I did right here (Medium). With the speed of the fighter and its ECM capabilities this is no challenge - approach a vessel, shove a TAG missile up its... something, burn away from any fighters chasing you, repeat.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 13, 2017, 07:36:52 am
Exactly the solution :) Hostile detection=Outrun them. The Shivans will return to their patrol route if you lose them. If you call in your reinforcement and sacrifice them, the debrief will state that too.

As a personal challenge, try pulling it off without a single detection

The first draft of this mission actually had an event that will cause the fleet to leave if you are detected but I took it out. I figured why would the Shivans be threatened by single fighter? They haven't the faintest idea of your purpose. They don't know this tactic. Anyway, this is one of those "story" missions and the only way fail it is to get killed.
Title: Re: RELEASE: The Aftermath Reboot
Post by: LaineyBugsDaddy on January 13, 2017, 06:38:11 pm
The opposite of exaggerate is understate or downplay.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 14, 2017, 12:06:45 am
I fixed the issue of getting stuck in "The Nebula Revisited". Apparently if you wait until the Ravana gets in beam range, and it blows up one of three friendly corvettes, the mission works. I managed to get the mission to finish & receive the warp-out directive like that.

You can save all of them. If all three survived you'll have good debrief and a Medal. This is a cover mission. The corvettes do the main assault. When they reach the knossos and killed all the Shivan Warships, it's done. One instance when they reach their destination, destroyed the last Ravana and the mission is not yet over it means not all enemy warships has been eliminated. There is actually a hidden Rakshasa that will stalk the group.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 16, 2017, 06:33:33 pm
Recently I just started Act seven.

I just got done with the mission "Torpedo Chasers" (where you defend a weapons facility from a lot of Shivan bombers).  This isn't a bug report but more of a minor suggestion. The mission was defending against wave after wave of bombers for the most part.  It took about 13 minutes.  It is just my opinion but I think that mission should be cut back a few minutes or so.  The difficulty of the mission isn't the problem but doing the same thing over and over again can sometimes be tedious.  The mission is fine for the most part.


Overall I've noticed a big improvement from the first "The Aftermath."  You've done good work here with your reboot.

Title: Re: RELEASE: The Aftermath Reboot
Post by: OverDhill on January 17, 2017, 08:19:07 am
Is this going to be included in the FSOInstaller? Don't think I saw it there

Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 20, 2017, 02:15:00 pm
Is this going to be included in the FSOInstaller? Don't think I saw it there

That's up to Herkie and Goober I believe.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 28, 2017, 03:40:52 am
Recently I just started Act seven.

I just got done with the mission "Torpedo Chasers" (where you defend a weapons facility from a lot of Shivan bombers).  This isn't a bug report but more of a minor suggestion. The mission was defending against wave after wave of bombers for the most part.  It took about 13 minutes.  It is just my opinion but I think that mission should be cut back a few minutes or so.  The difficulty of the mission isn't the problem but doing the same thing over and over again can sometimes be tedious.  The mission is fine for the most part.


Overall I've noticed a big improvement from the first "The Aftermath."  You've done good work here with your reboot.

In the original version, that mission went around 17 minutes but I cut to 12 mins (13 mins in your case) which is the average length of all the missions. I will cut it to 7 or ten but that means it will be more difficult. Because I have to reduce the number of wings but armed them with more powerful bombs and reduce the station hitpoints... adding to the panic. :lol:

Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 28, 2017, 03:45:34 am
Is this going to be included in the FSOInstaller? Don't think I saw it there

I will work that out sometime next month. After the second update I am currently working on. I have the Installer text file already thanks to Tomimaki.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 28, 2017, 03:52:35 am
Guys, I will have the second update ready in the first week of February.  These past days, I have devoted my time hunting down those pesky grammar issues (They are actually missing words) and doing some mission polishing and considering all your recommendations.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 28, 2017, 01:41:02 pm
Recently I just started Act seven.

I just got done with the mission "Torpedo Chasers" (where you defend a weapons facility from a lot of Shivan bombers).  This isn't a bug report but more of a minor suggestion. The mission was defending against wave after wave of bombers for the most part.  It took about 13 minutes.  It is just my opinion but I think that mission should be cut back a few minutes or so.  The difficulty of the mission isn't the problem but doing the same thing over and over again can sometimes be tedious.  The mission is fine for the most part.


Overall I've noticed a big improvement from the first "The Aftermath."  You've done good work here with your reboot.


In the original version, that mission went around 17 minutes but I cut to 12 mins (13 mins in your case) which is the average length of all the missions. I will cut it to 7 or ten but that means it will be more difficult. Because I have to reduce the number of wings but armed them with more powerful bombs and reduce the station hitpoints... adding to the panic. :lol:

You don't have to change it if you don't want to.  It is better than the previous version...this one didn't have that spinning station after all. ;)

Maybe instead of making the fighters deadlier just keep the mission as is...but have a destroyer come in at the end and attempt to destroy the station and you have to disarm its beams so your escorting capships (I believe you had two corvettes protecting the station in that mission) can take it out (of course if you do that then I would suggest you allow the player to be able to select Widowmakers for that mission).

So either that^ suggestion or leave the mission as is I'd say.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 29, 2017, 02:35:07 am
Oh,  you mean more surprises? Now, that's a good idea. I will get to it. I did cut the number of enemy bomber wings though. :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on January 29, 2017, 02:45:36 am
Guys, I made a terrible mistake.

It seems that the 2 missions in the Capella system doesn't have their skyboxes or backgrounds, just pitch black. Thr background should have a bright yellow colored nebula which I painstakingly made. It did not reflect in my end because I have placed a Skybox VP in my MediaAVP folder and named a different background name but the Capella skybox is present in my VP file under a different name. I kinda altered the Freespace main campaign backgrounds. I discovered that when I reinstalled my Freespace 2. I have fixed those and it will be included in the update. If you want to see how I intended it to look like, replay the missions "Into the Unknown" and "The Hornet's Nest."
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 31, 2017, 01:38:30 pm


I forgot the name of it but it's the mission right after "Torpedo Chasers" where you're chasing a fleeing Shivan fleet.


Two minor suggestions:

1-Maybe there should be one of the new Shivan Garuda (spelling?) destroyers in that mission?  In the act's opening cutscene three of those came in the with Lucifer and I thought that would be the fleet you were chasing.

2-Just my opinion, but I think you should be allowed to pick Widowmakers for that mission.


I'm not making too many suggestions overall am I Herkie? 
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on February 02, 2017, 11:15:12 pm


I forgot the name of it but it's the mission right after "Torpedo Chasers" where you're chasing a fleeing Shivan fleet.


Two minor suggestions:

1-Maybe there should be one of the new Shivan Garuda (spelling?) destroyers in that mission?  In the act's opening cutscene three of those came in the with Lucifer and I thought that would be the fleet you were chasing.

2-Just my opinion, but I think you should be allowed to pick Widowmakers for that mission.


I'm not making too many suggestions overall am I Herkie?

It's the mission "New Weapon." A taste of the Shivan new weapon of mass destruction. Regarding the Garudas, I reserve those in an upcoming mini campaign. Actually Shivans in the cutscene were not the only ones who breached Adhara. There were hunted down by the Vasudan Battlegroups and the 7th BG finally destroyed the last of them but the Shivans went down with vengeance; unleashing their terrible weapon. Sorry, I can not allow the Widowmaker. I tried that but it made the mission ridiculously easy. You actual mission objective in the middle of the chaos are just freighters. The Widowmaker is a rare and expensive resource and High Command limits their distribution.

...And your suggestions are fine. I am considering every suggestion posted here. But there are only few. Is that a good thing or bad?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on February 02, 2017, 11:32:00 pm
NEW UPDATE AVAILABLE

I made another update. The changes covered an extensive spelling and grammar check (I hope). They are quite rare but not few. At least one in every mission! Can you believe that? and these errors are very small; missing a's and the's, double words and missing words. It's like finding a dozen of needles in a warehouse full of hay stacks.

There is also one hiccup I easily overlook. The missing Head Anims. There are quite a number of those. I fixed them. There are suggestions posted here and I considered them. I incorporated them in tweaking the missions. I also fixed the missing skyboxes; now this error shocked me to the core and I dropped my jaw and.... cried! Grrrr.....! :banghead: :(

So the update is ready. Check the opening post.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on February 03, 2017, 02:38:30 pm
About hitting the freighters...

Well, I think this was the mission where I was annoyed by the lack of a decent interceptor the most. While it is very possible to chase down them with provided fighters, if any Astaroth fighter gets on your back, you either try to kill it, wasting A LOT of time, or just restart the mission right away, since you can't outrun them (usually 4-6 fighters harrasing you). And going around the battlefield to avoid attention also takes a lot of time.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on February 03, 2017, 04:05:12 pm
A couple comments

1-I downloaded the new update file and put it in, however in the mission "Torpedo Chasers" the Mara wing at the beginning was just labeled "SF Mara" with no wing designation in the lower left targeting window.  However all the bombers in the mission had wing designations

2-In the mission after "New Weapon" ( I think it was called 'Snickers', it was where you had to follow Snipes and scan a Lamia comm craft)...all the capships were just labeled by their class "SD Ravana" "SD Demon" etc.  Was that how you meant it or should they have had specific names?
Title: Re: RELEASE: The Aftermath Reboot
Post by: praseodym on February 04, 2017, 01:28:28 pm
Hi,

after updating the root.VP the campaign doesn't show up anymore in the campaign room. Using Ubuntu 64bit with the 3.7.4 engine. I changed the file names from capital letter to none. Any idea?
Title: Re: RELEASE: The Aftermath Reboot
Post by: praseodym on February 04, 2017, 02:33:13 pm
Re-downloaded, now it works. Sorry.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on February 06, 2017, 10:32:18 am
Well, CT27, with the amount of fighters thrown at you even in the beginning, and capships later in the campaign, there's no way to really label the wings and ships conventionally. I think there's even something about thatin some in-mission dialog ("We ran out of names!"). So that's rather meant to be like that.
Title: Re: RELEASE: The Aftermath Reboot
Post by: JSRNerdo on February 08, 2017, 06:56:09 am
Cargo: Sex toys  :lol:
Title: Re: RELEASE: The Aftermath Reboot
Post by: JSRNerdo on February 08, 2017, 06:03:06 pm
The number of ships you're having me destroy is downright ridiculously excessive. I count at least 20 wings in Avenging Adhara. Why do we have to destroy soooo many?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on February 11, 2017, 04:40:45 am
The number of ships you're having me destroy is downright ridiculously excessive. I count at least 20 wings in Avenging Adhara. Why do we have to destroy soooo many?

Well, it is an intergalactic war. A head to head battle with the Shivans and most of the encounter is chaos. Like I said in the OP, you will not be dealing with wings but squadrons. The GTVA is dealing with an entire race and it is actually outnumbered significantly. It will not be plausible if there are fewer ships and I intend to let player feel the gravity of the situation. What you felt is actually what I intended. I based this on actual experience. Just take it as an opportunity to rack up your kill count and adding destroyers and Juggernauts to your tally. :)

In fact in key epic missions, I reached the 400 limit in FRED. I want to have more.

There are hostiles that are not designated (named) because these are not your priorities. Your ship Nav Com take this into account. It is explained in the in-game dialogue in "Escaping Pirates." But in "Torpedo Chasers," that is an actual limitation. The Maras are involve in a cutscene. I want them to jump in one at a time for effect but I can not have them do that if they are part of a wing. My solution is to hide their names.

And JSR, your kill count of 20 wings (60 fighters) is impressive. Did ALL of Aquitaine's corvettes survived? If so then you did get the medal.  My kill count is only 10 in that mission but I got the best debrief. I was focusing in knocking out the shivan beam cannons which is my actual objective in order for them to survive. Remember, your CO does not always give you the exact scenario in the briefing room. There is always bad intel which is true in real life.

In some missions, there are levels or degree of success. In most cases, if you get the best debrief, you get a medal. Always check the recommendations. If you get all the medals upon completion of the campaign (this is visible if you start a new profile), then you got it right.

The missions are designed to give players more freedom in-mission hence the levels success.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on February 11, 2017, 02:55:27 pm
In the "Avenger" mission (the first mission where you can pilot a Boreas cruiser...you fly near to it to take it over) there was a minor technical issue.  When I was flying the Boreas cruiser and firing the main gun, the gun energy always stayed the same...whether I held the primary button down or tapped it slightly once in a while.  It made it difficult to see how much weapon energy I had left.

In the previous "Aftermath" the primary weapon energy bar would work for the Boreas and Avenger.
Title: Re: RELEASE: The Aftermath Reboot
Post by: JSRNerdo on February 12, 2017, 12:29:28 am
Why do I get executed if I fail to protect the Hestia?  :wtf:
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on February 12, 2017, 01:07:31 am
In the "Avenger" mission (the first mission where you can pilot a Boreas cruiser...you fly near to it to take it over) there was a minor technical issue.  When I was flying the Boreas cruiser and firing the main gun, the gun energy always stayed the same...

Yes, it is a technical issue but it can be justified. The Boreas in that mission was armed only with  Antimatter Cannons, a standard weapon except for the beams. With  the Boreas' huge energy output, the energy cost for standard weapons is negligible. And Antimatter weapons are extremely energy efficient.

EDIT: What I said above is how I justify it story-wise but in reality, modding-wise or technically, the Antimatter Cannon used by the player is also a weapon used by other capships (I have noticed that issue too a few months back). And capital ship weapons like beams, turrets or flak guns have an "energy consumed" standard value of 0.30 and I know why. I tried to raise that value higher for the AM Cannon so that the energy drain will be visible but during testing, the other capships equiped with it did not fire their AM cannons as rapidly as they should. So I reverted to the standard value. Now with Ion Cannons, it's a different story. These are exclusively for the Boreas and the Avenger. The energy cost is 7.00 (the Maxim has 1.00). The drain will certainly be evident and it is alright for computer-controlled Boreas not firing them rapidly as a result plus it will ruin the game balance if they do.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on February 12, 2017, 01:47:05 am
Why do I get executed if I fail to protect the Hestia?  :wtf:

It's curious, isn't it? I myself will say, what the f***!

That's not the only mission where you get executed if you fail. Practically all SOC missions will send you to the gallows if you screw up. That particular mission ("Critical Prize") was a super secret suicide sorty tied with the SOC to keep the society from knowing about it (but it went out in the open anyway). Richter and the rest of the pilots did not even know about that because it was not mention in the briefing. The SOC do  not accept failure.

The fact that the GTVA is executing soldiers and callously sending people to their deaths (ex. "Order 66") is already hinting that there is something rotten. In Richter's log (in a debrief and not in the fiction viewer), he is disturbed because we are losing our humanity. There are clues scattered in the campaign about High Command's disregard for life. I don't openly tell the player that. I have a way of holding back the facts for players to fill in the blanks. A story-telling technique I learned from Peter Weir, director of the Truman Show.
Title: Re: RELEASE: The Aftermath Reboot
Post by: praseodym on February 12, 2017, 05:16:31 am
The error is back: I cannot dock with the station both with 3.7.2 and 3.7.4. Ideas?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on February 12, 2017, 08:17:38 am
The error is back: I cannot dock with the station both with 3.7.2 and 3.7.4. Ideas?

Is that the Bretonia police station? You are suppose to land at the platform (the flat structures, there are three). Just get near one of those outer flat tops and the mission will end automatically.
Title: Re: RELEASE: The Aftermath Reboot
Post by: praseodym on February 12, 2017, 09:27:04 am
Ok, will try.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on February 14, 2017, 03:39:51 pm
I just completed the mission "Sicilian Defense".


Very fun but a couple of minor glitches:

1-The Sathanas juggernauts never reach zero % in health.  They begin to explode after the display reaches 1%.  It's not a huge deal but they should be at 0% when exploding IMO.

2-Something seemed wrong with the Archangel's main gun.  It only fired about twice in the whole mission (whereas in the previous The Aftermath I remember it firing a lot more).  I don't know maybe a juggernaut got a lucky hit on the main gun and destroyed it?  Perhaps you should make the Archangel's main gun 'invulnerable'?
Although something good I noticed about this is that it didn't fire at dying Sathanas juggernauts a lot like the previous version.

One suggestions if I may:
You can select the Boreas cruisers by going C-1 like you can other fighters.  Do you think it would be possible to be able to select all the Boreases at once as a wing if you want to use all of them against one target (C-2)?
Title: Re: RELEASE: The Aftermath Reboot
Post by: praseodym on February 15, 2017, 01:34:27 pm
Works on the platform. Stupid me, guessing landing in the subsystem "Fighterbay" ;)
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on February 20, 2017, 02:54:28 am
I just completed the mission "Sicilian Defense".


Very fun but a couple of minor glitches:

1-The Sathanas juggernauts never reach zero % in health.  They begin to explode after the display reaches 1%.  It's not a huge deal but they should be at 0% when exploding IMO.

2-Something seemed wrong with the Archangel's main gun.  It only fired about twice in the whole mission (whereas in the previous The Aftermath I remember it firing a lot more).  I don't know maybe a juggernaut got a lucky hit on the main gun and destroyed it?  Perhaps you should make the Archangel's main gun 'invulnerable'?
Although something good I noticed about this is that it didn't fire at dying Sathanas juggernauts a lot like the previous version.

One suggestions if I may:
You can select the Boreas cruisers by going C-1 like you can other fighters.  Do you think it would be possible to be able to select all the Boreases at once as a wing if you want to use all of them against one target (C-2)?

Question 1:

You know it's incredible that you noticed that. Sadly, it is deliberate. Remember when you posted a reply in the "WIP" thread that the Archangel is still firing at the juggers even in their death throes? I have taken that observation into account. I call that a "beam anomaly" check. I have inserted an SEXP command to "Beam Protect," to make it "Invulnerable" (I tried not to put it but the solution did not work), and "Beam Lock" at the Juggers when its hitpoint reaches 1. So that the Archangel will turn to another target and the juggernaut will stop firing. FREDers will see that if they edit that mission.

Question 2:

Well, when I replaced the model for the Archangel, I edited the model to adjusted the firing FOV to around 20 degrees so anything outside of that will not be targeted. Plus I adjusted the firing recharge time so it doesn't fire constantly like last time. Since most of the assets are replaced, the entire ship and weapon tables are redone painstakingly to achieve game balance. The firing rate of the Archangel's main Tachyon beam cannon actually make sense now. That big of a weapon takes a lot of energy. I read in some science article that to propagate tachyons really takes immense energy theoretically anyway.

On your suggestion:

No it's not possible. I wanted to in the early version and I did flagged them as "fighter" in the Ship Table before. It is the only way to select them as a wing and give them orders but they become weird. They pursue enemy fighters, firing their Ion Cannons, making a fine mess in the battlefield. And the enemy do not fire their beams at them. Sure I can flag the Ion Cannon as a "Huge" weapon only for bigger ships (it can be done) but the enemy not firing their beams at them really screwed it. It is the implementation of the FSO engine. So in the end, I flagged them as "Cruiser" which they actually are. So they cannot be selected as wing group even if they are part of the a wing.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on February 21, 2017, 03:27:05 pm
I just got done with the mission "The Warlock".

No major technical issues but a question:  Most GTVA capships in this game have blue beams but the Warlock has green beams.  Is there an explanation for that?

Title: Re: RELEASE: The Aftermath Reboot
Post by: Bossman on February 26, 2017, 05:06:16 pm
No one else seems to be having major issues, but this seems to be the one campaign I can't even get to start up.

Anyone know why I'd be getting a 2,000+ errors message upon entering the flight deck, followed by a complete crash on the first loading bar segment after it says 10 weapon classes are missing? I haven't even managed to get to the briefing room yet. This has to be something stupid, right? I feel incredibly incompetent! :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: AdmiralRalwood on February 26, 2017, 05:14:50 pm
No one else seems to be having major issues, but this seems to be the one campaign I can't even get to start up.

Anyone know why I'd be getting a 2,000+ errors message upon entering the flight deck, followed by a complete crash on the first loading bar segment after it says 10 weapon classes are missing? I haven't even managed to get to the briefing room yet. This has to be something stupid, right? I feel incredibly incompetent! :)
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Bossman on February 26, 2017, 05:35:32 pm
Ah, Duh, sry, been lurking too long

[attachment stolen by Russian hackers]
Title: Re: RELEASE: The Aftermath Reboot
Post by: AdmiralRalwood on February 26, 2017, 08:38:30 pm
Code: [Select]
fs2_open_3_7_4_rc1
Uh... why aren't you using 3.7.4 Final (http://www.hard-light.net/forums/index.php?topic=92181.0)?
Title: Re: RELEASE: The Aftermath Reboot
Post by: Bossman on February 27, 2017, 01:10:10 am
I... truly have no idea. Perhaps my initial download of it failed in the installer and I never noticed? Anyways, that gets me much further than I was e.g. to a mission. But none of the weapons are valid so I'm still missing a good chunk of something.. Updated log attached. Thanks for  the help!

[attachment stolen by Russian hackers]
Title: Re: RELEASE: The Aftermath Reboot
Post by: JSRNerdo on February 27, 2017, 02:33:31 am
This is super weird! Your aftermath files have the same checksum as mine, and same file numbers as well!

Have you set your campaign to Aftermath in the campaign selection menu?
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on February 27, 2017, 06:23:34 pm
I ran into a glitch on the mission where you attack the Bhall with Armageddon bombers:

When you call in a support craft and it docks with you the ETA gauge always stays at 00:00 and doesn't change to "rearming" like usual.  Plus while it's docked with you it doesn't stay in place like it normally does but you do a bunch of loops.  The only way to stop this is to use afterburners and "abort" rearming.

Thankfully while this is happening you do get rearmed but it's kind of weird.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Bossman on February 27, 2017, 07:58:55 pm
This is super weird! Your aftermath files have the same checksum as mine, and same file numbers as well!

Have you set your campaign to Aftermath in the campaign selection menu?

Yep, I did set the campaign as Aftermath in the Menu -- everything appears OK as far as I can see when the mission loads, except that I have no weapons because they are invalid. I also get a debug message saying that every fighter is invalid, as well.

In the way of possible hints, I can only offer nonsense:

-  Bem Cavalgar is still a campaign I can select in the campaign screen, even though the only file associated with it in my Root Freespace 2 folder is the .bmp image from the launcher (Aren't campaigns not selected in wx launcher supposed to only appear in the list if their .vp file is in the root folder? Maybe I assume too much there.)

- Now that I poke around a bit more, it seems like quite a few of the refurbished campaigns error out in similar ways for me.

My best guess, and a question for you fine folks who presumably work in tech and not Product like I do -- is it possible that my download of Core SCP files was somehow corrupted in a way that FSOinstaller can't detect, and the best course of action is to wipe my Freespace 2 folder and start from scratch?

EDIT: Oh wait, the identical checksum would just about rule that out, right?
Title: Re: RELEASE: The Aftermath Reboot
Post by: AdmiralRalwood on February 27, 2017, 08:30:11 pm
-  Bem Cavalgar is still a campaign I can select in the campaign screen, even though the only file associated with it in my Root Freespace 2 folder is the .bmp image from the launcher (Aren't campaigns not selected in wx launcher supposed to only appear in the list if their .vp file is in the root folder? Maybe I assume too much there.)
Nothing shows up in the campaign menu if FSO can't see the corresponding .fc2 file (which it wouldn't be able to if it weren't installed to one of the active paths). Go to your root \data\tables\ folder and tell me if there's anything there.

My best guess, and a question for you fine folks who presumably work in tech and not Product like I do -- is it possible that my download of Core SCP files was somehow corrupted in a way that FSOinstaller can't detect, and the best course of action is to wipe my Freespace 2 folder and start from scratch?

EDIT: Oh wait, the identical checksum would just about rule that out, right?
No, for two reasons. One, FSO doesn't enumerate loose files (i.e. the contents of the \data\ folder). Two, the checksum is actually only a checksum of the... last 2 MB of the file, if memory serves, so that it doesn't take too long to calculate. If you want a more accurate comparison, you need to either use the -verify_vps (http://hard-light.net/wiki/index.php/Command-Line_Reference#-verify_vps) command-line argument or use an external checksum tool like md5sum.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Bossman on February 27, 2017, 08:40:54 pm
re: #1 -- I've got 13 files in there, all with the same modification date. I've attached a screenshot in case file identity matters

EDIT: Tried the Verify Vps command line, but I can't get past the SCP load screen with that on. The vp_crcs txt file doesn't seem to have been created

[attachment stolen by Russian hackers]
Title: Re: RELEASE: The Aftermath Reboot
Post by: niffiwan on February 27, 2017, 10:13:52 pm
ok - try deleting those 13 files in <ROOT>/data/tables.  Generally unless you're modding you should not have any files in data/tables, and especially never anything in <ROOT>/data/tables.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Bossman on February 27, 2017, 11:11:07 pm
Yoo, it all works perfectly now. Thanks so much, folks! From now on, the integrity of my root /data folder shall be protected!  :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: AdmiralRalwood on February 27, 2017, 11:33:02 pm
you should check your other \data\ folders for Bem Cavalger files, because clearly you somehow got it installed to your root folder without .vp files

EDIT: Tried the Verify Vps command line, but I can't get past the SCP load screen with that on. The vp_crcs txt file doesn't seem to have been created
You "couldn't get past the SCP load screen" because -verify_vps generates the file and then quits. With FSO 3.7.4, vp_crcs.txt should be generated in the same folder as the executable.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Bossman on February 27, 2017, 11:49:42 pm
Good call there -- The /data/ root was rotten with those files -- musta been sleepy when I extracted or something.. Buut I believe I killed them all now.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 06, 2017, 05:23:12 am
I ran into a glitch on the mission where you attack the Bhall with Armageddon bombers:

When you call in a support craft and it docks with you the ETA gauge always stays at 00:00 and doesn't change to "rearming" like usual.  Plus while it's docked with you it doesn't stay in place like it normally does but you do a bunch of loops.  The only way to stop this is to use afterburners and "abort" rearming.

Thankfully while this is happening you do get rearmed but it's kind of weird.

Oh crap! It's the model's "pathing" problem or the docking point placement. It is certain that I have not tackle that issue. I will fix that in the POF editor. Thanks CT. This will be fixed in an update along with other issues posted here. I am still gathering more reported issues to tackle. I am also testing the campaign even further. Until another extensive bug hunt (this will be difficult because the bugs will become rare) is finished, I will release the update.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 06, 2017, 05:42:30 am
I just got done with the mission "The Warlock".

No major technical issues but a question:  Most GTVA capships in this game have blue beams but the Warlock has green beams.  Is there an explanation for that?

Well, only the GTVA prototypes, the 7th Battlegroup, are equipped with Gravimetric beams (Blue beams) and the new pulse turrets. The Warlock and other new destroyers and cruisers (except for a few) are equipped only with the standard plasma beams (Green for Terrans and yellow beams for Vasudans) and defense turrets. It was planned in the years to come that all GTVA warships will be equipped with these weapons but not at this point in time.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 07, 2017, 02:04:25 am
I ran into a glitch on the mission where you attack the Bhall with Armageddon bombers:

When you call in a support craft and it docks with you the ETA gauge always stays at 00:00 and doesn't change to "rearming" like usual.  Plus while it's docked with you it doesn't stay in place like it normally does but you do a bunch of loops.  The only way to stop this is to use afterburners and "abort" rearming.

Thankfully while this is happening you do get rearmed but it's kind of weird.

Oh crap! It's the model's "pathing" problem or the docking point placement. It is certain that I have not tackle that issue. I will fix that in the POF editor. Thanks CT. This will be fixed in an update along with other issues posted here. I am still gathering more reported issues to tackle. I am also testing the campaign even further. Until another extensive bug hunt (this will be difficult because the bugs will become rare) is finished, I will release the update.

Thanks Herkie, I'll download the update when it's available. 

How's the work on getting this on the Installer going?
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 08, 2017, 11:17:15 pm
I just beat the mission "Dragon Slayer".

Overall this version of the campaign ("The Aftermath:  Reboot") is noticeably better than the first "The Aftermath"  and I want to congratulate you on a big achievement.


However, can offer a piece of (in my opinion) constructive criticism?  I can't demand you change it back, but there were a couple things I liked better about the previous version of "Dragon Slayer" vs. the one in this campaign.  The older one was better in my view.  Right now my gut reaction is that I'd graft the previous "Dragon Slayer" into this campaign if I could (with the addition of the Avenger being the new Romulan looking version to keep something of the new mission in).  I'm not saying I hated this version but I definitely liked the previous one better.

Or Herkie, I could PM you about this if you'd like.


Right now I don't know how to do spoiler tags here (I know this is a remake of a previous campaign so spoilers may not be required but it's near the end so better safe than sorry) so if someone could tell me how to do that I'd appreciate it.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 10, 2017, 03:05:15 pm
Yesterday I completed the campaign.  Here's my overall review:

Technically it's a lot better than the previous version.  The previous one would crash sometimes (not much, but sometimes) and I don't remember this one crashing on a mission once.  I noticed some new music tracks throughout which I enjoyed...but a lot of the good ones from the previous version are here too.
Graphically, the new ships look cool (excellent work on the new Royal Sathanas Herkie).  The graphics and sound of the new blue beams were good as well.  Something good this new version did is that there are more new Shivan ships to deal with. 

It was also enjoyable experimenting with all the new weapons in this new version of the campaign.  My favorite new primary is the UD-9 Devastator (it's basically a Kayser with slightly less damage but increased range and firing rate).  In terms of new secondaries, the Widowmaker is awesome, it's basically:
-more damage than a Treb
-the range and increased subsystem/turret damage of a Stiletto II
-homing ability and firing rate of a Harpoon
...some might say it's overpowered but it's not in every mission and I had fun using it.


Another important improvement to mention is that a lot of the repetitive missions from the previous version have been changed.  In the previous version there would be some missions of what felt like 20 minutes of intercepting bomber fighter wings/repeat.  It got very tedious in some points.  In this version the time of a lot of those missions have been reduced and there's more stuff happening.

Plot wise this is fairly similar to the previous version for most of the campaign.  There's a new mini-arc in the campaign involving capturing a new type of Shivan cruiser and there's quite a bit of interesting reading in the tech room but for the most part if you played the previous version then you'll recognize this one.  In other words, not much (not nothing...just not much) has changed plot-wise...whether that's for good or bad depends on your perspective.

Overall, 'Reboot' is a major IMO technical improvement over the previous version and I'd recommend it.



Now, is there anything I liked better about the previous version ("The Aftermath") compared to this one ("The Aftermath:  Reboot") that I would change back if I could or at least ask Herkie to change back?  Actually yes there is.  What is that you may ask?  Well, it concerns a somewhat new direction the final two missions and the ending/final cutscenes took in terms of plot and who/what survived.  It made it end on slightly less an upbeat note for me which kind of went against the spirit of the campaign for me at least.  I still don't know how to post spoiler text but I'll PM a mod and ask about that.
Title: Re: RELEASE: The Aftermath Reboot
Post by: tomimaki on March 10, 2017, 05:23:45 pm
Code: [Select]
[spoiler]some text[/spoiler]
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 20, 2017, 03:36:51 am
Thanks CT for that comprehensive post. It is good.

Well, with regards to the plot line I did not change anything but I added some arc to reinforce the story and to cover some plot holes. But I did swerve the story a bit close to the end... And have my reasons :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 20, 2017, 03:50:18 am
I just completed the mission "Sicilian Defense".


Very fun but a couple of minor glitches:

1-The Sathanas juggernauts never reach zero % in health.  They begin to explode after the display reaches 1%.  It's not a huge deal but they should be at 0% when exploding IMO.

2-Something seemed wrong with the Archangel's main gun.  It only fired about twice in the whole mission (whereas in the previous The Aftermath I remember it firing a lot more).  I don't know maybe a juggernaut got a lucky hit on the main gun and destroyed it?  Perhaps you should make the Archangel's main gun 'invulnerable'?
Although something good I noticed about this is that it didn't fire at dying Sathanas juggernauts a lot like the previous version.

One suggestions if I may:
You can select the Boreas cruisers by going C-1 like you can other fighters.  Do you think it would be possible to be able to select all the Boreases at once as a wing if you want to use all of them against one target (C-2)?

Question 1:

You know it's incredible that you noticed that. Sadly, it is deliberate. Remember when you posted a reply in the "WIP" thread that the Archangel is still firing at the juggers even in their death throes? I have taken that observation into account. I call that a "beam anomaly" check. I have inserted an SEXP command to "Beam Protect," to make it "Invulnerable" (I tried not to put it but the solution did not work), and "Beam Lock" at the Juggers when its hitpoint reaches 1. So that the Archangel will turn to another target and the juggernaut will stop firing. FREDers will see that if they edit that mission.

Question 2:

Well, when I replaced the model for the Archangel, I edited the model to adjusted the firing FOV to around 20 degrees so anything outside of that will not be targeted. Plus I adjusted the firing recharge time so it doesn't fire constantly like last time. Since most of the assets are replaced, the entire ship and weapon tables are redone painstakingly to achieve game balance. The firing rate of the Archangel's main Tachyon beam cannon actually make sense now. That big of a weapon takes a lot of energy. I read in some science article that to propagate tachyons really takes immense energy theoretically anyway...


I have taken out the "Beam Anomaly Check" SEXP from the mission. So, it is back to normal. The Juggers will register 0 hitpoints and if you did destroy those, they will be added to your tally. Apparently the Archangel's Main Cannon FOV adjustments solved the issue.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 20, 2017, 04:00:42 am
I have an upcoming update which will be released next week. I can release it now but I will wait a bit longer for more suggestions.

What I have tackled so far were mission improvements like the ones made in "Torpedo Chasers" (more events), "Sicilian Defense" (read previous posts), "The Crippled Fox" (error in dialogue flow), and in many missions. I have fixed the Armageddon's pathing issue in the POF model and adjusted the Archangel's Main Cannon FOV, making a little bit wider. I also covered more grammar corrections (they have become rare and difficult to find).
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 21, 2017, 03:25:08 pm
Since I figured out how to post spoiler text recently, here's the issue I was talking about:
Herkie, can I make a suggestion on how to change something (it would involve minor/moderate change to "Dragon Slayer" and a  very minor change to the credits cutscene):

Spoilers:

Spoiler:
This 'complaint' doesn't have to do with the new design of the Avenger.  I'm fine with it looking like/being a Romulan ship.  However, I really feel it shouldn't have died or self-destructed in "Dragon Slayer".  I liked that the Avenger survived in the previous "The Aftermath" version.  It was inspiring for me to see it flying with the fleet (along with the Boreas) in the credits cutscene in the previous version.

Second only to that special fighter Richter flew, the Avenger felt like "my ship" when I was flying it.  I got really attached to it. 
^That's one of the things I liked about the previous version of "The Aftermath"... it ended on a good note and it felt conclusive.  Some people may think it ended on too good of a note but I like every once in a while having a campaign that's a little more black/white than grey and the good guys win. 
This version ended with a sequel hook which I wasn't crazy about...by that I mean I'm not a fan of sequel hooks or cliffhangers in general in media.  I've seen video games and TV shows and movies that had them and there wasn't a followup/sequel which made the ending feel unpleasant.  Of course, you've stated in the past that there may be a sequel so this may not be an issue for this particular instance.

It didn't sour me on the whole campaign, but I liked the more definitive ending of the first one.  I mean, you can still do a sequel even if a campaign has a conclusive ending and doesn't have a sequel hook.

Anyways, some reasons why I think the Avenger should survive and be part of the ending cutscene:
1-Like I said before, the player gets attached to it.  It's uplifting and satisfactory to see it in the ending.  I know war is war and ships/people die, but not everything has to be a downer.

2-It lived in the previous version.  I expected the 7th BG ships to die since they died in the previous "The Aftermath" (I wished at least one would have survived personally, like Admiral Cartwright for instance, but I'm willing to accept what you did there and won't argue for change on that particular point).  However, this time it came as something of a disappointment that you had to sacrifice it whereas it survived in the previous version.  Maybe it was meant for shock value but I found it kind of disappointing to be honest.

3-The Avenger was powerful enough to survive the Shivan ambush at the end.  This Avenger was even more powerful than the Avenger in the previous "The Aftermath".  It could fire four bolts at a time instead of three and had much more weapon energy (the previous one I could only hold down the primary button for a couple seconds whereas in this one I could hold down the primary fire button for a lot longer).  It was said in "Dragon Slayer" you had to self-destruct the Avenger to get away.  That didn't make much sense to be honest.  The capital ships that came in at the end I was easily able to destroy with the Avenger and I was never really in danger of dying.  The self-destruction felt more forced than necessary in my opinion.

4-The escape pod wouldn't have survived anyways in my opinion.  I think an explosion powerful enough to destroy several Shivan supercaps would have taken out the escape pod.

5-In other missions, you could do the unexpected.  In missions like "The Royal Fleet" and an early mission in the campaign where you're escorting a police corvette out of the system you can do what was considered 'impossible.'  In  the police mission you could destroy several squadrons of fighters even after being given the option on jump out.  In "The Royal Fleet" you could destroy several elite Dragon squadrons even though it was implied that was a near impossible feat.  I think destroying the final wave of superships in "Dragon Slayer" should have been treated like this. 

That's the main issue I had with the changes you made in "The Aftermath:  Reboot".  Herkie, if you could wait a little while before releasing your update, I have a couple minor suggestions on how this could be "fixed" in your next update (although I guess you could still release your planned update then later down the road input my suggestion in another update).
 I'm not a technical FRED expert but I have done story writing before.  Also, I hope you don't think I'm too harsh, I can't demand you make these changes.  I'm still a fan of your work and what I say will be a suggestion that I'd love if you would consider.
I have to be away from my computer for a little, I'll make my suggestion within a day or so.  Also, to soften the blow, I'll post a spoiler review of what I did like about the plot differences in "Reboot".
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 22, 2017, 03:29:57 pm
Here's my suggestion on how to change "Dragon Slayer" and the ending cutscene (not the post-credits scene, but the credits scene).  I think we could both get what we want:

Spoiler:
  The changes would actually only be in the last bit of "Dragon Slayer".  In other words, the command briefing and mission briefing would remain the same.  The change would happen after the final group of Shivan super capships warp in and Command tells you to self destruct the Avenger.

Richter would respond instead by saying (either to himself or outwardly to Command) that we (by 'we' I mean the Avenger and the two Boreas cruisers that are there) can do this and he's not giving up the ship.  The Dark Angels or Ice Queens (sorry I forgot which fighter squadron was there at the moment) say they're going to support Richter and for him to concentrate on the capital ships while they keep the fighters and bombers off his back.

The goal in the directives list would need to be changed to "destroy remaining capital ships".  After that primary objective is accomplished, the fighter squadron leader would tell you to jump out (like he did in the previous "The Aftermath" version of "Dragon Slayer") while they mopped up the enemy fighters.  That was a pretty cool sequence in the previous "Dragon Slayer" when the Avenger slowly jumped out while the music track "Liberty Shield" played.  I'm not saying you have to put that back in (the slow jump out sequence) because I want to keep my change requests minimal but it was cool and showed how the fighter crews were devoted to protecting you.

The mission debriefing could have  Command getting a little upset that you somewhat disobeyed orders.  However, they wouldn't be too upset considering you did win the engagement (success can earn forgiveness in war) and destroyed the enemy's main reserve fleet and saved an important asset.  Plus, they wouldn't want to take you out of the war so close to the end game.  Also, Richter is very popular with his fellow warriors at this point.  The debriefing would also say the Avenger was significantly damaged in the engagement and that would be the explanation why the Avenger and Boreas didn't participate in "Final Confrontation".  That would make more sense than saying we had to blow it up randomly.  Like I said in the previous post, I and others liked this ship and I really would appreciate if you'd consider making a change to let it survive the campaign.

Another main change would be that this would take out the post-mission cutscene where that blue Bhall looking ship saves Richter and Ricther is later rescued by Terrans.  In other words, the first time you would see this blue Bhall ship would  be in the post-credits scene where it would be next to that ship that looks like it's from the Ancients.


There would be no changes necessary to "Final Confrontation" but here's how the credits cutscene would be affected:
Spoiler:
Changes would be relatively minor.  In the line of capital ships that fly by all you would need to do would be to insert the Avenger and a Boreas somewhere. 
Something else I thought of regarding this credits cutscene:  Since the Vasudans helped a lot in the campaign shouldn't there be at least one Vasudan ship in this scene?  I only remember Terran ships being there, you can correct me if I'm wrong though.

The post-credits scene that hinted at a sequel could be left as is.  I have suggestions on how that could be a bit better (though I'm not a huge fan of sequel-hooks in general) if you'd like but I'd be willing to drop that particular critique if you'd consider making the "Dragon Slayer"  and credits cutscene changes.  I don't want to ask too much.  Since I don't want you to think I'm negative on the whole campaign, tomorrow I'll write up a spoiler post on what I liked about the new elements of "The Aftermath:  Reboot".  Again, while I think there's this one story element near the end that should be changed back to how it was in the original, the reboot is a much better playable campaign than your previous "The Aftermath".

I've had writing experience before.  Would you like me to write a draft of what I think "Dragon Slayer" dialogue and debriefing could be like and PM it to you?  If you'd consider this mission change I would have no problem with you using my dialogue and debriefing text in the mission.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 23, 2017, 06:04:32 am
Just like you, I don't know how to post "spoiler" post so I will respond to through PM.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 23, 2017, 02:24:23 pm
Just like you, I don't know how to post "spoiler" post so I will respond to through PM.

At the beginning of the text you want to hide you put (spoiler)  but with brackets instead of parentheses.
At the end of the text you want to hide you put (/spoiler)  but with brackets instead of parentheses.

Also, Herkie, I put another suggestion to the Avenger/"Dragon Slayer" situation in a PM earlier today.

Spoiler:
  This one takes into account your suggestions about how Richter wouldn't disobey Command and allows for the blue Bhall to still come and rescue Richter.  I kind of explained it in the PM but I'll expand a bit here:
Instead of the Avenger, Command orders the Boreas cruisers there to self-destruct and tells Richter to jump out with the Avenger.  Even though I can defeat the Shivan ambush group that prompted this order you could have Command say that there's even more ships incoming and that the explosion will take them out.  If that one captured Shivan cruiser with subspace bombs exploding could literally wipe Capella off the map, I think this would be believable too.

After you hit alt+J to jump out, the in mission cutscene would have the Avenger slowly jumping out while the Boreas cruisers and Shivan ships exploded.  The next cutscene would have the Avenger (instead of the escape pod) drifting in space and Richter would comment (instead of the green text in the upper left of the screen, this would be the blue text near the middle of the screen that happens when the player character is talking to him/herself) that somehow the blast damaged the Avenger in subspace and that he doesn't know how long he has left to live.

The blue Bhall ship would then come in and transport the Avenger (like it did to the escape pod) to Gamma Draconis.  I think this would be a good compromise because this way you would still get the appearance of the mysterious ship and people speculating on how cool Richter is for surviving like you wanted and I could get the Avenger surviving and flying in the final cutscene with the fleet like I'd wish like the previous "The Aftermath" had.  It would also lead to further speculation from GTVA people on how this ship must have been alien to survive which could tie into the sequel you've talked about in the past.  The debriefing could say it would be too damaged to fight in "The Final Confrontation" but we could buy it would be flight capable for the credits ending cutscene.  Maybe in the sequel you could have people dismantle or study this decommisioned ship to study it and try to create a uniquely "Terran" Avenger?

Like I said in the PM, I'd be willing to write a script for this new version if you'd like to see it.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 26, 2017, 07:22:00 am
Thanks CT for the suggestions. I will consider those. So I will have to delay the update and redo the last two missions. I think I have an Idea. My brain is lighting up like a Christmas tree again. Oh, by the way, remember the issue with the first shivan wing in the "Torpedo Chasers" mission? You said they were hidden and I responded that it was deliberate. Well, I solved that. I wonder why I haven't thought of that before. It was just a matter changing their names to make them appear as part of a wing when, technically,  they are not. ...And with regards with the "New Weapon" mission, you said that the Garudas should be there since it was shown in a cutscene. I replaced the Ravana and Demon with two Garudas. I was worried that the game balance might be affected but, apparently, it did not so the mission is updated. Those changes are included in the update.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 26, 2017, 06:56:04 pm
Cool.  I'll have my script/suggestions sent to you on PM by Tuesday or Wednesday at the latest.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 27, 2017, 10:15:00 pm
I sent my PM with suggestions for script/plot changes.

Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 04, 2017, 05:44:54 am
I have received your alternate script and I like it. I will redo the mission immediately. I will still retain the original rebooted campaign of course but I will release this version with a different ending as an alternate campaign that can be downloaded. Some players might like the original. Thanks CT.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 04, 2017, 03:30:57 pm
Thank you.  I'm glad you liked it.

One minor issue is that if you're releasing two versions of the campaign...which will be the canon ending for when you do the sequel?

I thought of a way the issue might be solved:

Spoiler:
  When "Blue Guardian" begins you could say the Terrans were so fascinated by the Avenger that after the Shivan threat was neutralized and the Shivan emperor killed the GTVA decided to take apart the Avenger to study it and think about trying to build a Terran version of the Strike Cruiser.
That would explain why the Avenger wouldn't be in the sequel.


That kind of de jure makes my suggested version the canon ending but also de facto allows for your original ending to work too.  What do you think Herkie?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 08, 2017, 07:27:22 am
Which is the cannon. Well, both I guess. Because the overall plot is just the same and it will not affect the sequel. And regarding with the Avenger...Ooops spoiler alert. :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 08, 2017, 07:58:59 am
NEW UPDATE AVAILABLE!

I have released the third update and an alternate version of the campaign with a slightly different but upbeat ending. Check the opening post and download them.

I will take a break from modding as of this time (except for tackling updates). It's time to download other mods like Between the Ashes and Diaspora. but I'm really looking forward for Exile. I guess I need to recharge my brain for the sequel and learn some new tricks. Happy gaming everyone!
Title: Re: RELEASE: The Aftermath Reboot
Post by: CKid on April 08, 2017, 09:58:03 pm
I can't remember, If I am half way through the campaign and download the new update, do I need to restart the campaign or will all my progress be saved? Would rather not want to restart when I am 40 missions in.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 08, 2017, 10:44:28 pm
I've installed campaign updates before in the middle of a campaign and it didn't wreck me.

You might want to wait for Herkie to respond to be 100% sure, but I think you'd be safe.  Though my experience doesn't always translate to other people.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 08, 2017, 10:52:18 pm
Which is the cannon. Well, both I guess. Because the overall plot is just the same and it will not affect the sequel. And regarding with the Avenger...Ooops spoiler alert. :)


As for the Avenger:

Spoiler:
I wasn't trying to say you should or shouldn't have the Avenger in the sequel.  I'm just saying that if you don't have the Avenger in the sequel...it's still explainable with the alternate "Aftermath:  Reboot" ending with a small explanation in "Blue Guardian".

I'm just making a minor writing suggestion:  in the sequel, since strike cruisers and the Avenger corvette were so successful and powerful, you might want to have the GTVA want to try to make their own model or at least say something about it.


Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 10, 2017, 04:25:16 pm
I can't remember, If I am half way through the campaign and download the new update, do I need to restart the campaign or will all my progress be saved? Would rather not want to restart when I am 40 missions in.

Your progress will not be affected. You don't need to restart. If you want to see the changes you just have to replay in the techroom mission simulator. When I say replay, it does not mean restart campaign.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 10, 2017, 04:34:56 pm
As for the Avenger... Well, the existence of that ship will actually play a major catalyst for the chaos that is going to unfold in the sequel. I can safely say this  without spoiler alert.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 10, 2017, 05:36:52 pm
I played your alternate ending that you made and I really liked it Herkie.  Thanks for doing so much work on a suggestion I made.  Like I said earlier, I'm willing to help with writing the sequel when you're ready.


Earlier I said I'd write a review on what I liked better about certain plot elements of "The Aftermath:  Reboot" vs. the original, I'll do that now:

Spoiler:
One of the things I really liked about Reboot was all the tech descriptions of the new ships; those were very interesting to read.

One particular thing I liked was the description of Hargrove.  I liked that Earth hasn't been forgotten about.  Basically it made it sound like Hargrove made a deal with the GTVA that she would work on new military technologies if the government would resume Sol Gate work.

Also, as I and others have said before, the Widowmaker missile is awesome. :) 
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 10, 2017, 06:25:20 pm
Thanks CT. :) :yes:
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 16, 2017, 10:06:05 pm
I am doing another bug hunt, grammar checks and improvements.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 16, 2017, 10:41:57 pm
A minor piece of grammar correction that I forgot to add to a PM I sent recently.


A military mission that someone goes on is spelled "sortie" and not "sorty".  I'm not bringing that up to critique your personal English but because I believe I saw that minor mistake in the game.


Just a minor spelling thing since you said you're looking for that sort of stuff.  Is that the kind of thing we can point out?  Or do you want to move on from that and focus on more important things like possible bug issues?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 18, 2017, 05:37:47 am
I will appreciate ALL issues you encounter including the tiny ones.

I think this will be my last bug hunt/spellcheck/polishing phase. By the way, thanks for the heads up. I wonder why Microsoft Word did not register it as an error. In any case, I will correct that.


After this, I will move on to work on the sequel.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 24, 2017, 11:56:35 pm
I will appreciate ALL issues you encounter including the tiny ones.

I think this will be my last bug hunt/spellcheck/polishing phase. By the way, thanks for the heads up. I wonder why Microsoft Word did not register it as an error. In any case, I will correct that.


After this, I will move on to work on the sequel.

I noticed a few minor spelling and grammar issues in the "alternate ending" version of Dragon Slayer and the cutscene right after that

1-When the Boreas pilot says we can take this new group that's coming in and Command says it's "worst" than you think...that's word isn't misspelled, but grammatically it should be "worse"

2-When Command says think of the greater good and we may not get another "oppurtunity", the spelling should be "opportunity"

3-In the cutscene right after Dragon Slayer when the Regulus and Odyssey are doing a patrol of Gamma Draconis, they report in their findings to Command and Command starts off its reply by saying "Acknowledge, Regulus".  There's no misspelling there, but in terms of grammar it should read "Acknowledged, Regulus".  Without the "d" at the end there it is like Command is giving the Regulus an order, but with the "d" at the end, Command is admitting they heard the Regulus' report.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 25, 2017, 01:34:07 am
Thanks, CT. I will correct those. Corrections will be there in the update.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 30, 2017, 12:00:55 am
I have posted more pictures in the thread "Screenshots and Images." and a new thread "Cutscenes and In-game videos." Check it out.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on May 02, 2017, 08:14:24 pm
I just noticed "The Aftermath:  Reboot" is now on the Installer (though it also gives a notice to visit here for the latest updates)

Congratulations!  :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 03, 2017, 02:01:28 am
Thanks, CT. And a million thanks to Goober5000. :yes:
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 03, 2017, 07:51:51 pm
Let's take a vote.

Now, I have released two campaign versions. The only difference between them is how they end. So, the question is which of the version do you prefer? The original reboot or the alternate?

Your decision will seal it as "The Aftermath" canon and will determine the story line for the sequel I am now working on.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on May 03, 2017, 08:20:42 pm
I may be biased since I like the slightly more upbeat ending.  The original ending was kind of a letdown IMO.  The 'alternate' ending fits better with the tone of the campaign.

Also I've already wrote  missions for the sequel based on the 'alternate ending' as canon. 

So I vote for the alternate ending as canon.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 08, 2017, 11:13:55 pm
An update will soon be ready..

I made some polishings, added some random events in a few, minor corrections and adjustments, and thorough proofreading.



The update procedure will still be the same.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 16, 2017, 09:44:46 pm
I placed all my written material; ship and weapon tech descriptions, intel, fiction files, all briefings and dialogues, in one Word document to check for errors and I got the exact number of words: 65,138.

The "features" in the OP is updated.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 17, 2017, 01:02:03 am
I can no longer find any bugs or mission coding issues. If there are, these are rare and may or will not cause any breaks. All I have to do now is upload the update.

At least now, I can concentrate on the sequel.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 17, 2017, 04:48:43 am
My entries for the Screen Cam contest.

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

"The Shivans... Wait...What is that behind the Sathanas?"

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

"Command, we are pretty banged up. We need a complete overhaul"

(http://i68.tinypic.com/2hgfznk.jpg)
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 18, 2017, 09:26:12 pm
UPDATE RELEASED

This update covered an extensive bug hunt, spell and grammar checks, mission refinements. I think this will be the last for a long time since I have fixed the remaining rare issues. I said rare because it actually is and I found them, fixed them. The Opening Post is updated with the latest info. Download the update from there. :) ....Phew!

Oh, one more thing. I have decided to implement the Alternate Campaign Ending as the main campaign of the Reboot. And the original Reboot campaign as the Alternate Ending this time. Because the sequel's story line will pick up from the Alternate "upbeat" Ending. It is still safe and your mission progress will not be affected.

EDIT: Ignore the second paragraph. The campaign version swap was mistakenly not made in the current update. I recommend that you switch over to the Alternate version as it is the canon and the sequel will be based on it.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on May 18, 2017, 10:28:26 pm
Just to be 100% sure on this:

What do I need to do to make sure I have the more 'upbeat' ending?  When the upbeat ending was released as the alternate ending it was originally released as "AF-CampVer2" and was designed to replace "AF-Missions1".  However the OP still makes it sound like what is listed under "alternate ending" is the upbeat ending.

In short, you may want to edit that part of the OP to say that the "alternate" ending is now the downer ending.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 18, 2017, 10:42:08 pm
Sorry, I forgot...Grrr.  :banghead: I am really getting old....OP modified. The main campaign or should I say canon, is the formerly "Alternate Campaign" which has the upbeat ending. The campaign in the original Reboot release is now the alternate. Once you implement the update, two missions there will magically change :)

EDIT: IGNORE THIS REPLY.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on May 19, 2017, 08:01:00 am
I have a question.

How is the situation with the first ~15 missions in the campaign? I mean, when i played Reboot initially soon after the release the first part of the campaign was a bit... Not living up to the rest of it (to the gameplay after you meet the Shivans)...





Okay, some of them were outright terrible. :nervous:
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on May 19, 2017, 03:40:09 pm
I think you may need to fix the ending situation somewhat.  I got the new download (missions V1) which was supposed to be the more upbeat ending so I removed 'missions V2' the original alternate ending.

However this gave the original downer ending.  So I had to put the original 'V2' missions file in there.

Could you look into this?
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on May 19, 2017, 06:55:05 pm
I tried putting in the OP's new "AF-MissionsV2" file (listed under 'alternate ending') and that worked.  I got the more upbeat ending and most of the spelling issues I suggested earlier.
One minor grammar error still there is in the post-Dragon Slayer cutscene, Command should say "Acknowledged, Regulus" instead of "Acknowledge, Regulus".


Instead of us throwing terms around like alternate ending and original ending which may confuse some people (saying something like the main ending is now the original alternate ending may sound confusing), how about we just call Reboot's original ending "Version 1" and the more upbeat ending "Version 2"?  You could make those the subject headlines in the OP.  For instance, instead of the current subject headline "Alternate Campaign Ending" we could say "Version 2". 

Then you would add somewhere Version 2 is now the canon ending.


P.S.:  As of right now, "AF-MissionsV2" is the correct file to use for the more upbeat/canon ending so you probably will want to make sure that's the one in the campaign if you try updating "Reboot" for the FS Installer.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 19, 2017, 10:30:33 pm
Yeah... My terrible mistake. Apparently, I forgot to swap their filenames when I uploaded them. Don't worry, the missions are the updated ones.  I may have to revise the OP to its original and place a note in the thread of the sequel that the story picks up from the alternate ending.

It's too late to change it now because Hunter is currently updating the Aftermath folder in SectorGames FSFiles and I have sent Goober the updated intaller file.

I'm really sorry. :(
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 19, 2017, 11:17:18 pm
I have a question.

How is the situation with the first ~15 missions in the campaign? I mean, when i played Reboot initially soon after the release the first part of the campaign was a bit... Not living up to the rest of it (to the gameplay after you meet the Shivans)...





Okay, some of them were outright terrible. :nervous:

Which ones? Please tell me. I will revise them.

Well, those 15 missions, Acts 1, 2 and half of Act 3, were actually my FIRST campaign back in 2012 when I was beginning to learn FREDing, before I learned that there is an FS modding community. I spent months of learning the mechanics of mission design without any help. I didn't throw them away. I did not change them even. Just improve on it a little and fixed the bugs.

In the earliest description in 2014 when I uploaded the original 43-mission campaign in SectorGames (this time it included the Shivans, which you are playing now), I said "...from a series of meaningless random missions, John Richter was suddenly thrown in the middle of an intergalactic war and the fate of all rested on his shoulders."... Meaningless random missions in the beginning, I was trying to point out Richter's pointless life then he becomes the ultimate hero. It's the story. I tell my story through player experience. When you played the first 15 missions, you actually felt what Richter felt, a life without purpose... and he found it when the Shivans came.

It was not deliberate when I made those "terrible" and simplistic missions as you pointed out (I actually agree) but I build up on it to shape the entire story of Richter. Meaningless or terrible as they were, it was the foundation that made the life of Richter more meaningful. So I included those missions in the original and in the Reboot.

I just wish players will not give up a campaign by just playing the first few missions (or fifteen in my case). I hope they will see through it until the end because there is a lot more this mod can offer. When I think of this, it makes me feel sad...

PS: Anyone have a suggestion? I always accept suggestions. Though I may explain my side, I do consider them.

Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on May 20, 2017, 02:17:59 am
As for the missions, don't worry about it too much Herkie.  We all make mistakes from time to time.  As long as the OP says which file is the canon ending (still AF-MissionsV2 in this case) I think things are fine.

I think some of the early missions are necessary to show Richter's progression.  He goes from mercenary to policeman to GTVA soldier.  I don't think all those missions should be taken out.  Now, could maybe one or two of them be removed to make things more concise?  Perhaps.  For instance, I don't think the very first campaign mission would be missed too much (and I also think Richter's second GTVA mission where he commands two corvettes could be removed).  However, I don't think they're terrible.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 20, 2017, 02:50:59 am
Yeah. I might revise or replace them and still maintain the story. But it will be hard to do it. Beginning Act 2, the missions reinforced themselves like dominoes. Take away one and the plot crumbles.

There is also a progression to be maintained. Simple at first then it becomes difficult as you progress. That goes for the story as well. Introducing Richter's world at first then everything falls into place gradually. Act 1, for example, is just a series of random missions (only 5), incoherent, then later a story begins to shape up. And what a colossal story in turned out to be. A real intergalactic war.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on May 20, 2017, 03:56:13 am
The problem with initial missions isn't that they're there. The problem is that some of them have simply poor quality and are illogical/annoying to play. It was long ago when I played this campaign (but finished it in about 3 days, rip my free time), so I can't really point out much of it now, but I can say that:
- a cache with some of the most powerful GTVA vessels guarded by a single wing of fighters (or two fighters? can't remember), especially with a HUGE pirate presence around - that's rather illogical...
- the mission in which the player has to defend a corvette from several other capships and a huge amount of strikecraft... alone - it's extremely hard if not impossible (on Medium, that's the only difficulty level I play)

And I will complain that this campaign has the same problem as FS2: the battlefield and capships only get bigger and bigger, and there isn't a capable interceptor fighter to offset that (except that one-of-a-kind fighter you don't get to use in many bigger battles). Yes, I know you get one at some point, but it's kinda late.

However, missions get only better and better throught the campaign.

I will try to grab some time to replay some of them and post my suggestions... Should I do it via PM or write it here?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 20, 2017, 05:15:22 am
Oh that. I believe that's the mission "The Pirate Strikes Back" (like Star Wars). It's a "story" mission. I mentioned those kind of missions in my WIP thread and in the "Words By The Author" file. In some mission briefings, your CO does not give you the correct situation. I mentioned that too. There is no failure scenario in that mission. Your real objective is to stay alive.

 Now, in having only two wings against many strike crafts, the entire police force was already spread thinly across the system because of the pirate menace. And more importantly, you and your wingmates were bait. Leaving an impression that Andromeda was lightly defended. The police and High Command intentionally did this as "a solid plan to completely eliminate this pirate syndicate" quoting the command briefing. That was the point of the mission. A sense of desperation. 

You know, what you read in the command and mission briefings is not always the case. There are instances that command made a mistake. You have to wonder what is going on? I want players to speculate. I don't reveal all, I leave gaps to let players read between the lines. So it was apparently illogical. It would SEEM so and you felt that. The point of the mission.

Anyway, just give me your critique. I will gladly give you an answer if I have. There are a lot of back stories that I did not reveal. Mysteries if you will. Now, if it is a plot hole that I inadvertently made, then I will get to it right away and fix it.

By the way, I appreciate your comment. Honestly. I encourage others to do so. You can send me a PM if it is a huge spoiler.

Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 20, 2017, 05:56:45 am
Oh yes, Mito mentioned another mission where you have to defend a corvette against a score of cruisers and fighters... alone. It's the mission "Making A Run For It." The objective was to defend the Stargazer. Aboard that corvette is an important deep cover operative. Sending additional ships or the involvement of the police will make it look like a rescue Op and it will "rouse their suspicion and jeopardize the lives of other deep cover agents" (quoting the command briefing). As far as the UPC's concern, the Stargazer is only a defector. The SOC will not take that chance.

The pirates or UPC are extremely paranoid, suicidal, a Shivan-like ruthless group. This is already hinting that man is losing his humanity which is one side of the campaign's story.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 20, 2017, 08:53:13 pm
One of the back stories. I would have revealed this in the sequel but I will tell it now.

THE STORY BEHIND THE XJR PHANTOM

You think that Richter was recruited to the military for his skills. He was not. They recruited him because of his personal uber-interceptor. When Admiral Cartwright sign him up, the admiral took the ship and told Richter that it will be in his "caring custody" and ordered Richter to use the standard issue. The military actually had a degree of interest on this craft and tried to aquire it legally. This is in the tech description of the XJR Phantom. Secretly, Cartwright commissioned engineers to study its inner workings and the result were the GTF Avalanche and the GTF Raptor which will be available later in the campaign. The class of fighters that matched the Phantom. Eventually, the Admiral let Richter use the Phantom because they were done with it, no longer intetested with it. They won't even mass-produce it in the future.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on May 27, 2017, 08:59:59 pm
FSO INSTALLER FOR THE MOD UPDATED

The installer section for the mod is updated to include the 5/19/2017 update.
Title: Re: RELEASE: The Aftermath Reboot
Post by: 5thAce on June 23, 2017, 11:50:08 pm
Pretty Cool campaign, just finished it. Just a couple questions about the ending however:

Spoiler:
After the Archangel destroys the royal Sathanas, what happens to the Shivans? Did the GTVA effectively take control of the Shiva system at that point? Did GTVA forces attempt a landing on Shiva or maybe open a dialogue with the Shivans after their emperor's death? Do the Shivans even have anymore ships after that point? Part of me was thinking that the Archangel was going to give Shiva the Vasuda Prime treatment  :lol:.

Anyways, great campaign, had a lot of fun playing it - especially the Avenger. Can't wait for the sequel!

Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on June 23, 2017, 11:58:09 pm
Herkie may or may not tell you more, but for now I'll say some of those questions will be answered in the sequel.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on July 14, 2017, 09:55:26 pm
NEW UPDATE RELEASED

The Journal System and the HUD Message Box feature has been added. There will be an additional file named "AF-Extra.vp" in the mod folder. Please note that by downloading this update, your campaign progress and unlocked weapons and intel in the "Techroom" will be reset to the beginning. This is my fault and I apologize. The original campaign file name had spaces in it --- "The Aftermath.fc2." The journal script line locating the campaign file do not support spaces. So I have to rename it. In the game start up screen, the "Main Hall," you will recieve a Pop up box directing you to select a campaign or to select a pilot profile. Just re-select the same campaign title, "The Aftermath" or you might want to create a new profile.

The OP is updated. A new item with the name "AF-Extra" is added to the list of Download Links. The old item that that is updated in the list is the "AF-Root." Download this item (filename: "AF-RootMain005.rar") and the new item added in the list (filename: "AF-Extra.rar").

Update Changes:

- The Journal System and the HUD Message Box feature has been added.
  The missions were updated to accommodate those features.
- Minor adjustments to some weapons. Shivan torpedoes are faster now.
- Minor re-balancing to some missions

I tweaked the placement of the Message Box and changed the look...

(http://i64.tinypic.com/214p7at.jpg)
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on July 14, 2017, 11:58:54 pm
Herkie, I think you need to change the OP a bit on something.


What you have listed in the OP as the alternate ending (which is now the canon ending that leads to Blue Guardian) is listed as AFCampV2.  However, when I put the new AFCampV2 in the folder I got the old "Reboot" ending.
To get the more upbeat (now canon) ending I had to put the new "AF-Missions1" back in.



I also PMed you about some technical issues involving "Dragon Slayer" and didn't post them here because they involved spoilers (maybe I just remembered it now, but I think that the error where the Avenger's AA cannons in first person view fired like it was third person view also happened in the version before this update).



Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on July 15, 2017, 08:43:09 pm
Really? I will check. I'm pretty sure that the updated AF-Mission1 is with the upbeat ending.

Regarding the Avenger. If you see your ship (only the front of it), its intended. I placed a flag to make your ship visible in First Person View. Sort of like a cockpit view. BP did this with the Karuna. You do not control the AA cannons directly. Did you set their turret gruop mode to "track?" If so, they will shoot only at your selected target.

Maybe you are referring to the first capship mission where you are piloting a Boreas. It is armed only with AA guns.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on July 15, 2017, 08:53:21 pm
When I looked in the tech room and was playing with the new AF-Mission1, the correct (more upbeat) cutscene was listed as the correct one "A Sacrifice".  However, when I played "Dragon Slayer" through the techroom, that mission played as if it were the original downer version.

Does that make sense?



As for the Avenger, I played "Dragon Slayer", and in first person view I didn't see any of the ship.  Maybe that's part of the problem?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on July 15, 2017, 09:41:00 pm
Yeah, another mistake. The way I copy-paste things. I have not thought that one of the difference between the two versions includes the mission "Dragon Slayer." Anyway, it will be quick fix. I will update the OP and take out the AF-Root for the moment.

If you reached this far now, you are fast.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on July 15, 2017, 09:44:34 pm
Yeah, another mistake. The way I copy-paste things. I have not thought that one of the difference between the two versions includes the mission "Dragon Slayer." Anyway, it will be quick fix. I will update the OP and take out the AF-Root for the moment.

If you reached this far now, you are fast.

(I also said this in the PM) In the techroom under missions, press Ctrl+Shift+S and it shows the whole list of missions/cutscenes in a campaign and you can play any single one you want.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on July 15, 2017, 10:09:54 pm
WARNING

Do not update now.

There is a mistake in just two of the mission files. Thanks CT for bringing this up. Hold the update first until I tesolve the problem which will be quick. The AF-Root item is taken down for now.

For those who already downloaded the update and started it, continue the campaign then stop in Act 9 so you won't lose your progress when you update again. Re-download the item AF-Root when I fix it.

By the way, CT. You should start at the beginning or your journal will not be updated.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on July 15, 2017, 10:32:45 pm
I'll start over when the update is ready.


By the way, what exactly do you mean by "Journal" in this campaign update?
I think I may have an idea but I just want to be sure.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on July 16, 2017, 12:02:59 am
UPDATE FIXED AND READY FOR DOWNLOAD

Everybody can download now...

That was a quick fix. Whew!
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on July 16, 2017, 12:08:32 am
I'll start over when the update is ready.


By the way, what exactly do you mean by "Journal" in this campaign update?
I think I may have an idea but I just want to be sure.

The Journal Feature used in BP, BTA and many new campaigns. There is a pair of new buttons in the briefing room (Campaign Mode and not Single Mission Mode). I have posted some images of those screens in my previous replies.

Oh yes, the AF-MissionsV1 is the original Reboot and and the alternate AF-MissionsV2 is the cannon upbeat version. just like before. So I no longer need to revise the OP. The files in Mediafire were replaced but the links are the same.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on July 17, 2017, 07:22:15 pm
I think I figured out why I couldn't see the Avenger in 1st person view in "Slaying Dragons" (the new name for the "Dragon Slayer" mission) the other day.



When I couldn't see the ship in first person, I was playing the recently released FS0 3.8.0 RC3.  I tried switching back to FS0 3.7.4 Final and I could see the ship in first person view now.  I'm not sure how to fix it in the new version but at least I found a reason why things might be different.
Title: Re: RELEASE: The Aftermath Reboot
Post by: bonusbartus on December 15, 2017, 11:33:28 am
First I want to say: Great work, nice campaign!

Sadly I'm stuck in the "Double crossed" mission.. I always end the mission with some warning that I am not allowed to shoot on friendlies...
am I doing something wrong, or am I just running into a bug because I'm using the latest 3_8 release?
I start by finishing off the fighters, then I disable the engine of the transport. Lastly I hunt down my two wingmen, who turn on me...

also, is there a way to make hud elements and text larger? I'm running this on a laptop with a 1920x1080 resolution and a 15.6' screen. for the mediaVPs I added the Ax2HUD which seem to work nicely, but not with this mod..

thanks!
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on December 15, 2017, 02:23:35 pm
If that's the early mission I'm thinking of where you try to raid a transport and eventually your wingmen turn on you...

I first destroyed the enemy fighters then disabled the transport.


However, you have to wait for your wingmen to turn red before it's okay to fire on them.
Title: Re: RELEASE: The Aftermath Reboot
Post by: bonusbartus on December 15, 2017, 04:39:52 pm
If that's the early mission I'm thinking of where you try to raid a transport and eventually your wingmen turn on you...

I first destroyed the enemy fighters then disabled the transport.


However, you have to wait for your wingmen to turn red before it's okay to fire on them.

Thanks, I think that last point did it.. not sure what I did before, but following your advice seems to work
Title: Re: RELEASE: The Aftermath Reboot
Post by: theperfectdrugsk on January 03, 2018, 02:29:52 pm
Hey there,

I'm really enjoying the mod so far, but I've run into a problem with the Client Rescue mission.

The Corsair keeps getting stuck after Donald gets on board.  It just sits there, the named enemy wings spawn, I kill them until no more spawn...and then nothing.  The continuously spawning enemy wings keep spawning, and the enemy cruiser sits there to the point where all it's weapons mounts are destroyed..and so the Corsair just hangs out by the Denver, shooting piddly lasers at things.

EDIT: nevermind, I'm just an idiot.  I had been using build 3.8.0 for another mod, and forgot to change it back to 3.7 for this mod.
Title: Re: RELEASE: The Aftermath Reboot
Post by: PIe on April 12, 2018, 11:57:30 pm
Spoiler:
This campaign is very pretty, with beautiful planets and mission backgrounds.  Some of the retextured ships are quite well done.  The loading screens are gorgeous and the mainhalls are pretty nice as well.  However, though the ships may be individually good looking, they make no sense when composed into an entire fleet.  The model styles are often completely mismatched and many of the capships are one-offs, with relatively few ships having widespread deployment.  Was it really necessary to use the Raynor, Erebus AND Solaris in the same fleet?  It feels odd being in the GTVA flying off of a UEF capship fighting alongside a Tev capship.  Even the ship races were sometimes mismatched (The Enterprise was fictionalized as a Vasudan ship while clearly being Terran).  Besides this, it's completely implausible that the GTVA could innovate so much in only three years after Capella.  I know about the technroom entries, but those are ridiculous as well.  The GTVA enslaving more than half of the galactic population?  Really?
However, this isn't the worst part of the campaign.  I don't know how else to say this, but the mission design is atrocious.  Every mission has a ridiculous number of fighters and it's extremely tedious to kill them all.  I can't emphasize this enough.  It makes the mod nearly unplayable.  This mod has Battle of Endor syndrome like nothing else, with 300+ fighters and 40+ destroyers in one mission alone.  I get that the mod aimed to be epic, but having that many ships in a single mission is the farthest thing from epic.  It becomes even less so (if that's possible) when every single mission has insane numbers of ships.  It's impossible to start at the climax and try to keep the climax for the entirety of the story.  Since it's all relative, it just ends up not having one at all.  Making the terrible missions even worse is the fact that most of them are completely redundant and identical to play, to the point that cutting at least seven out of the ten acts would be a massive improvement.
The remotely activated jump drives seems awfully like a lazy way of avoiding the AWOL debriefings.
The story itself was quite disjointed, mentioning The Faction early on and then never again.  The conclusion was clearly a cheap knockoff of Age of Aquarius, from the mysterious protector figure to the player's character being mysteriously rescued after being stranded in a space suit to the final cutscene featuring two alien ships talking to each other.
As for the United Pirate Coalition, that storyline was completely unbelievable as well.  It's an oxymoronic name for a pirate band and considering that it conquered Deneb in one day, it's at least a terrorist organization and at most a warring state.  Having a superdestroyer and four corvettes parked outside the GTVA police station beggars belief. 
Another part of this mod that I disliked immensely is the reference to Christopher Snipes.  It's impossible to replicate him in any mod and there's enough talent in the community to write interesting new characters without having to resort to cheaply resurrecting someone from retail.
In all, it seems that this mod was created with very little thought put towards good gameplay or storytelling.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 13, 2018, 01:56:39 pm
I'm helping with the writing for the sequel.  I wasn't involved with the production of this campaign except for some minor writing toward the end.


All I can say is we'll try to fix some of those issues in the sequel.  The sequel will only be about in the mid-30s (maybe) as far as missions go.  There will still be big fleet battles but not as many so as not to overwhelm the player with BoE syndrome.


In defense of one of the points you made though,
Spoiler:
  when you talked about '40 destroyers'...if you're talking about the missions I think you're talking about, those were with the new superships the GTVA developed.  I think they were meant to show the GTVA had a weapon that could possibly help combat the massive numbers advantage the Shivans had.  There were only three of them IIRC.


As for the other issues, you'll have to wait for the creator/leader of the project to address them and I have no idea when he'll be back (it says he hasn't been on since September).  He's with the Philippines military right now (he gave me permission in the past to mention this) and they've got some harsh stuff going on over there.
Title: Re: RELEASE: The Aftermath Reboot
Post by: SL1 on August 27, 2018, 04:50:11 pm
I'm having a really hard time with The Hornet's Nest.

Spoiler:
It just doesn't seem possible to save the Kamikaze once the Nahemas jump in. Even if I can stop the first Nahema wing from destroying the Kamikaze, the second Nahema wing just swoops in from the other side and finishes the job. And that's if I can stop the three wings of Maras from ganging up on me and stopping me from shooting any Nahemas down in the first place. Trebuchets don't reload fast enough to shoot down all the bombers at standoff range (and I don't have enough of them for all the bombers anyway), and it certainly doesn't help that one of my gun banks is inexplicably occupied by a Subach, making it take even more time to shoot down a bomber at close range. I don't know why I'm not allowed to customize my loadout. The briefing doesn't give any explanation why. Being able to load up on Widowmakers might make this mission doable. Hiding the wing names on the HUD is another inconvenience. No recommendations in the debriefing, either.

Is the Kamikaze supposed to activate that deflector shield the briefing mentioned? Because that's not happening. I did find that the comms menu has ships called "protect", "detonate", and "escape", which I thought might mean that I can order the Kamikaze to turn on the shield by choosing "protect", but that doesn't seem to work. I'm guessing they're stealthed Pegasuses at the edge of the mission area that are there for some FRED thing and aren't meant to be communicated with.

Really great campaign up to this point, but this mission just doesn't seem winnable.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on August 27, 2018, 10:18:41 pm
I'm having a really hard time with The Hornet's Nest.

Spoiler:
It just doesn't seem possible to save the Kamikaze once the Nahemas jump in. Even if I can stop the first Nahema wing from destroying the Kamikaze, the second Nahema wing just swoops in from the other side and finishes the job. And that's if I can stop the three wings of Maras from ganging up on me and stopping me from shooting any Nahemas down in the first place. Trebuchets don't reload fast enough to shoot down all the bombers at standoff range (and I don't have enough of them for all the bombers anyway), and it certainly doesn't help that one of my gun banks is inexplicably occupied by a Subach, making it take even more time to shoot down a bomber at close range. I don't know why I'm not allowed to customize my loadout. The briefing doesn't give any explanation why. Being able to load up on Widowmakers might make this mission doable. Hiding the wing names on the HUD is another inconvenience. No recommendations in the debriefing, either.

Is the Kamikaze supposed to activate that deflector shield the briefing mentioned? Because that's not happening. I did find that the comms menu has ships called "protect", "detonate", and "escape", which I thought might mean that I can order the Kamikaze to turn on the shield by choosing "protect", but that doesn't seem to work. I'm guessing they're stealthed Pegasuses at the edge of the mission area that are there for some FRED thing and aren't meant to be communicated with.

Really great campaign up to this point, but this mission just doesn't seem winnable.

If you're talking about the mission where
Spoiler:
you escort a captured Rakshasha through the remains of Capella to blow up the remaining Shivans there

how I got through it was my wingmen and I defended the cruiser from enemy fighters for a while then the bombers came in.  I had my wingmen defend the ship then I focused on enemy bombers (Nahemas first).  After about eight minutes no more enemy craft came in and a dialogue started where the cruiser commander said he was activating the shield and then I had to bolt to the node.

Title: Re: RELEASE: The Aftermath Reboot
Post by: SL1 on August 28, 2018, 01:55:37 am
If you're talking about the mission where
Spoiler:
you escort a captured Rakshasha through the remains of Capella to blow up the remaining Shivans there

how I got through it was my wingmen and I defended the cruiser from enemy fighters for a while then the bombers came in.  I had my wingmen defend the ship then I focused on enemy bombers (Nahemas first).  After about eight minutes no more enemy craft came in and a dialogue started where the cruiser commander said he was activating the shield and then I had to bolt to the node.

Yeah, that's the mission. And that's what I've been trying to do, but there are just so many fighters that I can't see a way to not get overwhelmed. Three or four wings of Maras jump in before the bombers, and I can't kill enough of them before the bombers arrive to make it possible to go after the bombers without having an entire wing of Maras shooting me in the back. I don't think I'm terrible at Freespace (I've been able to get all the medals in this campaign so far), but this mission is really kicking my ass. It sounds like there's no particular trick to completing it, though, so I guess I'll have to keep trying until I either get lucky or skip it after five failures.
Title: Re: RELEASE: The Aftermath Reboot
Post by: theperfectdrugsk on August 28, 2018, 06:50:44 am
You could always just lower the difficulty for that mission.  Or cheat (I kinda prefer that to skipping a mission, honestly).
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on August 28, 2018, 02:20:47 pm
If you're talking about the mission where
Spoiler:
you escort a captured Rakshasha through the remains of Capella to blow up the remaining Shivans there

how I got through it was my wingmen and I defended the cruiser from enemy fighters for a while then the bombers came in.  I had my wingmen defend the ship then I focused on enemy bombers (Nahemas first).  After about eight minutes no more enemy craft came in and a dialogue started where the cruiser commander said he was activating the shield and then I had to bolt to the node.

Yeah, that's the mission. And that's what I've been trying to do, but there are just so many fighters that I can't see a way to not get overwhelmed. Three or four wings of Maras jump in before the bombers, and I can't kill enough of them before the bombers arrive to make it possible to go after the bombers without having an entire wing of Maras shooting me in the back. I don't think I'm terrible at Freespace (I've been able to get all the medals in this campaign so far), but this mission is really kicking my ass. It sounds like there's no particular trick to completing it, though, so I guess I'll have to keep trying until I either get lucky or skip it after five failures.

Sorry I can't be more help.  Maybe try ordering some wingmen to attack bombers and you focus on some fighters?  Otherwise I would echo the previous suggestion and try lowering the difficulty for one mission.
Title: Re: RELEASE: The Aftermath Reboot
Post by: SL1 on August 30, 2018, 09:11:02 am
Hah. I went back to give it another shot, and completed the mission on the first try. I guess I just needed to know it was possible. I think another problem is that I'm never quite sure how to deal with bomber attacks - specifically, whether I should concentrate on shooting down the bombs or the bombers. I've had some bad experiences with focusing on the bombs - even if I get all the bombs in the first salvo, the bombers will probably launch another salvo at point-blank range that will be impossible to shoot down. So my general strategy has been to get as many bombers as possible and delay going for the bombs as long as possible. The Hornet's Nest seems to favor concentrating on the bombs.

Anyway, I finished the campaign yesterday, and I really enjoyed it. Fun missions, really good aesthetics, lots of cool ships/stations/weapons, good music. Nice cutscenes, too. Only real problems were some small but frequent grammatical errors and the HUD frequently appearing in cutscenes when I don't think it was supposed to. Those are minor issues, though, and the HUD thing could very well be my fault, because I've been screwing around with HUD modding without knowing exactly what I'm doing. I wasn't sure that flying a capship would work well (I think War in Heaven's capship-flying mission gave me a bit of PTSD about the concept), but I was pleasantly surprised. It was actually pretty fun. Now I kind of want to play an entire campaign as a warship captain.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 11, 2018, 08:00:34 pm
The most important rule: Bomb first then the bombers.

In that mission, there are only 2 wings Nahema bombers to worry about. They are packing Shivan Mega Bombs! Shoot as many bombs as you can to shave off some damage to the Kamekazi. Don't worry about the Shivan Astaroths and Dragons they do very little damage. But be mindful of the Maras, I armed them with Mega Lasers which equivalent to the Maxims...Yikes!

Originally, this was suppose to be a "story" mission with 100% chance of success but I changed my mind and turned into a sadistic mission. :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 11, 2018, 08:09:06 pm
To SL1:

You will have plenty of Capship missions and fleet maneuvering missions in the sequel.

And about the HUD thing, I have that too in 3 missions actually, perhaps a mission code error. I will look into it. I may release a minor update for that.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 20, 2018, 08:51:52 pm
You could always just lower the difficulty for that mission.  Or cheat (I kinda prefer that to skipping a mission, honestly).

Oh. Please don't cheat. You might mess up the "journal" entries and entries in the techroom and some weapons or ships will not be unlocked.

By the way, how do you do that?
Title: Re: RELEASE: The Aftermath Reboot
Post by: core1401 on October 21, 2018, 09:55:08 am
do what? cheat?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 21, 2018, 07:43:01 pm
do what? cheat?

Yeah, I heard there are cheat codes but I don't know them. It would be useful in debugging missions.
Title: Re: RELEASE: The Aftermath Reboot
Post by: theperfectdrugsk on October 21, 2018, 07:59:29 pm
http://wiki.hard-light.net/index.php/Cheats
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 22, 2018, 04:16:28 am
Thanks. One of my debugging method is to actually fail the mission and see if the correct debriefing is shown. There are several levels of both the good and the bad debriefs in some missions I'm working on right now.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on October 22, 2018, 02:54:55 pm
It's actually better to cheat through a mission than just skip it - if you do the latter, some campaign persistent mission-specific variables may not be set and you'll end up with some strange things later in the campaign.
Title: Re: RELEASE: The Aftermath Reboot
Post by: JSRNerdo on October 22, 2018, 03:12:50 pm
Will the player be summarily executed if they fail the mission so badly they get the worst possible outcome?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 22, 2018, 06:04:27 pm
Will the player be summarily executed if they fail the mission so badly they get the worst possible outcome?

No, not this time. That was war time in the Reboot. This time, it will discribe an actual disastrous outcome because of that failure, to the GTVA, to the fleet, or to the protagonist's life. Ex. Many have died because of the failure, the fleet  was destroyed as a result, or the player will be stranded alone in space, something like that.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 22, 2018, 06:17:19 pm
It's actually better to cheat through a mission than just skip it - if you do the latter, some campaign persistent mission-specific variables may not be set and you'll end up with some strange things later in the campaign.

This I completely agree.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 25, 2018, 05:18:39 am
I am doing another update. Some fixes in the cutscenes/HUD  problems in 3 missions. Spelling/ gramnar (I found only 4 in 4 missions) and some minor tweaks.

I actually find it very difficult to defeat my own creation or maybe it's just me. Now, my question is. Is the difficulty factor  (medium) OK for you guys? Or is it way too easy?

I really don't want to frustrate players but a little challenge is needed.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on November 04, 2018, 07:13:24 pm
I am doing another update. Some fixes in the cutscenes/HUD  problems in 3 missions. Spelling/ gramnar (I found only 4 in 4 missions) and some minor tweaks.

I actually find it very difficult to defeat my own creation or maybe it's just me. Now, my question is. Is the difficulty factor  (medium) OK for you guys? Or is it way too easy?

I really don't want to frustrate players but a little challenge is needed.

I think the difficulty is fine.  If people want more challenger, they can always raise the difficulty level.


Since you mentioned a HUD/cutscene issue, I found one in the final mission "Final Confrontation":
Spoiler:
  After the Archangel gets Grond's hull to zero %, a cutscene triggers that shows Grond's explosion.  However the HUD is up during this and I have to manually turn it off for the cutscene and turn it back on when the cutscene is over.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on November 04, 2018, 08:18:48 pm
Thanks, CT. So that will be 4 missions with that problem.
Title: Re: RELEASE: The Aftermath Reboot
Post by: IidoTheMageFox on December 26, 2018, 09:42:38 pm
Hey, I've played through this campaign a while back, and I really enjoyed it. Easily one of the best Freespace campaigns I've ever played. A few missions gave me a LOT of trouble (not that i can remember the names of many of them at this point) and I wound up lowering the difficulty for many of 'em.

Right now, I'm replaying it, and JUST passed The Adhara Exodus again. Thankfully this time, I managed to do it on my second try, on Medium; Medium's my default difficulty for most campaigns. Last time, I'm pretty sure I had to lower the difficulty to easy or very easy...and even then, it was close IIRC. It often feels like some of these defense missions rely a lot on luck, sometimes the target you're defending gets through okay, other times it just gets annihilated and it feels like there's little you can do to prevent it. In the Adhara Exodus's case, I can usually do well and keep the Damascus up to 60-80% integrity until near the end, where the final few waves of enemies come in, one of them being Taurvi bombers. This part threw me off the first few times as at this point, the Damascus would get utterly obliterated, and I couldn't figure out what was doing so much damage to it. Certainly not the larger, slower Shivan bombs that you can shoot down. But this time, I realized they were firing much smaller, faster missiles at it that were doing like 5% damage a pop. At least, I think it was the Taurvis that were firing those? I think there were 2 or 3 Taurvis left, I was facing the Damascus and trying to figure out what was damaging it so much, and saw those flying into it from behind me.

So maybe not so luck based after all, just gotta figure out what enemy wing is shooting those missiles... Haha, truth be told I'm not the best FS player, maybe because I don't use the mouse for movement...Ever since I was a kid, I always played using the numpad. Mouse movement lets you aim easier, but it also makes it much slower to turn around, at least for me, even with the sensitivity at max. :P Never had a joystick either..

Anyway...phenomenal work on this campaign, again, it is a joy to play. I read in a post up above you're making a sequel? :D
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on December 28, 2018, 05:22:58 pm
Yeah, he is making a sequel.

I also like this one - there is a lot of work put into graphics and while the plot is strange at some moments and many missions aren't really made well, there are just as many that work fine and are enjoyable.
Title: Re: RELEASE: The Aftermath Reboot
Post by: IidoTheMageFox on December 28, 2018, 09:10:49 pm
One thing I think he did really well were the massive, large-scale battles. I've never seen so many cap ships and fighters firing at one another at the same time. And it rarely ever feels overwhelming, either, since despite the enormous numbers, your wingmen tend to be pretty capable in dispatching them.

Also, just how the general scope and scale of things gets crazier and crazier as the game goes on. The mission where you defend the....Warlock, I think it was called? using that special ship I forget the name of, where you down like 50+ Shivan cap ships single-handedly, at extreme distances too....it was incredible.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Thaeris on December 28, 2018, 11:29:07 pm
Quick question - is this campaign listed in the Wiki anywhere?
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on December 29, 2018, 06:35:03 am
A quick search through the campaign list... no results. I think it's safe to assume it's not listed on the Wiki, then. Neither is it included in this (https://www.hard-light.net/forums/index.php?topic=70582.0) list too.
However, it is listed and available through Knossos, in the "Explore" tab.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on December 29, 2018, 08:06:30 am
I was told that most project heads were contacted by the HLP staff at some point whether they could have more media coverage (or atleast an entry on the wiki) for their projects here, but I think that was while Herkie was away.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on December 29, 2018, 06:06:54 pm
Mhm, that seems like it's the case here. Well, I suppose Herkie reads this topic, it might get his attention. I'll probably ask in the campaign list topic to include this campaign there, if I didn't do it yet. There also seems to be a couple gameplay videos on Youtube, maybe a ceratin Ilain Baker (I probably typod the hell out of this name) would be interested in them.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on December 29, 2018, 06:24:42 pm
I hope so. But Exile for example doesn't have a Wiki article too.

Quote
I'll probably ask in the campaign list topic to include this campaign there, if I didn't do it yet.

Good. :) Iain Baker is the one responsible for HLPs social media right now, though I don't see a YT channel in the navbar yet. Here's another related thread: https://www.hard-light.net/forums/index.php?topic=95266.0
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 30, 2018, 11:07:28 pm
... In the Adhara Exodus's case, I can usually do well and keep the Damascus up to 60-80% integrity until near the end, where the final few waves of enemies come in, one of them being Taurvi bombers. This part threw me off the first few times as at this point, the Damascus would get utterly obliterated, and I couldn't figure out what was doing so much damage to it. Certainly not the larger, slower Shivan bombs that you can shoot down. But this time, I realized they were firing much smaller, faster missiles at it that were doing like 5% damage a pop. At least, I think it was the Taurvis that were firing those? I think there were 2 or 3 Taurvis left, I was facing the Damascus and trying to figure out what was damaging it so much, and saw those flying into it from behind me.

So maybe not so luck based after all, just gotta figure out what enemy wing is shooting those missiles... Haha, truth be told I'm not the best FS player, maybe because I don't use the mouse for movement...Ever since I was a kid, I always played using the numpad. Mouse movement lets you aim easier, but it also makes it much slower to turn around, at least for me, even with the sensitivity at max. :P Never had a joystick either..

Anyway...phenomenal work on this campaign, again, it is a joy to play. I read in a post up above you're making a sequel? :D

Thanks. I'm glad you liked it. Just some hints: Closer to the end of the "Adhara Exodus," a squadron of Maras packing trebuchets will jump in and target the Damascus. They do not jump in as a group but scattered all over. They will be coming at the starboard side of Damascus just above the Lucifer destyroyer. You have a little more than a minute before those trebuchets are loose and the Tuarvis on the left are a diversion, don't pay attention to them. It is a Shivan tactic. You don't have to destroy them all which is impossible but if you manage to disrupt or take out 6 of them, the Damascus MIGHT survive. I say "Might" because it will depend on how it fared early in the mission. Another hint, forget the fighters or capital ships and focus on those torpedoes. Oh, yes, there is a random event that Seraphim bombers will jump in and this is bad news.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on December 31, 2018, 12:41:48 am
I was told that most project heads were contacted by the HLP staff at some point whether they could have more media coverage (or atleast an entry on the wiki) for their projects here, but I think that was while Herkie was away.

They haven't contacted me yet. checked my inbox and I did not receive any message about it. But it's fine really.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Iido on February 27, 2019, 09:11:01 am
Hey, this is Iido, made a different account.

Anyway, uh...

It wasn't The Adhara Exodus that gave me so much trouble on my first run. It was the act 8 mission, "Enterprise in Danger". Guess I got 'em confused since they are kinda similar haha.

Really, it's not hard until near the end, when the Moloch, Ravana, and tons of bombers all start swarming you at once. That's when its hull just plummets and I usually lose, which is infuriating after spending like 10+ mins getting that far. XD To be fair though it IS a late game mission, so I can understand the increase in challenge, but yeah, that part's really tough for me lol. I'm just not sure if I should be focusing on the Moloch and Ravana as soon as they appear, or the bombers...but I think the bombers are doing the biggest damage. I have a bit of time before the Ravana gets in range anyway, right?

Up until then I can do pretty well by just using Widowmaker missiles to down incoming bomber wings, constantly resupplying myself with the support ship.

EDIT: Past that mission again. After a couple more attempts, it...suddenly went really well. I took out the Moloch's beams ASAP, but the bomber raids seemed less...intense than the previous few attempts. I guess I had destroyed more than I realized prior to the Moloch warping in. XD

Also just got past The Hornet's Nest again, another mission that gave me a lot of trouble. All of this on Medium, still. I guess I'm getting a lot better than I was before :D
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 20, 2019, 09:53:17 pm
The hint in that mission, "Enterprise in Danger," is to keep watch of that Ravana and Moloch. If their beams are not eliminated quickly, they can shave off 30% to 40% hit points from the Enterprise. The bombers alone, though more than a hundred of them can't do much harm by themselves. If the Ravana and Moloch are neutralized and the Enterprise is still at around 75%, it is fine but much below that is definitely bad news.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on March 22, 2019, 09:28:23 pm
Herkie, you might want to check the status of this campaign on Knossos.  Last I checked, they still had the original ending "V1" up there.  You might want to get the new canon ending "V2" up there.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on April 23, 2019, 11:11:44 pm
Herkie, you might want to check the status of this campaign on Knossos.  Last I checked, they still had the original ending "V1" up there.  You might want to get the new canon ending "V2" up there.

Yeah. Who will I contact about this?
Title: Re: RELEASE: The Aftermath Reboot
Post by: Colonol Dekker on April 24, 2019, 07:15:14 am
Is this on knossos?   I can't check as I'm away from my laptop. .

Thank you in advance x
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 24, 2019, 08:39:36 am
https://fsnebula.org/mod/AftermathReboot

Full list: https://fsnebula.org/mods
Title: Re: RELEASE: The Aftermath Reboot
Post by: Colonol Dekker on April 24, 2019, 08:42:56 am
Thanks  :yes: :yes:
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 24, 2019, 02:45:15 pm
https://www.hard-light.net/forums/index.php?topic=94068.0

Herkie, here is the Knossos topic.  I don't know how to update one's campaign there, but I would suggest to PM Ngid or mjn from that thread.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on June 10, 2019, 05:21:02 am
https://www.hard-light.net/forums/index.php?topic=94068.0

Herkie, here is the Knossos topic.  I don't know how to update one's campaign there, but I would suggest to PM Ngid or mjn from that thread.

Thanks CT...
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on September 20, 2019, 05:58:07 pm
ATTENTION PILOTS:

There will be another update which will be relaesed at the same time as "The Aftermath 2: The Blue Guardian."

I made many minor adjustments and corrections.
Title: Re: RELEASE: The Aftermath Reboot
Post by: hoo00 on January 08, 2020, 01:58:12 am
I am using Knossos. In the mission “with their pants down”, the *captain* was not impressed even though my num-kills is over fifty. :mad:

The num_kills sexps does not work in #Debriefing_info.

Solution:
I created a "kill a lot" event to take care of things.  :D

#Events

$Formula: ( when
   ( > ( num_kills "Alpha 2" ) 19 )
   ( do-nothing )
)
+Name: kill a lot
+Repeat Count: 1
+Interval: 1

#Debriefing_info

$Formula: ( is-event-true-delay
   "kill a lot"
   0
)
$Multi text
    Blah blah blah...
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Nice. You are an ace pilot.", -1)
$end_multi_text
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on January 08, 2020, 11:14:59 am
My guess is that the author wanted to give the player a feeling that among the squadron, the player is a mediocre pilot at best. Meh.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on January 08, 2020, 11:23:45 am
I thought the player was some sort of retired ace pilot?
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 08, 2020, 04:33:30 pm
Maybe it's based on difficulty you played at.  I remember trying it on Very Easy and only getting a little over 20 kills and the debriefing gave a satisfactory report.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on January 08, 2020, 06:49:38 pm
Getting 20 kills there sounds rather easy though.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on January 10, 2020, 03:18:36 pm
It can be a little tricky.  In that mission your wingmen go through the enemy like butter it seems so you have to be very quick.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on January 11, 2020, 11:40:22 am
One would presume that GTVA would have it much harder just 3 years after Capella.
Title: Re: RELEASE: The Aftermath Reboot
Post by: marco111 on February 02, 2020, 08:30:15 am
hi

I have downloed the last updtaed version of The Aftermath Reboot but when I start it not work here the log



Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log 'C:\Users\MarcoPanza\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\fs2_open.log', Sun Feb 02 15:01:58 2020 ...
Legacy config mode is DISABLED.
Reason: Legacy mode disabled since the new config location was used more recently than the old location.
  Initializing SDL 2.0.4 (compiled with 2.0.10)...
FreeSpace 2 Open version: 19.0.0
Passed cmdline options:
  -noenv
  -noglow
  -nospec
  -nonormal
  -noheight
  -no_post_process
  -nolightshafts
  -no_deferred
  -mod Mods/AftermathReboot-1.0.0,MediaVPs_2014
Building file index...
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Effects.vp' with a checksum of 0x1dfc2b38
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Extra.vp' with a checksum of 0x013c7299
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Gui169.vp' with a checksum of 0x636c0358
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-MissionsV1.vp' with a checksum of 0xa73f780f
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Music.vp' with a checksum of 0xf43a3603
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Root.vp' with a checksum of 0x55f9c3b7
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals1.vp' with a checksum of 0xc670d355
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals2.vp' with a checksum of 0x19e33fba
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals3.vp' with a checksum of 0x85c2a183
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals4.vp' with a checksum of 0x2586c90e
Found root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals5.vp' with a checksum of 0xe7ec3be2
Found root pack 'G:\GIOCHI\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'G:\GIOCHI\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'G:\GIOCHI\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'G:\GIOCHI\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'G:\GIOCHI\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'G:\GIOCHI\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'G:\GIOCHI\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'G:\GIOCHI\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'G:\GIOCHI\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Users\MarcoPanza\AppData\Roaming\HardLightProductions\FreeSpaceOpen\Mods\AftermathReboot-1.0.0\' ... 0 files
Searching root 'C:\Users\MarcoPanza\AppData\Roaming\HardLightProductions\FreeSpaceOpen\MediaVPs_2014\' ... 0 files
Searching root 'C:\Users\MarcoPanza\AppData\Roaming\HardLightProductions\FreeSpaceOpen\' ... 5 files
Searching root 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\' ... 0 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Effects.vp' ... 718 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Extra.vp' ... 299 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Gui169.vp' ... 1534 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-MissionsV1.vp' ... 69 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Music.vp' ... 148 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Root.vp' ... 51 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals1.vp' ... 49 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals2.vp' ... 48 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals3.vp' ... 310 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals4.vp' ... 288 files
Searching root pack 'G:\GIOCHI\Freespace 2\Mods\AftermathReboot-1.0.0\AF-Visuals5.vp' ... 87 files
Searching root 'G:\GIOCHI\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root 'G:\GIOCHI\Freespace 2\' ... 140 files
Searching root pack 'G:\GIOCHI\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'G:\GIOCHI\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'G:\GIOCHI\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'G:\GIOCHI\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'G:\GIOCHI\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'G:\GIOCHI\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'G:\GIOCHI\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'G:\GIOCHI\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'G:\GIOCHI\Freespace 2\warble_fs2.vp' ... 52 files
Searching memory root ... 64 files
Found 27 roots and 10805 files.
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'axmsg-mod.tbm' ...
ERROR: Unknown Language Checksum: -1162327434
Using default language settings...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.18.2

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".
Enhanced sound is enabled.

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: OpenAL Soft on Realtek Digital Output(Optical) (Realtek High Definition Audio)
  Capture device: OpenAL Soft on Microfono (Realtek High Definition Audio)
... OpenAL successfully initialized!
  Initializing SDL video...
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
SDL: Creating window at 0,0 because window has same size as desktop.
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 1060 6GB/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 432.00

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: gamma.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: deferred-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: shadows.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:

  Max texture units: 2 (32)
  Max client texture states: 2 (1)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 32768x32768
  Max render buffer size: 32768x32768
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.50 NVIDIA
  Max uniform block size: 65536
  Max uniform buffer bindings: 84
  Uniform buffer byte offset alignment: 256
... OpenGL init is complete!
Initializing path renderer...
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
ADE: Loading default scripts...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'AF-csc-sct.tbm' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'zLoadFirst-sct.tbm' ...
TBM  =>  Starting parse of 'parsecfg-sct.tbm' ...
TBM  =>  Starting parse of 'journal-sct.tbm' ...
TBM  =>  Starting parse of 'imonitor-sct.tbm' ...
TBM  =>  Starting parse of 'axui-sct.tbm' ...
TBM  =>  Starting parse of 'axmsg-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
Compiling new shader:
Default material
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: default-material-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error message = Failed to open file.
medals.tbl(line 82): Warning: Error parsing id# in XSTR() tag XSTR("Per i vostri successi come abile pilota e per il vostro considerevole numero di nemici abbattuti, e' un onore conferirvi lo status di Doppio Asso."2723)

WARNING: "medals.tbl(line 82):
Warning: Error parsing id# in XSTR() tag XSTR("Per i vostri successi come abile pilota e per il vostro considerevole numero di nemici abbattuti, e' un onore conferirvi lo status di Doppio Asso."2723)
" at parselo.cpp:301
medals.tbl(line 93): Warning: Error parsing XSTR() tag XSTR("Per le vostre impressionanti abilita' da pilota e per l'eccezionale numero di abbattimenti confermati, avete raggiunto lo status di Triplo Asso.  Pochi piloti si sono distinti tanto.2724)

WARNING: "medals.tbl(line 93):
Warning: Error parsing XSTR() tag XSTR("Per le vostre impressionanti abilita' da pilota e per l'eccezionale numero di abbattimenti confermati, avete raggiunto lo status di Triplo Asso.  Pochi piloti si sono distinti tanto.2724)
" at parselo.cpp:301
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Initializing Joystick...
Printing joystick info:
  Joystick name: SideWinder Force Feedback 2 Joystick
  Joystick GUID: 5E041B00000000000000504944564944
  Joystick ID: 0
  Joystick device ID: 0
  Using 'SideWinder Force Feedback 2 Joystick' as the primary joystick

  Number of axes: 4
  Number of buttons: 8
  Number of hats: 1
  Number of trackballs: 0

  Initializing Haptic...
  Available haptic devices:
    SideWinder Force Feedback 2 Joystick
    Hit effect 1 failed to load:
      Haptic error Unable to create effect
    ERROR: Unable to create effects
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'AF-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl' (checking '#Start Colors' section only)...
'$Blue:' has been redefined.
'$Bright Blue:' has been redefined.
'$Green:' has been redefined.
'$Bright Green:' has been redefined.
'$Black:' has been redefined.
'$Grey:' has been redefined.
'$Silver:' has been redefined.
'$White:' has been redefined.
'$Bright White:' has been redefined.
'$Violet Gray:' has been redefined.
'$Violet:' has been redefined.
'$Dim Red:' has been redefined.
'$Red:' has been redefined.
'$Bright Red:' has been redefined.
'$Pink:' has been redefined.
'$Light Pink:' has been redefined.
'$Yellow:' has been redefined.
'$Bright Yellow:' has been redefined.
'$UI Light Green:' has been redefined.
'$UI Green:' has been redefined.
'$UI Light Pink:' has been redefined.
'$UI Pink:' has been redefined.
TABLES => Starting parse of 'colors.tbl' (skipping '#Start Colors' section)...
'$Text Normal:' has been redefined.
'$Text Subselected:' has been redefined.
'$Text Selected:' has been redefined.
'$Text Error:' has been redefined.
'$Text Error Highlighted:' has been redefined.
'$Text Active:' has been redefined.
'$Text Active Highlighted:' has been redefined.
'$Text Heading:' has been redefined.
'$More Indicator:' has been redefined.
'$Normal:' has been redefined.
'$Briefing Grid:' has been redefined.
Compiling new shader:
Decal rendering
   Loading built-in default shader for: decal-v.sdr
   Loading built-in default shader for: decal-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: normals.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Decal rendering
   Loading built-in default shader for: decal-v.sdr
   Loading built-in default shader for: decal-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: normals.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Decal use scene normal map
TBM  =>  Starting parse of 'AF-fbl.tbm' ...
TBM  =>  Starting parse of 'AF-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'AF-amr.tbm' ...
TBM  =>  Starting parse of 'AF-aip.tbm' ...
TBM  =>  Starting parse of 'AF-wxp.tbm' ...
BMPMAN: Found EFF (AMImpact.eff) with 22 frames at 20 fps.
TBM  =>  Starting parse of 'Aftermath-wep.tbm' ...
WARNING: "Couldn't load effect 'MS_Impact' for weapon 'Skyrail'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Subach_Impact' for weapon 'Ripper'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Prometheus_Impact' for weapon 'Devastator'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'MS_Impact' for weapon 'Starfury'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Mekhu_Impact' for weapon 'Blizzard'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Shivan_Impact01' for weapon 'Mega Laser'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Shivan_Impact01' for weapon 'Heavy Laser'." at weapons.cpp:1647
WARNING: "Invalid +Index value of 3 specified for beam section on weapon 'SRed'; valid values at this point are 0 to 2." at weapons.cpp:2291
WARNING: "Invalid +Index value of 4 specified for beam section on weapon 'SRed'; valid values at this point are 0 to 3." at weapons.cpp:2291
WARNING: "Invalid +Index value of 3 specified for beam section on weapon 'LRed'; valid values at this point are 0 to 2." at weapons.cpp:2291
WARNING: "Invalid +Index value of 4 specified for beam section on weapon 'LRed'; valid values at this point are 0 to 3." at weapons.cpp:2291
WARNING: "Invalid +Index value of 3 specified for beam section on weapon 'BFRed'; valid values at this point are 0 to 2." at weapons.cpp:2291
WARNING: "Invalid +Index value of 4 specified for beam section on weapon 'BFRed'; valid values at this point are 0 to 3." at weapons.cpp:2291
WARNING: "Couldn't load effect 'Mekhu_Impact' for weapon 'MkII Plasma Gun'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Mekhu_Impact' for weapon 'Mk7 Plasma Gun'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Kayser_Impact' for weapon 'Positron Cannon'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Kayser_Impact' for weapon 'Proton Blaster'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'MS_Impact' for weapon 'Kinetic Gun'." at weapons.cpp:1647
WARNING: "Failed to load effect 'capflash' for weapon 'HRed'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'LRSRed'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'NeutronBeamH'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'NeutronBeamLR'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'NeutronBeamM'!" at weapons.cpp:2187
WARNING: "Couldn't load effect 'Kayser_Impact' for weapon 'Pyros Gun'." at weapons.cpp:1647
WARNING: "Couldn't load effect 'Kayser_Impact' for weapon 'Flux Gun'." at weapons.cpp:1647
WARNING: "Failed to load effect 'capflash' for weapon 'SlashGrv'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'BFGrv'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'HGrv'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'BGrv'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'MGrv'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'SGrv'!" at weapons.cpp:2187
WARNING: "Failed to load effect 'capflash' for weapon 'TGrv'!" at weapons.cpp:2187
TBM  =>  Starting parse of 'AF-obt.tbm' ...
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
ships.tbl(line 12312): Warning: Could not find game sound with name '2557'!
WARNING: "ships.tbl(line 12312):
Warning: Could not find game sound with name '2557'!" at parselo.cpp:301
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd1t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd1b:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd1l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd1r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd2t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd2b:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem arm_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem arm_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem arm_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem tendon_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem tendon_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem tendon_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem fin_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem fin_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem fin_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
ships.tbl(line 26091): Warning: Unable to find WEAPON_LIST_TYPE string "Hornet#Shivan" in stuff_int_list

Many possible sources for this error.  Get a programmer!

WARNING: "ships.tbl(line 26091):
Warning: Unable to find WEAPON_LIST_TYPE string "Hornet#Shivan" in stuff_int_list

Many possible sources for this error.  Get a programmer!
" at parselo.cpp:301
ships.tbl(line 26091): Warning: Unable to find WEAPON_LIST_TYPE string "Hornet#Shivan" in stuff_int_list

Many possible sources for this error.  Get a programmer!

WARNING: "ships.tbl(line 26091):
Warning: Unable to find WEAPON_LIST_TYPE string "Hornet#Shivan" in stuff_int_list

Many possible sources for this error.  Get a programmer!
" at parselo.cpp:301
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'AFIcon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
mv_root-hdg.tbm(line 90): Warning: Detected invalid tokens while parsing HUD gauges: [Position: (720,450)]
WARNING: "mv_root-hdg.tbm(line 90):
Warning: Detected invalid tokens while parsing HUD gauges: [Position: (720,450)]" at parselo.cpp:301
ANI time1 with size 47x23 (28.1% wasted)
TBM  =>  Starting parse of 'AF-hdg.tbm' ...
TBM  =>  Starting parse of 'AF-str.tbm' ...
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 24x24 (25.0% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
NOTE: libRocket is disabled since unicode text mode is not enabled!
y: 0
h: 1080
y_aspect: 1.40625
x: 240
w: 1440
x_aspect: 1.40625
FFmpeg: Using libavcodec with version 57.107.100. Compiled with version 57.107.100
FFmpeg: Using libavformat with version 57.83.100. Compiled with version 57.83.100
FFmpeg: Using libavutil with version 55.78.100. Compiled with version 55.78.100
FFmpeg: Using libswresample with version 2.9.100. Compiled with version 2.9.100
FFmpeg: Using libswscale with version 4.8.100. Compiled with version 4.8.100
FFmpeg library initialized!
FFmpeg: License: LGPL version 3 or later
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 240
Initializing head tracking...
Failed to load library 'scptrackir64.dll': 'Failed loading scptrackir64.dll: Impossibile trovare il modulo specificato.
'
TrackIR Init Failed - -1
    Failed to initialize 'TrackIR': Failed to initialize TrackIR.
Failed to load library '': 'Failed loading : Parametro non corretto.
'
    Failed to initialize 'FreeTrack': Library could not be loaded!.
  No supported provider found, headtracking will be disabled...
Headtracking is not enabled...
Creating player for movie 'intro.mve'.
MOVIE ERROR: Found invalid movie! (intro.mve)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'marcoafter.json' with version 2...
PLR => Parsing:  Settings...
PLR => Parsing:  Scoring...
PLR => Parsing:  Flags...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Info...
PLR => Parsing:  Controls...
PLR => Parsing:  HUD...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  Variables...
PLR => Loading complete!
PLR => Verifying 'Marco.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Marco1.json' with version 2...
PLR => Parsing:  Info...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'marco38.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'marcoafter.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'MarcoStarWars.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'marcoWC4.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'MArcoWCsaga.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Beginning JSON Parse for imonitor.cfg
No path specified, assuming data/config...
File exists, decoding... success!
Frame  0 too long!!: frametime = 1.660 (1.660)
PLR => Verifying 'marcoafter.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'marcoafter.json' with version 2...
PLR => Parsing:  Settings...
PLR => Parsing:  Scoring...
PLR => Parsing:  Flags...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Info...
PLR => Parsing:  Controls...
PLR => Parsing:  HUD...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  Variables...
PLR => Loading complete!
CSG => Loading 'marcoafter.AF1.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'marcoafter.AF1.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.473 (0.473)
Compiling new shader:
NanoVG shader
   Loading built-in default shader for: nanovg-v.sdr
   Loading built-in default shader for: nanovg-f.sdr
Shader Variant Features:
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'marcoafter.AF1.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file 'LoadIntroL.dds'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp glow 'warpglow01'
Loading warp ball 'warpball01'
Loading warp glow 'warpglow01'
Loading warp ball 'warpball01'

Error: Could not load Rock_Exp anim file

File: fireballs.cpp
Line: 411

CRASH DETECTED!!! Wrote crash dump to G:\GIOCHI\Freespace 2\fs2_open_19_0_0_x64_SSE2-FASTDBG_20200202_140418.mdmp



can you help me please ?


[attachment eaten by a Shivan]
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on February 02, 2020, 10:51:03 am
You need to have the Media VPs too.
Title: Re: RELEASE: The Aftermath Reboot
Post by: marco111 on February 02, 2020, 10:59:39 am
alreay installed please see screeshot.

[attachment eaten by a Shivan]
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on February 02, 2020, 11:06:29 am
However, the log says the game is looking for MVPs in a folder called MediaVPs_2014 but there are no files in that folder.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on February 02, 2020, 11:13:05 am
I think the problem is that you have the MVPs in Mods/MediaVPs_2014, but the mod only at MediaVPs_2014.
Title: Re: RELEASE: The Aftermath Reboot
Post by: marco111 on February 02, 2020, 11:23:47 am
thamk you just moved the folder at root directory and now work !!

there is a way to skip the cut scene ?
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on February 02, 2020, 11:26:09 am
The FS2 intro? Just press any button
Title: Re: RELEASE: The Aftermath Reboot
Post by: marco111 on February 02, 2020, 11:42:36 am
The Aftermath Reboot intro, if I press any buttons don't do nothing and I need to wait the the end of the scene.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on February 02, 2020, 11:47:24 am
Tried time compression? Usually shift + .
Title: Re: RELEASE: The Aftermath Reboot
Post by: marco111 on February 02, 2020, 12:42:19 pm
tried don't do nothing.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on February 02, 2020, 12:58:28 pm
Well you can check your configuration (whether you put it on onther buttons) or drink something in the meantime if you really don't like it for some reason.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on February 02, 2020, 01:05:44 pm
The intro is played only once when you start the campaign. There are several more cutscenes throughout the campaign and you need to sit through them too. But I think time compression ( [Shift] + [.] to increase the speed of game while [Shift] + [,] to decrease it) was working in most of them, if not all.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on February 18, 2020, 01:14:14 pm
This just got the MVP4.1 treatment and I got the update yesterday. However, the "partially installed" error popped up. Tried verifying file integrity and reinstalling the mod outright but no cigar

Update: debug coming up. Have at it if you see this

[attachment eaten by a Shivan]
Title: Re: RELEASE: The Aftermath Reboot
Post by: ah_jim on February 20, 2020, 08:44:13 am
Hi all,

First post here. been having a blast on this untill hornets nest mission. is it actually winnable?

Regards
Title: Re: RELEASE: The Aftermath Reboot
Post by: spart_n on February 20, 2020, 08:55:37 am
Hi all,

First post here. been having a blast on this untill hornets nest mission. is it actually winnable?

Regards

iirc Hornet's Nest is the scouting mission with Capella, Dauntless and some other ship? You got to run back to the node and survive for 8 minutes. Ignore the cruisers that come at you and just run, they do not chase you.
Title: Re: RELEASE: The Aftermath Reboot
Post by: ah_jim on February 21, 2020, 11:29:12 am
Yeah. I gave up trying to chase the 10 bombers anymore and set invulnerability to the cruiser and passed the mission. It was too annoying with all kinetic shots on your six. The only mission i actually cheated instead of repeating.
Title: Re: RELEASE: The Aftermath Reboot
Post by: OverDhill on February 24, 2020, 03:36:33 pm
I keep getting a verify error when I try and download this campaign.
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on February 25, 2020, 02:29:50 am
A recent update (1.0.1) seems to have caused this. If you somehow manage to force Knossos to get 1.0.0, do so.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on February 25, 2020, 12:09:19 pm
A recent update (1.0.1) seems to have caused this. If you somehow manage to force Knossos to get 1.0.0, do so.

I was able to play using 1.0.0 w/o issue
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on February 25, 2020, 09:18:58 pm
I keep getting a verify error when I try and download this campaign.

Here is what to do until a fix comes out: hit the "details" button of the mod and go to the version drop-down menu. 1.0.0 should be there. Now you will have to do this every time you boot up the mod
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 14, 2020, 11:25:36 pm
Yeah. I gave up trying to chase the 10 bombers anymore and set invulnerability to the cruiser and passed the mission. It was too annoying with all kinetic shots on your six. The only mission i actually cheated instead of repeating.

Don't worry about this. I have fixed this. Wait for my up coming update. It will be released with the sequel, The Blue Guardian.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Tiranja on March 23, 2020, 01:10:46 am
I just installed it with the Knossos launcher. But in the campaign menu there is only the original one (that I already had installed), not the reboot one. How can I get the game to "see" the reboot campaign?
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on March 23, 2020, 04:47:21 am
Just as the error mentioned before - seems like there's a problem with version 1.0.1, use 1.0.0 instead - to do this, enter mod details in Knossos and you've got the version selection box in the top left corner.
Title: Re: RELEASE: The Aftermath Reboot
Post by: SL1 on March 25, 2020, 06:04:19 pm
Don't worry about this. I have fixed this. Wait for my up coming update. It will be released with the sequel, The Blue Guardian.

That seems like a long time to wait. Unless, of course, The Blue Guardian is much closer to being finished than I thought.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on March 25, 2020, 07:01:09 pm
Don't worry about this. I have fixed this. Wait for my up coming update. It will be released with the sequel, The Blue Guardian.

That seems like a long time to wait. Unless, of course, The Blue Guardian is much closer to being finished than I thought.

Read! https://www.hard-light.net/forums/index.php?topic=93492.msg1894531#msg1894531
Title: Re: RELEASE: The Aftermath Reboot
Post by: SL1 on March 26, 2020, 07:10:41 am
Read! https://www.hard-light.net/forums/index.php?topic=93492.msg1894531#msg1894531

Well all right then. Good news indeed.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 29, 2020, 03:26:31 am
A NEW UPDATE RELEASED:

I have a released this new update because I have made essential changes to accomodate the sequel, "The Aftermath 2: The Blue Guardian." There is nothing much really just a few adjustments. The download links in the release page will be updated later. You can download them from there if they are updated. But you can now download this from this post:

DOWNLOAD LINKS:
EDIT: Old links deleted, new ones are available in the release post

CHANGES MADE:

--Some changes in the mission "Hornest's Nest." It will no longer give hell to players... Maybe just a bit.

--Updated the SCv Scylla to a newer version with just the right polygons to render good performance. Edited the POF model and the table entries to make the specs exactly like the old one to ensure it doesn't ruin the balancing of the game. Consequently, the file "AF-Extra.vp" is also updated.

--Also added "The Aftermath" version of Freespace 2. Basically the same as the original except for the modified space background to coincide with the mod's locational setting.

--Further improved some of the missions in terms of balancing and some details.

--corrected some bugs in the mission designs---I found some.

--Refined and corrected some of the cutscenes like taking out the HUD that is appearing when it's not suppose to, adjusted the cameras and events to be synchronized with the music.

--Made changes in the "Turret Command script" (CSC script). It can now be turned ON and OFF at will using an SEXP line and to accommodate more ships including the ones in the sequel, "The Blue Guardian." I tried making a separate CSC script for the sequel instead of modifying the Reboot's script but it turned out the two scripts were "fighting" for control so there can only be one CSC script.

--Made some adjustments on the difficulty factor - Adjusted the AI profiles. This time, it will not feel like a chore---I know, I felt it too when playing this again.

--Made some adjustments and corrected minor errors in the table entries like the energy distribution (engine, shield, weapons).

--Additional Tech descriptions for space installations.

--Corrected some more spelling errors (at least the ones I found).

--Made some adjustments in the modulat tables to accommodate the sequel, "The Blue Guardian." There were several changes I cannot recall.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Madeye on March 29, 2020, 03:44:25 am
Will the updates be available on Knossos? And if so, when?
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 29, 2020, 03:59:54 am
NOTE:
The Reboot's release page is not yet updated with the latest links. I will do that later today.

It is best that you download the files from my release page because they are up to date.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 29, 2020, 04:01:19 am
The Aftermath II - The Blue Guardian is released.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 29, 2020, 04:03:32 am
Will the updates be available on Knossos? And if so, when?

Download it from my recent post--- the latest update.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 29, 2020, 05:25:16 am
NOTE:

The Reboot's release page, this thread, is now updated with the latest download links. You can now download the latest update from there.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on March 29, 2020, 08:41:59 am
Yeah. I gave up trying to chase the 10 bombers anymore and set invulnerability to the cruiser and passed the mission. It was too annoying with all kinetic shots on your six. The only mission i actually cheated instead of repeating.

Be careful of setting things invulnerable. In some of my designs, an event will only trigger if a certain ship reaches a certain hitpoint or else the mission will not move on. The safest is to set "guardianed" but then in some of the missions, the ship you are protecting will inevitably die as required of the story, example of this is the mission "Disorientation."
Title: Re: RELEASE: The Aftermath Reboot
Post by: praseodym on March 29, 2020, 01:02:20 pm
DL'ed. Like it so far :)

Thanks herkie423
Title: Re: RELEASE: The Aftermath Reboot
Post by: Iido on March 30, 2020, 01:08:34 pm
Um...after the update last night, my save is gone... I'm using the same profile but all my progress is gone, it's starting me over from the beginning. Is this intentional? Playing Knossos version.

EDIT: NVM I switched back to version 1.0.0 and they're still there, whew.

Any way I can play the new ending with my current save?
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 01:43:28 pm
Um...after the update last night, my save is gone... I'm using the same profile but all my progress is gone, it's starting me over from the beginning. Is this intentional? Playing Knossos version.

EDIT: NVM I switched back to version 1.0.0 and they're still there, whew.

Any way I can play the new ending with my current save?

I myself got that "update" too. The most recent build was locked for me but could switch back to 1.0.0. Aftermath2 is also locked out for me. Tried to reinstall but to no avail
Title: Re: RELEASE: The Aftermath Reboot
Post by: mjn.mixael on March 30, 2020, 02:59:11 pm
What does "locked out" mean? That doesn't make any sense.

The new save is probably because between when Aftermath was first uploaded to Knossos and the update, the campaign filename was changed. When I put these up on Knossos, it's a direct copy of the most recent updated files from Herkie.

EDIT: Confirmed. Version 1.0.0 has the campaign file named "the aftermath.fc2" and the update renamed it to "af1.fc2".
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 03:10:09 pm
What does "locked out" mean? That doesn't make any sense.

The new save is probably because between when Aftermath was first uploaded to Knossos and the update, the campaign filename was changed. When I put these up on Knossos, it's a direct copy of the most recent updated files from Herkie.

I think I worded it wrong. The update caused the "FSO is not there" bug when I applied it. I could not even reinstall it
Title: Re: RELEASE: The Aftermath Reboot
Post by: mjn.mixael on March 30, 2020, 03:12:27 pm
You couldn't reinstall what? You can't reinstall FSO or you can't reinstall Aftermath? I can't help if you don't give me complete information.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 03:18:03 pm
You couldn't reinstall what? You can't reinstall FSO or you can't reinstall Aftermath? I can't help if you don't give me complete information.

Aftermath2 itself. I uninstalled Aftermath2 and tried to reinstall it after the mod refused to run once this update was applied. The reinstall did not work and the "FSO is missing" bug came up. The same thing happened with the latest Aftermath1 version. 1.0.0 apparently still runs though

The update was for both Aftermath1 & 2. I applied it and all that came up was the "done" notification. No files were DLed
Title: Re: RELEASE: The Aftermath Reboot
Post by: mjn.mixael on March 30, 2020, 03:20:40 pm
Sounds like you need to make sure you have FSO build 19.0 installed. Find the 'FSO' mod in the explore tab and go to Details. Then in the top left, navigate to the version 19.0 and click Install.

You may also need to set your preferred engine stability to Stable in your Knossos settings.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 03:24:11 pm
Sounds like you need to make sure you have FSO build 19.0 installed. Find the 'FSO' mod in the explore tab and go to Details. Then in the top left, navigate to the version 19.0 and click Install.

You may also need to set your preferred engine stability to Stable in your Knossos settings.

The thing is I have all 3 19.0 builds installed. Aftermath2 was running just fine for me using 19.0 until the update ruined it. Aftermath 1.1.0 also will not run even when I switch it to a 19.0 FSO. Matter of fact, I have every FSO on knossos still installed
Title: Re: RELEASE: The Aftermath Reboot
Post by: mjn.mixael on March 30, 2020, 04:05:23 pm
Did you actually check, though? You mentioned you have 3 19.0 builds installed. Are those the RCs? RCs won't work. You need to have 19.0 stable. I tested installing both Aftermath and Aftermath2 on a separate machine from Knossos and both work correctly. You have something misconfigured. The mod and it's updates are not the problem.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 05:12:58 pm
Did you actually check, though? You mentioned you have 3 19.0 builds installed. Are those the RCs? RCs won't work. You need to have 19.0 stable. I tested installing both Aftermath and Aftermath2 on a separate machine from Knossos and both work correctly. You have something misconfigured. The mod and it's updates are not the problem.

Is there a way to get 19.0 onto knossos using file explorer? I tried looking for the stable build in knossos but it is not listed in FSO, only RCs are there
Title: Re: RELEASE: The Aftermath Reboot
Post by: mjn.mixael on March 30, 2020, 05:34:53 pm
Or you could follow the steps I've posted above.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 06:24:19 pm
Or you could follow the steps I've posted above.

Well it looks like I am out of luck. Whatever that update was ruined me with Aftermath. Even wx will not cooperate (turns out I still have it in my FS directory, just forgot it was there). Thanks for helping me either way
Title: Re: RELEASE: The Aftermath Reboot
Post by: mjn.mixael on March 30, 2020, 06:28:44 pm
Or you could follow the steps I've posted above.

Well it looks like I am out of luck. Whatever that update was ruined me with Aftermath. Even wx will not cooperate (turns out I still have it in my FS directory, just forgot it was there). Thanks for helping me either way

 :wtf:

Literally your only problem is that you don't have FSO 19.0. The update did not cause that. I have explained steps in previous posts on how to fix it, but you refuse to follow them for some reason...

If course wxL won't work. Knossos uses a completely different file structure and wxL wouldn't recognize it.

I don't understand why you won't do what I've said to fix your problem...
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 06:37:11 pm
Or you could follow the steps I've posted above.

Well it looks like I am out of luck. Whatever that update was ruined me with Aftermath. Even wx will not cooperate (turns out I still have it in my FS directory, just forgot it was there). Thanks for helping me either way

 :wtf:

Literally your only problem is that you don't have FSO 19.0. The update did not cause that. I have explained steps in previous posts on how to fix it, but you refuse to follow them for some reason...

If course wxL won't work. Knossos uses a completely different file structure and wxL wouldn't recognize it.

I don't understand why you won't do what I've said to fix your problem...

I actually did look in the FSO mod. 19.0 could not be found anywhere for me. I only found the RCs. I switched over to stable in the settings section then went back to FSO in the explore tab to see if that would do it. Only the 3.8 builds were there.
Title: Re: RELEASE: The Aftermath Reboot
Post by: mjn.mixael on March 30, 2020, 06:43:53 pm
It's there. You just missed it.

(https://ibin.co/5HRxBDbthDSI.jpg)
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 07:05:50 pm
It's there. You just missed it.

(https://ibin.co/5HRxBDbthDSI.jpg)

Let me show you my exploration FSO. Stable 19.0 is not there on mine for some ridiculous reason. I understand it is there but my knossos will not show it to me. I have tried everything I can think of but it will not show me 19.0. I am sorry for coming off as uncooperative but I did try to do what you advised me to do. I just didn't type it out in our convo and I should have done that. This was taken on my mobile because I don't think my printscrn key cooperated with me. That or I looked in the wrong place because I don't take screens very often

[attachment eaten by a Shivan]
Title: Re: RELEASE: The Aftermath Reboot
Post by: mjn.mixael on March 30, 2020, 07:19:43 pm
So like I said earlier. I can't help if you don't give me all the information. At this point, I can confidently say your issue is not with Aftermath or the Aftermath updates so stop blaming them. The updates set a required build because anything newer than 19.0 crashes Aftermath. The updates fixed Aftermath.

The questions I'm left with from your screenshot are this. Is that a picture of the list from the HOME tab or the EXPLORE tab because they will be different. Also, is your Knossos updated to 0.14? Not RC, but full 0.14.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 07:27:52 pm
So like I said earlier. I can't help if you don't give me all the information. At this point, I can confidently say your issue is not with Aftermath or the Aftermath updates so stop blaming them. The updates set a required build because anything newer than 19.0 crashes Aftermath. The updates fixed Aftermath.

The questions I'm left with from your screenshot are this. Is that a picture of the list from the HOME tab or the EXPLORE tab because they will be different. Also, is your Knossos updated to 0.14? Not RC, but full 0.14.

You are right. I screwed up and should not have blamed the mod for that. Anyway that screen is from my explore tab. I assure you. My knossos is also full 0.14. It is not some RC. Should I try another install of knossos?
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on March 30, 2020, 08:36:47 pm
If you're not using the most recent install of Knossos (0.14.RC4) you should try that first.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on March 30, 2020, 09:03:55 pm
If you're not using the most recent install of Knossos (0.14.RC4) you should try that first.

Got to the github and there is a stable RC4 release from 29 days ago. I will try the update installer since I currently have knossos hooked up


UPDATE: well...looks like the update worked and I have just DLed stable 19.0. I feel like a damn fool for not thinking of this before  :banghead: Mix again I am very sorry for acting like a massive idiot and not being more transparent. I will not be doing that anymore. As of right now I am putting Aftermath2 back on and 1 works properly now. Thanks again for the help
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on April 01, 2020, 07:33:37 am
Got a bug in After1...during the "Galileo Demise" mission...I board the transport at the tail end but it is deemed a failure and had to redo it. Tried the 2nd run but no cigar. I will send a debug:

https://fsnebula.org/log/5e8489e5cb0d3321b0c98634

This is the 1.1.0 update btw. A few others got this and had to die 5 times to get to the next part of the story
 
Title: Re: RELEASE: The Aftermath Reboot
Post by: MitoPL on April 01, 2020, 09:34:43 am
Try changing your Aftermath version to 1.0.0 and running the mission then.

Unless Herkie changed the campaign file name between 1.0.0 and 1.1.0, if so - ugh, more complicated.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CapellaGoBoom on April 01, 2020, 10:25:25 am
Try changing your Aftermath version to 1.0.0 and running the mission then.

Unless Herkie changed the campaign file name between 1.0.0 and 1.1.0, if so - ugh, more complicated.

I did the 5 death skip during the mission. I will take a look at 1.0.0 later

Almost forgot: check my most recent post in the After2 release. I found a gamekiller and tried a few things during that mission. No cigar
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 03, 2020, 05:34:15 pm
Herkie sent me this message on FB to post here...hopefully it helps some with "Reboot" file issues like he said:

"Extract the FC2 file or campaign file from the mission VP to the mission folder and edit it."

I guess use an older one.




NOTE:  I'm not a tech guy so if this doesn't work I can't really help unfortunately.  I was just told to post it.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 03, 2020, 11:12:28 pm
Another message from Herkie (this is about a problem I had with the "With Their Pants Down" mission where it doesn't record the number of kills you get right):

"HLP must have deprecated the Num_kilks SEXP. If so, then this is serious problem. There are several missions there that use this SEXP."


I was able to fix the issue by playing with the previous version of Reboot.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 07, 2020, 06:54:51 pm
Like others have said, I also had a problem with "Galileo's Demise" where I couldn't progress.  Changing back to the previous version of "Reboot" fixed this and I was able to progress.

Does it work for anyone on the current "Reboot" version?
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 07, 2020, 07:19:21 pm
Haven't tested it, but did you fix the campaignfile? Because this was most likely the issue; no need to revert all other changes.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 07, 2020, 07:36:35 pm
I don't know how to do that, it would be up to Herkie.

(I tried putting in the previous version's campaign file but that didn't fix the problem I was having with "With Their Pants Down" so I'm not sure it would fix the issue with "Galileo's Demise".)
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 10, 2020, 03:21:50 pm
Like others have said, I also had a problem with "Galileo's Demise" where I couldn't progress.  Changing back to the previous version of "Reboot" fixed this and I was able to progress.

Does it work for anyone on the current "Reboot" version?

nop, i just give a try now, still block, say the mission was failure with 1.1.0, and i don't have the option to come back with previous version
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 10, 2020, 03:28:41 pm
If you die 5 times in a row you should be able to proceed to the next mission.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 10, 2020, 07:55:48 pm
If you die 5 times in a row you should be able to proceed to the next mission.

yes i know but ... you know ... it's kinda disapointing :p
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 10, 2020, 08:31:34 pm
Well, broken is broken and unless you're willing to extract the campaignfile and fix it yourself it's probably the quickest way to advance. :D
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 10, 2020, 09:22:14 pm
lol yes, i will wait, i have no experience in coding so ...
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 15, 2020, 05:40:43 pm
lol yes, i will wait, i have no experience in coding so ...

Regretfully, I'd advise you to do the five death skip thing.  Sometimes it seems like Herkie wants to give an update another try and sometimes it seems like he wants to walk away from it all.  I can't say when, or if, there will be an update.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 15, 2020, 06:09:05 pm
Well if Herkie doesn't want right now, you should give him a while. Perhabs he'll return after a couple months; from what I've seen many modders that manage to release something (well, I'm not one of them) often take a break from modding.

Fixing the campaign file isn't that hard though, unless nobody has Knossos access besides Herkie.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 15, 2020, 06:37:09 pm
I'm not trying to make demands of Herkie, he can take as long a break as he wants.

I'm just telling Kher that it would probably be better for him to do the five death skip thing since Herkie doesn't have a predictable schedule and it could be months or longer before a fix happens.

Again, I'm not great with fixing or editing stuff so said fix I can't really do right now.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 16, 2020, 05:20:53 am
I'll take a look at it later today, fixing the campaign file shouldn't be hard.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 16, 2020, 12:52:35 pm
I'm not trying to make demands of Herkie, he can take as long a break as he wants.

I'm just telling Kher that it would probably be better for him to do the five death skip thing since Herkie doesn't have a predictable schedule and it could be months or longer before a fix happens.

Again, I'm not great with fixing or editing stuff so said fix I can't really do right now.

no problem, since i don't know how to fix or make code, i don't blame you at all, like this campaign so i can wait :)

Anyway, thanks for your work all :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 16, 2020, 07:42:16 pm
OK, here it is. Note: it appears like Herkie wanted to make the missions around Act 3-d and Act 6-e SOC loops... I didn't do that, but it should work now though.

[attachment eaten by a Shivan]
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 16, 2020, 11:13:24 pm
you talk about theses 2 missions who fail even if we do everything good ?

how does it work ? jst have to copy this file into aftermath folder ?
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 17, 2020, 04:15:16 am
It hopefully fixes that bug. Put it into AftermathInstall/Data/Missions, or wait for an update.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 17, 2020, 10:39:28 am
since i don't find this folder, i will  wait for an update, thanks for ur help anyway :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 17, 2020, 05:26:03 pm
If there isn't "data/missions" in your Aftermath folder you can manually create it.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 17, 2020, 05:41:03 pm
Do you have dev access to Aftermath? I mean, attachments are only visible for people which are logged into the forum anyway.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 17, 2020, 06:05:56 pm
ok ok, just made as you said, created folder data, then folder mission inside it, cpy the Nightmare's file in and finally !!! it work fine for Galileo mission, i bet it will work for the other one, thank you very much guys :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 17, 2020, 06:06:55 pm
I mean, attachments are only visible for people which are logged into the forum anyway.

I thought he meant he couldn't find 'data/missions'


As for dev access, I don't think I do.  I only have access to files that have been released and what Herkie has sent me to test in the past.
Title: Re: RELEASE: The Aftermath Reboot
Post by: CT27 on April 17, 2020, 06:08:04 pm
ok ok, just made as you said, created folder data, then folder mission inside it, cpy the Nightmare's file in and finally !!! it work fine for Galileo mission, i bet it will work for the other one, thank you very much guys :)

Out of curiosity, what is that 'other' mission you're having problems with in "Reboot" besides the Galileo one?
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 17, 2020, 06:54:02 pm
ok ok, just made as you said, created folder data, then folder mission inside it, cpy the Nightmare's file in and finally !!! it work fine for Galileo mission, i bet it will work for the other one, thank you very much guys :)

Out of curiosity, what is that 'other' mission you're having problems with in "Reboot" besides the Galileo one?

the one where you have to follow a shivan vessel in act 6 ( not sure about the act ) with choice of multiple locations in gamma draconis

it's been same problem as Galileo, doing everything good and ... fail
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 17, 2020, 07:43:29 pm
ok ok, just made as you said, created folder data, then folder mission inside it, cpy the Nightmare's file in and finally !!! it work fine for Galileo mission, i bet it will work for the other one, thank you very much guys :)

Out of curiosity, what is that 'other' mission you're having problems with in "Reboot" besides the Galileo one?

Act 6-e was the other one with the same loop problem, fixed that too.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 17, 2020, 07:44:57 pm
I mean, attachments are only visible for people which are logged into the forum anyway.

I thought he meant he couldn't find 'data/missions'


As for dev access, I don't think I do.  I only have access to files that have been released and what Herkie has sent me to test in the past.

So you can't put any updates on Knossos? That's... probably bad. If Herkie wants you to maintain AF he should give you the permission.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Kher on April 18, 2020, 12:02:01 am
your fix work on 2nd mission too Nightmare, thanks :)
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on April 18, 2020, 06:00:39 pm
 :yes: :yes:
Title: Re: RELEASE: The Aftermath Reboot
Post by: falcon2195 on April 29, 2020, 03:24:37 pm
Thank you very much for the fix to Galileo's Demise! Worked like a charm.

The number of assets made for this mod is amazing! Really enjoying exploring the new weapons, effects, and ships.

The story is interesting but doesn't develop many of the plots or characters much. Missions are bananas to be a part of but sometimes I feel overwhelmed and can't really enjoy it.

Overall having a lot of fun, thanks to everyone who worked on this!
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 09, 2020, 11:46:14 am
UPDATE IS COMING...

I am still on going with my 2nd playthrough for bug hunting and when I am through, I will upload the update.

I have finished fixing TBG too. The update for that is also coming.

Please note: I am still using FSO 372 and 374 to fix this. For some reasons, Knossos and FSO 19 do not work on my end, most textures are missing, visual effects are wrong, etc. I believe it is because my PC is offline. I don't have Internet connection for my computer. My Knossos can't be updated. But if it works on your end then it is fine.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 23, 2020, 05:36:24 am
NEW UPDATE RELEASED

This is an update to fix the issue of the March 2020 update. Most notably the "loop" bug of 2 missions, "Galileo's Demise" and "Somewhere in the Rocks" (Act 3-d and Act 6-e) that did not let the players advance even if successful. I accidentally click the "Toggle Loop" button in the campaign editor. These are fixed now. Other fixes and adjustments were minor like grammar and spelling checks and some changes in the Command Briefings, Mission briefings, and tech descriptions.

The significant adjustment made is the difficulty factor. This time the missions will feel a bit easier. I had to do this to address the difficulty issue of The Blue Guardian. While I was adding an AI Profile modular table for TBG, I discovered that there is a limited number of AI profiles I can make and I can't add more. So there is only one AI profile table applicable for both the Reboot and TBG and this is placed in The Aftermath Reboot. During playthrough, the feel and gaming experience is still very much what I intented but you can always adjust the difficulty level if you like (play on "Hard" level to get the old feel).


Here are the download links for the updates:

DOWNLOAD LINKS

AF-RootMain23.rar ---- http://www.mediafire.com/file/diyegxus5e42up0/AF-RootMain23.rar/file
AF-Extra23.rar ----- http://www.mediafire.com/file/oc5ijwzfemv6fyy/AF-Extra23.rar/file


The procedure is the same. Extract the downloaded files to the mod's root folder and the old files will be replaced with the updated ones. The Release Post is also updated. The new download links are also found there.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 23, 2020, 06:25:32 am
Oh, one more thing.

The "mod.ini" file still has "MediaVP_2014" as it's ssecondary list. I am not sure of the name of the latest MediaVPs. Please make the adjustments in the "mod.ini" file.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 23, 2020, 12:38:39 pm
Here's also one of the fixes made in the new update regarding the Num-kills issue with the mission "With Their Pants Down." The post by hoo00 was actually helpful.

I am using Knossos. In the mission “with their pants down”, the *captain* was not impressed even though my num-kills is over fifty. :mad:

The num_kills sexps does not work in #Debriefing_info.
$end_multi_text

The Num-kill SEXP does not work in "Debriefing." CT27 advised me to have only one neutral debrief. So in the new update, the "number of kills" condition is taken out and there is only one debrief.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Mobius on October 23, 2020, 01:09:05 pm
Hi there, I find this board intriguing but I'm kind of lost when it comes to what's it about. The FreeSpace Wiki has a dedicated page for the original Cold Element Aftermath (https://wiki.hard-light.net/index.php/Aftermath_(CE)), while this version doesn't have (https://wiki.hard-light.net/index.php/Aftermath) its own page. Is it an unofficial remake of CE's Aftermath? It's been more than a decade since my playthrough of the original, and I would like to give the new one a try. I see there's a sequel, too.

I apologize if my questions seem rather dumb but I'm slowly trying to catch up with all fanmade campaigns released during my period of inactivity.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Nightmare on October 23, 2020, 01:15:15 pm
It's Herkies very own project, it has nothing to do with CE.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 23, 2020, 09:51:05 pm
Yeah. When I made this in 2012 (the original before the Reboot) , I wasn't aware that there is campaign out there with the same name.
Title: Re: RELEASE: The Aftermath Reboot
Post by: herkie423 on October 23, 2020, 10:41:53 pm
Oh yes, one important thing.

Whatever incompatibity fixes you had made when the March 2020 came out, you have to redo it again because I still used the FSO 372 in making this update.

Like I said before, Knossos and newer FSO builds doesn't work on my end, I tried it.
Title: Re: RELEASE: The Aftermath Reboot
Post by: Mobius on October 24, 2020, 03:59:32 am
Yeah. When I made this in 2012 (the original before the Reboot) , I wasn't aware that there is campaign out there with the same name.

And now I get it. You developed a campaign whose name matched that of Cold Element's Aftermath, then rebooted your own campaign; that's why I got confused. I thought this was a reboot of CE's Aftermath. You should definitely add some FreeSpace Wiki coverage of your work, or get someone to help you out in the process. :)