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Hosted Projects - FS2 Required => Exile => Topic started by: Nyctaeus on November 06, 2017, 01:53:34 pm

Title: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on November 06, 2017, 01:53:34 pm
(http://oi66.tinypic.com/148g4za.jpg)
INTRODUCTION (http://www.hard-light.net/forums/index.php?topic=91646.0) | DOWNLOAD (http://www.hard-light.net/forums/index.php?topic=91672.0) | DISCUSSION (http://www.hard-light.net/forums/index.php?topic=91647.0)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Goober5000 on November 06, 2017, 05:20:24 pm
Excellent!  Downloading now.

And yeesh, "25 action-packed missions and cutscenes" with each one "15-20 minutes long [sometimes even longer]"?  Wow.  I am impressed already. :yes:
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 06, 2017, 06:09:53 pm
It's 27 now, just fixed an announcement. Not all of them are that long, of course, but still Exile should keep you involved for long hours :).
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on November 06, 2017, 06:12:18 pm
Excellent!  Downloading now.

And yeesh, "25 action-packed missions and cutscenes" with each one "15-20 minutes long [sometimes even longer]"?  Wow.  I am impressed already. :yes:
It is... Quite long. Longer than 25-mission campaign used to be... And more intense :P. We have hope that our mission style won't be exhausted for players.

I owe you my personal thanks for trust you evinced us when we requested hosting. Took us longer than we initially expected, but still we succeed :).
Title: Re: [RELEASE] Into the Dark Waters
Post by: HLD_Prophecy on November 06, 2017, 07:15:37 pm
Wow! Thanks so much guys!

Downloading now. :D
Title: Re: [RELEASE] Into the Dark Waters
Post by: Firesteel on November 06, 2017, 07:54:36 pm
Congrats! I'm downloading it though I have no idea when I'll actually be able to play it. Looks great though!
Title: Re: [RELEASE] Into the Dark Waters
Post by: Lykurgos88 on November 07, 2017, 05:57:57 pm
Wohoo! I have been waiting for this one! I liked Shadow Genesis so I expect something similar in quality (or better)  ;)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Goober5000 on November 07, 2017, 10:10:18 pm
I owe you my personal thanks for trust you evinced us when we requested hosting. Took us longer than we initially expected, but still we succeed :).

You are very welcome, and I in turn am very happy to see how it has borne fruit. :)  In fact, this is one of the most successful hosted projects on HLP, in terms of planning, publicity, speed of release after hosting, and size of release.  Congratulations!
Title: Re: [RELEASE] Into the Dark Waters
Post by: JCDNWarrior on November 08, 2017, 04:07:17 am
Congratulations on release, Nyctaeus! I look forward to see what people think of the campaign.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Vidmaster on November 09, 2017, 01:42:25 pm
Looking forward to it, the weeking is getting closer :-)
Title: Re: [RELEASE] Into the Dark Waters
Post by: kimo on November 10, 2017, 01:53:18 pm
Congratulations on release! I remember beginning of this "Mysterious Project" years ago on polish FS forum and I am really glad it was completed :) I just finished campaign and it was very enjoyable (even if I had to fly Encantona so many times :P)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on November 10, 2017, 02:41:36 pm
Congratulations on release! I remember beginning of this "Mysterious Project" years ago on polish FS forum and I am really glad it was completed :) I just finished campaign and it was very enjoyable (even if I had to fly Encantona so many times :P)
Awww... It's you :P. I remember you. I re-released your planet pack (http://www.hard-light.net/forums/index.php?topic=80734.0) here. We used it well. Nice to see you here after all of these years!

I don't remember if Exile was ever annouced on fs.pl. Shadow Genesis definitely was. Exile was born on HLP if I remember correctly... Still I'm glad you enjoyed it :D.
Title: Re: [RELEASE] Into the Dark Waters
Post by: kimo on November 11, 2017, 08:05:06 am
Yeah, I'm still lurking around ;) I'm glad my planets were usefull for something :)
Also I'm sure you anounced (or at least mentioned) one more project (other than SG) on fs.pl, but perhaps it was not future Exile.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on November 11, 2017, 11:53:09 am
Yeah, I'm still lurking around ;) I'm glad my planets were usefull for something :)
Also I'm sure you anounced (or at least mentioned) one more project (other than SG) on fs.pl, but perhaps it was not future Exile.
If you think about Ultima Cena, it's actually veeery old grandfather of Exile. ItDW inherited some assets and plot ideas.
Spoiler:
...like Malia device deep in unknown space
.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Goober5000 on November 11, 2017, 01:43:56 pm
Speaking of freespace.pl, when is that site coming back? :p
Title: Re: [RELEASE] Into the Dark Waters
Post by: Col.Hornet on November 11, 2017, 01:56:51 pm
Speaking of freespace.pl, when is that site coming back? :p

That's a thing that will not happen, ever I suppose. Drive, which contained all the forum data was wiped out :P
Title: Re: [RELEASE] Into the Dark Waters
Post by: Goober5000 on November 11, 2017, 02:05:23 pm
Sad. :(  For some while, people were saying that they thought it would eventually come back.  Foxer told me he was trying to restore an old backup.
Title: Re: [RELEASE] Into the Dark Waters
Post by: praseodym on November 25, 2017, 01:57:42 am
Hi,

great release. However, I have  a problem in the first mission. Pressing "A" does not work, nothing happens afterwards. I am running Ubuntu 14.04 and 3.7.4, so, 3.8.0 will not work due to dependency problems with the compiler. Any ideas?

Thanks
praseodym
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 25, 2017, 06:41:54 am
Spoiler:
You should keep pressing A, I mean press it again and again many times :P. Keeping it pressed and not releasing should also work. You know, it's a Call of Duty-style fully scripted dramatic moment. Engine should trigger after about 15 seconds, just after Rosie is killed.
Title: Re: [RELEASE] Into the Dark Waters
Post by: TrashMan on November 26, 2017, 05:45:20 am
I think you messed up something in the mission chain.

Mission where the shivan destroyers instantly jumps again and gets behind your lines, and you only have a tiny force of a bomber wing +2 fighter wings to disable it - I didn't disable it in time and it jumped. Game continued to the next mission. Next mission you had to destroy it. I did. I get a failure and cannot progress.
I also cannot re-do the previous mission in the chain, meaning, I'm stuck
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 26, 2017, 06:14:18 am
Yeah, it's already reported in bug report thread. We plan to release a patch today. I think it should work without the need to restart your campaign.
Title: Re: [RELEASE] Into the Dark Waters
Post by: MitoPL on November 26, 2017, 05:07:28 pm
Nah. I've already mentioned the A key problem on Discord, just press whatever you've got bound to "Forward thrust" function. By the way, A is the default key for that function.
Title: Re: [RELEASE] Into the Dark Waters
Post by: praseodym on November 27, 2017, 03:12:45 pm
Ok, will try it. Normally, my "A"fterburner  :lol: is there, forward thrust is "U" here
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 27, 2017, 05:33:10 pm
Oopps, we didn't consider alternate key bindings, I guess we should change the message to something like "Keep pressing forward thrust (by default A) to start the engines".

BTW, we released a hotfix for the Punishment mission problem. Grab it from  library thread (https://www.hard-light.net/forums/index.php?topic=91672.new#new).
Title: Re: [RELEASE] Into the Dark Waters
Post by: AdmiralRalwood on November 27, 2017, 08:50:18 pm
Oopps, we didn't consider alternate key bindings, I guess we should change the message to something like "Keep pressing forward thrust (by default A) to start the engines".

BTW, we released a hotfix for the Punishment mission problem. Grab it from  library thread (https://www.hard-light.net/forums/index.php?topic=91672.new#new).
Just make it say "press $A$" and it will automatically use the appropriate binding.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on November 28, 2017, 01:03:56 pm
Good to know, but a bit too late for 1.1 patch. So the message will have third and final version in 1.2 :P.
Title: Re: [RELEASE] Into the Dark Waters
Post by: praseodym on November 30, 2017, 01:40:19 pm
Working now, thx
Title: Re: [RELEASE] Into the Dark Waters
Post by: eragon2890 on December 02, 2017, 01:30:03 pm
I am having a great time playing the campaign, no rpoblems at all!

But one question - will the 27 missions/cutscenes be for all four planned acts together, or does the currently released first act/campaign have 27 missions on it's own? that's a bit unclear for me :-)
Title: Re: [RELEASE] Into the Dark Waters
Post by: CKid on December 02, 2017, 02:01:51 pm
This release has 27 missions.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on December 04, 2017, 11:40:04 am
I am having a great time playing the campaign, no rpoblems at all!

But one question - will the 27 missions/cutscenes be for all four planned acts together, or does the currently released first act/campaign have 27 missions on it's own? that's a bit unclear for me :-)
ItDW itself is 27-mission long campaign. Second act will be probably similar in that case.
Title: Re: [RELEASE] Into the Dark Waters
Post by: eragon2890 on December 04, 2017, 01:12:16 pm
Allright , I have put ~15 hours into it am in mission 20 (approximately - the one with scanning anolomies). I really LOVE the campaign! but this mission is one exception... finding even one of these anomalies is simply impossible! LEt alone 5.  The mining mission earlier was unique too, but it was great fun, and refreshing, and I really enjoyed it. But this is really just, very, very frustrating. There is no direction indicator when you begin to get a signal, and the patches of space they are in are so small that I have literally been flying around for almost two hours doing absolutely nothing and still have to find a single anomaly. And I am flying at a speed of about 30. It's undoable.

Is there some kind of trick I am missing?

Other than this mission, I really LOVE the campaign, but if I can't find these things, I won't be able to play the rest of it which I am really looking forward too! :)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on December 04, 2017, 01:26:38 pm
Limit range of your radar to 1000. Anomalies are shaking blips similar to unindentified objects from classic FS nebula missions. They are invisible, but emitt the sound of beacon. Radar is a key to find them.
Title: Re: [RELEASE] Into the Dark Waters
Post by: CT27 on December 04, 2017, 02:13:37 pm
I found that mission frustrating as well.  If you have to do a mission like that in Exile 2, I'd suggest having to search for less anomalies.
Title: Re: [RELEASE] Into the Dark Waters
Post by: MitoPL on December 04, 2017, 05:56:19 pm
Actually, I *think* first one/two anomalies don't show up on radar.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on December 05, 2017, 12:19:06 am
That's strange, neither we or the testers complained about this mission's difficulty. As Nycti said, searching the anomalies should be no harder than searching targets in the nebula in classic FS2 - you've got a blinking dot in the radar and once you direct your fighter towards it, just fly forward till custom HUD bar fills in.

Ok, we'll test the mission again and think what we can do to make it more intuitive and player-friendly.
Title: Re: [RELEASE] Into the Dark Waters
Post by: eragon2890 on December 05, 2017, 11:51:16 am
Limit range of your radar to 1000. Anomalies are shaking blips similar to unindentified objects from classic FS nebula missions. They are invisible, but emitt the sound of beacon. Radar is a key to find them.

What is the key for that? I want to try it, but all teh shortcuts on the internet don't work (And I did not rebing anything): alt-5, and others...
Title: Re: [RELEASE] Into the Dark Waters
Post by: eragon2890 on December 05, 2017, 11:54:21 am
nevermind found it it's the

'

key. Also just found first anamoly in seconds! Maybe it would be a good idea to clearly explain this in the mission briefing :) But thanks for the help~

Edit: few misions further now, no further problems! I really like this campaign :)
Title: Re: [RELEASE] Into the Dark Waters
Post by: CT27 on December 05, 2017, 02:14:08 pm
I don't remember that on my radar, but that could be an explanation for why the mission took me a while.  I'll try to pay more attention next time.
Title: Into the Dark Waters - Stuck in mission 15
Post by: Viriatus79 on December 12, 2017, 06:08:05 am
Good work on this mod, been playing and so far it is one of the best I´ve seen around in quite some time. But (oh darn, here it comes...  ;) ), I´ve hit a snag. I´m currently stuck in mission 15. Kinda weird actually, all primary objectives completed, all ships of the convoy exit at the Delta Lacertae node and I this is where I´m really stuck! Can´t engage subspace drive to exit mission and I´m stuck with a buch of friendlies and that pesky Sathanas (Tyrant). Activated time warp hoping for a message to exit the mission but nothing, well into the 80/90 minutes gameplay! Nobody reported this yet guys? Thanks for the help in advance...   
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on December 12, 2017, 07:01:54 am
(http://i0.kym-cdn.com/entries/icons/original/000/012/300/you-had-one-job34-580x425.jpg)
Jumping into the portal :P. Make sure that you are in close proximity of center of the node.

Also did U use chackpoints?
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 07:09:13 am
 :lol: That was a good one!  :D Well, back to the "problem", yes, I´ve used the checkpoint, at least twice in order to repeat this mission. So I hit the ALT+J key combination  while the last ship jumps out or just stay there? I´m almost sure I´m relatively close to the jump node as the last ship jumps out. Let me go at it again and see what happens. Thanks for the advice Nyctaeus!  :)

(http://i0.kym-cdn.com/entries/icons/original/000/012/300/you-had-one-job34-580x425.jpg)
Jumping into the portal :P. Make sure that you are in close proximity of center of the node.

Also did U use chackpoints?
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 08:30:00 am
Well, I´ve tried it again. at least two more times. I´ve placed myself right smack in the middle of the Delta Lacertae jump node position but to no avail. The whole convoy escapes, and the last ship passes right by me and the mission does not end, I don´t jump out. Even with all enemy wings destroyed and only the Sathanas present. I´m stuck and unable to leave this mission. I think I´m going to give up on this... Thank for the help anyway!  :doubt:

:lol: That was a good one!  :D Well, back to the "problem", yes, I´ve used the checkpoint, at least twice in order to repeat this mission. So I hit the ALT+J key combination  while the last ship jumps out or just stay there? I´m almost sure I´m relatively close to the jump node as the last ship jumps out. Let me go at it again and see what happens. Thanks for the advice Nyctaeus!  :)

(http://i0.kym-cdn.com/entries/icons/original/000/012/300/you-had-one-job34-580x425.jpg)
Jumping into the portal :P. Make sure that you are in close proximity of center of the node.

Also did U use chackpoints?
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on December 12, 2017, 09:51:18 am
Okay... That issue never occured before. We will investigate it today.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 11:33:37 am
Thank you so much. Might it be because of the mission "selection" that I´ve made during the campaign? I mean, I´m not new to the Freespace 2 Universe. The original Freespace, Freespace 2 with the 3.8.0 build and newest Media VPs. Babylon 5 project, Diaspora, Wing Commander Saga and many others mods...ran through all of these! But it still might be me, I guess...  :D Maybe enabling the possibility of making the jump ourselves to end this particular mission? Thank you, once again!  :rolleyes:

Okay... That issue never occured before. We will investigate it today.
Title: Re: [RELEASE] Into the Dark Waters
Post by: MitoPL on December 12, 2017, 02:34:37 pm
Dying 5 times, even by cheats, should allow you to proceed to the next mission anyway, you know.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Macielos on December 12, 2017, 04:01:47 pm
I think I found the problem. A mission goal requires several transports to be destroyed or departed. Unfortunately, one of them, Nandi, is loaded from mission Exile07 and sexp doesn't include situation where it's been destroyed back in that mission (so it never arrives in current mission). I suspect this is the case.

Noted for 1.2 patch.

A workaround: delete (or rename) file data/scripts/exile07ships and replay the mission without using a checkpoint, you should be able to advance.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 05:25:36 pm
Thank you for that MitoPl, that is also stated in the “help tips” when we start Freespace 2 (at the main menu start), but this mod is so good that this kinda bugged me when it happened. The story, the ship models, the soundtrack, everything is so well made that is almost addictive. I’d be happy to help by reporting a (possible) bug.  :yes:

Dying 5 times, even by cheats, should allow you to proceed to the next mission anyway, you know.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 12, 2017, 05:28:43 pm
Thank you so much for the help Macielos! I will do so!  ;)

I think I found the problem. A mission goal requires several transports to be destroyed or departed. Unfortunately, one of them, Nandi, is loaded from mission Exile07 and  doesn't include situation where it's been destroyed back in that mission (so it never arrives in current mission). I suspect this is the case.

Noted for 1.2 patch.

A workaround: delete (or rename) file data/scripts/exile07ships and replay the mission without using a checkpoint, you should be able to advance.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Viriatus79 on December 13, 2017, 10:17:14 am
Worked like a charm, Macielos! Thanks again for all the help!  :yes:

I think I found the problem. A mission goal requires several transports to be destroyed or departed. Unfortunately, one of them, Nandi, is loaded from mission Exile07 and sexp doesn't include situation where it's been destroyed back in that mission (so it never arrives in current mission). I suspect this is the case.

Noted for 1.2 patch.

A workaround: delete (or rename) file data/scripts/exile07ships and replay the mission without using a checkpoint, you should be able to advance.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Admiral-Sabree on February 04, 2019, 03:15:14 am
So I Reckon this is where I report a bug for this mod. Basically the HUD is all messed up. Two versions of everything on the HUD. Its not unplayable just really awkward and confusing when trying to read names and data. Upon loading the Mod it states that it has encountered errors that FSO will try and substitute for. Along with that the synthetic voice is not working for in game missions (although that isn't really a priority) I'm using Knossos and I have the most recent version.  Not sure what the issue is. Any help is much appreciated.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nightmare on February 04, 2019, 06:18:56 am
Exile uses the 2014 MVPs, not the 2018 ones (hence the 200 errors and the double HUD), but that shouldn't be a problem with Knossos.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Admiral-Sabree on February 04, 2019, 04:19:40 pm
Hmmm ok so that's what's Generating those issues. Any thoughts on how can I get Knossos to use the 2014 version instead of the 3.8.2. This could this be an issue with Knossos.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nightmare on February 04, 2019, 04:29:25 pm
Not an issue with Knossos (atleast not the programm itself).

You remind me that I need to do some adjustments for Exile, to pick MVP 2014 and FSO 3.8.0 by default.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on February 04, 2019, 06:03:36 pm
I have some Knossos issues. It can't detect MediaVPs while I have 'em installed. I will upload fix along with support for generated speech when I figure this out.
Title: Re: [RELEASE] Into the Dark Waters
Post by: PIe on February 04, 2019, 07:37:45 pm
The HUD bug should be fixed and Exile should now use FSO 3.8.0, so you won't see the warnings popup (though ideally those warnings could be fixed in the future).
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nightmare on February 04, 2019, 07:43:45 pm
Ain't the "200 errors" thing something that came along with the MVPs instead of the builts? (atleast that's how I understood that below, I haven't checked it myself though)

The problem comes from the way Exile's sounds.tbl interacts with mediaVPs assets. It doesn't contain certain sound numbers that mediaVPs -shp and -wep tbms expect so it throws up errors.

The fix is relatively simple, you just need to copy over sounds 252-257 from MediaVP's sounds.tbl and paste them in Exile's sounds.tbl or make an -snd.tbm with those entries.

Also, considering that Exile seems to be set up to use "newest" MVPS dependancy on Knossos it won't even run on 3.8.0, let alone 3.7.4.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Admiral-Sabree on February 05, 2019, 12:23:44 am
Updated downloaded, Now it cant find the executable and is those aborted.
Title: Re: [RELEASE] Into the Dark Waters
Post by: PIe on February 05, 2019, 12:32:33 am
Can you make sure FSO stability is set to Stable and then make sure you have FSO 3.8.0 installed (hover over FSO on the Home tab and hit details)?
Title: Re: [RELEASE] Into the Dark Waters
Post by: Admiral-Sabree on February 05, 2019, 12:44:23 am
Stable FSO release (same as 3.8.0 from HLP's release thread). First part of the description. 3.8.0-3 is the version. I verified file integrity and it didn't find anything there. I might be checking the stability wrong though.

If the stability thing is the preferred build its set to stable.
Title: Re: [RELEASE] Into the Dark Waters
Post by: PIe on February 05, 2019, 01:11:41 am
I tried tweaking the metadata so update again (you shouldn't have to redownload everything) but if that doesn't work, I'm not sure what the problem is.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Admiral-Sabree on February 05, 2019, 02:14:45 am
Alright ill try that and get back to ya. On the short didn't have the option to update so I'm just reinstalling it. Stand by. Rapid fire updata. Ok so it launched with an error with the Microsoft Voice. As is it also Generated a slue of errors which I will list in a moment. The Pilot select screen only displayed the Pilot for the Aftermath campaign however I re-entered my Exile Pilot name and it dropped me in the next correct mission (assuming as this is my first playthrough of it) HUD is good and clear.

Anyhow here are the errors that I got.

Error: Messages.tbl(line 3238):
Error: Required Token = [#End] or [$Name:], found [#Simulated Speech Overrides].

File: parselo.cpp
Line: 290

Error: messages.tbl(line 3240):
Error: Required Token = [#End] or [$Name:], found [$File Name:alert.ogg].

File: parselo.cpp
Line: 290

Error: messages.tbl(line 3241):
Error: Required Token = [#End] or [$Name:], found [$File Name:msg_caps.ogg].

File: parselo.cpp
Line: 290


Error: messages.tbl(line 3242):
Error: Required Token = [#End] or [$Name:], found [$File Name:msg_chatter.ogg].

File: parselo.cpp
Line: 290


They are the error codes. (sorry if they have a spelling error. Had to type them in manually)


Note these errors are generated not during start up anymore. Instead they are generated when launching the mission themselves, Stand by for more info I'm going to play the next mission. Update mission runs just fine. The only thing that dosent work properly is the synthetic voice.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on February 05, 2019, 08:08:51 am
Something is wrong with support for generated speech. Heh, I copypasted it from FSWiki but nothing can be that simple. I will check it out

Edit: Apparently PIe removed buggy messages table, because I redownloaded ItDW and I have no such entry in my messages.tbl. If you set volume of messages to zero in options, generated speech should be working correctly.
Title: Re: [RELEASE] Into the Dark Waters
Post by: PIe on February 05, 2019, 09:21:15 am
Edit: Apparently PIe removed buggy messages table, because I redownloaded ItDW and I have no such entry in my messages.tbl. If you set volume of messages to zero in options, generated speech should be working correctly.
Nope, it still should be there.  I haven't modified the messages.tbl you sent me over Discord at all.
Edit:  It should now be fixed so try updating.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Admiral-Sabree on February 05, 2019, 06:17:55 pm
Its all working now. Thanks for the help.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on February 05, 2019, 07:17:35 pm
Edit: Apparently PIe removed buggy messages table, because I redownloaded ItDW and I have no such entry in my messages.tbl. If you set volume of messages to zero in options, generated speech should be working correctly.
Nope, it still should be there.  I haven't modified the messages.tbl you sent me over Discord at all.
Edit:  It should now be fixed so try updating.
Thank you for your assitance. Knossos is great but for some reason, it's totally not intuitive for me.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Knarfe1000 on July 09, 2019, 02:23:44 am
One of the best campaigns out there.

With voice-acting it would be the best one, even better than BP and Inferno i.m.o.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on July 09, 2019, 07:52:00 am
One of the best campaigns out there.

With voice-acting it would be the best one, even better than BP and Inferno i.m.o.
I definitely agree sir :yes:
Title: Re: [RELEASE] Into the Dark Waters
Post by: randompartyhero on July 17, 2019, 10:30:09 pm
BTW Nyctaeus I played it back during the initlal release. How are things concerning the act 2? Please please tell me the team hasn't fallen apart and we can expect the next installment in the 2020 :sigh:
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on July 18, 2019, 05:53:11 am
So far our team is working on Homeworld-style commercial project called Darkversum. We feel ambitious and want to make something new, and from scratch.

The Schism has almost complete design doc, some 3D stuff started etc. So far it remain in "frozen" status. I guess Act II is likely to happen one day, but not in 2020.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nightmare on July 18, 2019, 06:05:05 am
New decade new luck.
Title: Re: [RELEASE] Into the Dark Waters
Post by: QuakeIV on July 18, 2019, 09:34:39 pm
So far our team is working on Homeworld-style commercial project called Darkversum. We feel ambitious and want to make something new, and from scratch.

The Schism has almost complete design doc, some 3D stuff started etc. So far it remain in "frozen" status. I guess Act II is likely to happen one day, but not in 2020.

http://www.nooooooooooooooo.com/
Title: Re: [RELEASE] Into the Dark Waters
Post by: CT27 on July 26, 2019, 03:08:46 pm
A question for those who liked Exile (I'm one of those people):

Which Fleet commander (Fleetmaster) would you prefer to serve under if you had the choice?

Tyrone, Tessandras, and Raij seem like they care more about the people under their command and are nicer people but their missions are usually in the thick of combat and directly seeking it out.
Caliphtys, on the other hand, doesn't seem to care about his people as much.  However, flying for his fleet (Escort Fleet) is probably a little less dangerous in terms of day to day operations.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on July 26, 2019, 03:47:21 pm
Well... I liked Exile. In fact I still do :]

Tessandras don't care about anything but his ultimate quest. It's linked to Mastermind. He seems to be nice guy, but don't get confused. He's BOD chief. His secret have secrets. If you like fancy, hi-tech toys, tricky missions and thinking outside the box, he is right choice for you but I assure you, he will send you to suicide mission without hesitation if it's gonna help the cause.

Caliphtys is not as dark as he seems to be. In fact Moyses would never be launched without his influence. He is power-hungry sociopath but he also express his care for ORS in his cold, ruthless way. In the same way, he has a heart. Cold, stoic, pragmatic but still a heart. He cares about his people on the same level as Tessandras. In fact, they know eachother from veeery long time and they are not that different. One prefer strength, second likes distraction. He is viable option for those, who prefer pragmatic approach and military discipline.

Tyrone is clever knight in shiny armor, but he is capable of making difficult decisions. He regreted his decision regarding Nassau incident, but he knew it was the only decision he can make. Aside from the fact that you will be part of Roaming Fleet, he would be one of the best options for you to serve under. If you have balls and affinity to give your life to save others, Tyrone will provide you very satisfying service.

And the last, my personal pick. Beautiful, focused, empathic, smart and deeply spiritual. Fleetmaster Aasira Raji is living embodiment of zen virtues, sense of community and loyalty. Nobody can gain more knowledge and experience from pain than Raji, following Nietzsche's ideas. Service onboard Anjaneya provide you with operational freedom, tight bonds with your wingmates and superiors and most importantly, their trust. Don't overuse it. Don't cross the line that defines beginning of recklessness. Raji expects you to establsh balanced approach to everything, but also allow you to handle stuff your own way... But remember, she knows you better than you know yourself and she really hate disappointment.
Title: Re: [RELEASE] Into the Dark Waters
Post by: CT27 on August 08, 2019, 02:22:54 pm
I like Exile and have one more question to add to the one I just asked here (thank you for answering it in detail by the way):

What kind of leader was Rossendarch (the Earth Admiral who left even before Moyses)?  Though if people defected from his fleet I would imagine he's not too nice a guy.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on August 08, 2019, 02:40:00 pm
Rossendarch and Tessandras were friends once, and both were part of GTI. Both were probably somehow aware of preparations for Hades Rebellion or even involved in, but when Delta Serpentis-Sol node collapsed, they were both cut from their people in the colonies. So they both continued GTI projects in Sol, but at some point they decided to pick different sides... For various reasons.

Knowing the GTI, you can answer this question yourself.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nightmare on August 08, 2019, 04:05:02 pm
My personal guess is that the Hades rebellion only got planned after Sol got cut off. The non-Sol GTA was in chaos, and they had the perfect tool to seize power.
Title: Re: [RELEASE] Into the Dark Waters
Post by: CT27 on August 12, 2019, 11:29:28 pm
There's one more detail I'm curious about:  by the end of Exile (Act 1), where does Admiral Leibniz and his Earth Task Force fit in the chain of command of Exodus Fleet?  Which fleet does his group answer to?

Or can any of the Fleetmasters use the ETF ships when they want?
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on August 13, 2019, 09:31:25 am
Caliphtys split his ships between Roaming and Escort Fleet, but thanks to influences of Tyrone, Raji and Al-Zardari, Redemption itself becomes part of Roaming fleet just like Admiral Leibniz wanted.

Talos-class destroyers are extremely dependant on supply lines due to their swarm torpedo-centred nature. After refits, Redemption is capable of producing them onboard so she becomes the most powerful asset Roaming Fleet can throw against the Shivans.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Doctor Robert on July 19, 2020, 04:32:52 am
Just finished it and I gotta say well done!  :D  Rather spoiler-tastic review following:

Spoiler:
Overall a fantastic narrative that really works as a Sol-flavoured parallel to a much older (and unfortunately dead) campaign "Into The Depths of Hell," an old favourite of mine. Characters were all excellent, both the commanders and your squadmates (Fives, Echo, and Nishimura were my favourite three; I was left wanting more of their banter and interactions, which is exactly perfect). The lore was both satisfying and intriguing; I like the interpretation of the FS1 backstory (why Han-Ronald made all the things, etc. etc.). Worst I could say for the story was it started getting a little Deus Ex Machina at the end--the Mastermind pulls some severe rabbits out of hats and Raji just up and jumping back to save Tyrone because "bae!" Ultimately, I think it's well earned and fair enough because it's the Final Battle (of the first Act)--there's plenty of questions surrounding the Mastermind and why it did what it did and let's hope Raji isn't slapped on the wrist too much for insubordination.... heh.

FREDing was excellent. There were literally two bugs of note (I wish I took notes now because I forgot which missions  :banghead: ) but neither of them were game breaking; nor were the 206 errors that the game allegedly warned me about (tabling stuff, as I understand). Pulling off unorthodox uses of the FS2 engine is always a treat to see and the cutscenes were all pretty epic. To say the least, a crapton of work and care went into this thing and it shows.

My only real critique of note then (ignoring all the minor bits above) is grammar. I realize it's being remedied at the moment, but I just need to put out there it was the biggest flaw by far. Similarly, the chronology of the fiction and briefings was a little off (At one point it says its February when the text before and after are in January) and chronological errors are a bit of a pet peeve of mine.

Irregardless, Act 1 of Exiles was brilliant!  ;)  I look forward to the next one with great anticipation.  :nod:

I'll leave off with a lore question: just how long is the life expectancy here? Glenzmann, Tessandras, Walker, Caliphtys, and Rossendarch were all Admirals back in 2335 (and we think they didn't cheat) so by 2367/68 they've got to be pretty damn old. I'm assuming Exile/FS is mirroring the Star Trek idea of humans living to their 140s by the 2300s (and/or people just go in for an organ and bone swap whenever they can do for a refresh... and/or they want to live even longer) but I'd love to hear what the loremasters themselves have to say...
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on July 19, 2020, 07:55:10 am
Thank you for review :]. As you noticed, the writing is being completely rewritten at this point. Several proof-readers were working on grammar, but apparently some of them put more effort into this, then others. Currently Su-Tehp is doing his best with great results. You can already see his work in form of rewritten history entries.

As for the Admirals, it's 2367 and they are all very rich guys. The technology to postpone the process of getting older is widely available. We never estimated the age of characters aside Fives and Echo, but I remember some brainstorming inside the team during development process. Fleetmaster Tessandras has something about 120 years. Fleetmaster Raji is way younger. Something about 70, but she is widely known in the Fleet for very attractive physical appearance. She looks like in her mid 30-ties. Fleetmaster Tyrone is the youngest of the Fleetmasters. I imagine this technology as quite expensive and not without limits. The max lifespan a human can achieve is something like 200 years. I have no proof, but I believe it can be achieved via genetic manipulation rather then medications taken.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Doctor Robert on July 19, 2020, 05:47:46 pm
Thank you for review :]. As you noticed, the writing is being completely rewritten at this point. Several proof-readers were working on grammar, but apparently some of them put more effort into this, then others. Currently Su-Tehp is doing his best with great results. You can already see his work in form of rewritten history entries.

As for the Admirals, it's 2367 and they are all very rich guys. The technology to postpone the process of getting older is widely available. We never estimated the age of characters aside Fives and Echo, but I remember some brainstorming inside the team during development process. Fleetmaster Tessandras has something about 120 years. Fleetmaster Raji is way younger. Something about 70, but she is widely known in the Fleet for very attractive physical appearance. She looks like in her mid 30-ties. Fleetmaster Tyrone is the youngest of the Fleetmasters. I imagine this technology as quite expensive and not without limits. The max lifespan a human can achieve is something like 200 years. I have no proof, but I believe it can be achieved via genetic manipulation rather then medications taken.

Thanks for the reply!  :D  Wow, I knew they were old (given Glenzmann looked like Space Pirate Santa Claus) but not that old. I now want to see Tessandras say to Fives "Pilot, I'm old enough to be your Great-Great Grandpa! Now protect my Galahad!!" And his character does make much more sense now when you add "cranky old dude" to the "ex-GTI guy."  ;)

It's also interesting that a lot of people who were around to fight the Shivans back in the Great War are still in charge (including, conceivably, Raji) which is an interesting contrast to Blue Planet (Which went something like: "And everybody who had a frame of reference of the GTA days conveniently died of old age (excepting that one Admiral)!  :)  Totally not a purge!!") and contributes to why I also liked this as a solid alternative to Blue Planet's canon (I won't get too far into the weeds there, but suffice to say, Exiles makes more sense to me as to what might've happened after Lucifer in Sol than BP....)

And geez, Raji, way to rob the cradle.../joke
Title: Re: [RELEASE] Into the Dark Waters
Post by: Su-tehp on July 20, 2020, 12:03:28 am
I myself am only a recent addition to the Exile team (and Nyct is the only person of the Exile team I've (knowingly) corresponded with here on HLP) and I still haven't played through the entire campaign (in fact, I've only played through the first three missions), but as Nyct said, I'm making myself familiar with Exile's story by copying and editing anything and everything written down about Exile's story, from mission briefings and dialogue to database entries (editing Exile's historical entries is where I started this whole thing) and more. I've been working on this since at least March of this year and there's still quite a ways to go.

Considering that Exile's first mission starts completely in medias res, I really wanted to read Exile's backstory. But holy damn, when I first tried to read it, I saw right off that it badly needed editing to make it comprehensible. Nyct was nice enough to say yes when I volunteered my services. The good news is, Exile's backstory is almost completely edited; I just have to finish the Shivan Invasion of Sol and convert it from seeming to take less than a day (my initial impression when I first read it) to a few weeks between the opening of the Beta Volantis jump node and Exile Mission 1 (which is what Nyct tells me is how it actually happened). And to write that, I need to understand the details of what Rossendarch, Tessandras and Caliphtys et al. were up to and when. I thought I had something good written the other day, but I had to delete it when I realized it might have contradicted some prior details if Exile's story. This writing fiction stuff ain't easy if you want to avoid embarrassing retcons. Acknowledging consistency and verisimilitude is the greatest bane of authors. If you can't make your story consistent enough to maintain your suspension of disbelief, then you ain't gonna be a good author.  :P

Anyway, the work (slowly) continues.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Doctor Robert on July 20, 2020, 01:56:59 pm
I myself am only a recent addition to the Exile team (and Nyct is the only person of the Exile team I've (knowingly) corresponded with here on HLP) and I still haven't played through the entire campaign (in fact, I've only played through the first three missions), but as Nyct said, I'm making myself familiar with Exile's story by copying and editing anything and everything written down about Exile's story, from mission briefings and dialogue to database entries (editing Exile's historical entries is where I started this whole thing) and more. I've been working on this since at least March of this year and there's still quite a ways to go.

Considering that Exile's first mission starts completely in medias res, I really wanted to read Exile's backstory. But holy damn, when I first tried to read it, I saw right off that it badly needed editing to make it comprehensible. Nyct was nice enough to say yes when I volunteered my services. The good news is, Exile's backstory is almost completely edited; I just have to finish the Shivan Invasion of Sol and convert it from seeming to take less than a day (my initial impression when I first read it) to a few weeks between the opening of the Beta Volantis jump node and Exile Mission 1 (which is what Nyct tells me is how it actually happened). And to write that, I need to understand the details of what Rossendarch, Tessandras and Caliphtys et al. were up to and when. I thought I had something good written the other day, but I had to delete it when I realized it might have contradicted some prior details if Exile's story. This writing fiction stuff ain't easy if you want to avoid embarrassing retcons. Acknowledging consistency and verisimilitude is the greatest bane of authors. If you can't make your story consistent enough to maintain your suspension of disbelief, then you ain't gonna be a good author.  :P

Anyway, the work (slowly) continues.

Thanks so much for your work, man. It's a crazy-detailed mythos and it deserves it.

I'd say complete the bloody campaign.  :D  Lots of Rossendarch's and Tessandras's backstory (and just what they've been doing during that cold, long winter of 2367-68) are revealed as it goes along and more Tech Room blurbs on the Exile fleet are unlocked once you finish the first third of the campaign (and even more blurbs are revealed after you finish the campaign detailing the lead-up to the Beta Volantis node opening... pretty well thought out).

(And you'll like the Heretic. The speed. THE SPEEEEED!!)
Title: Re: [RELEASE] Into the Dark Waters
Post by: Su-tehp on July 20, 2020, 07:34:00 pm
Oh, through the vp-viewer, I already have access to all the Fiction entries (as well as all the dialogue and techbase entries), so I know most of what's happened/happening, and Nyct has answered a bunch of my questions concerning clarifications I needed, so I already know most of what's happening in Exile. Yeah, I may have spoiled myself, but that was the risk I took when I took on this editing job. :D

But yeah, even in its current raw form (sorry, Nyct, but you know Exile's story is currently raw or else you wouldn't have accepted my services! :p), I saw that Exile has the potential to be a great story for the Freespace universe (multiverse?). I wouldn't have volunteered my services otherwise. I still can't quite define it, but Exile strikes me as unique among all the Freespace fan campaigns (though keep in mind that that's totally subjective on my part as I haven't played very many Freespace campaigns). It was that ineffable quality that drove me to ask Nyct to edit and improve this story. It might take me a while to finish this project, but I'll take as much time as needed to get it right.
Title: Re: [RELEASE] Into the Dark Waters
Post by: Nyctaeus on July 21, 2020, 11:25:41 am
Sad truth about Exile is the fact, that majority of development process happened when I had very good period of my life, but afterwards some unfortunate things happened, and I've fallen into hard depressive state, when campaign was 90% done. I disappeared for half of a year for this very reason.

When I partially recovered, I was still powerless and my mental capabilities were severely limited, but at least I was capable of working again. So I assembled whoever lefr from the old team, and pushed this thing hard to release. Some things still require polishing tho. Sadly there are no people to push whole project forward, with me as the only remaining leader and Starwolf as writer and effect designer. Now Su-Tehp joined as second writer and proof-reader.

I had lots of fun working on it. Tons of assets, tons of writing, tons of fredding... Exile team was a band of old friends, so there was this unique chemistry between us. This fact spawned incredibly expanded lore. We had much more then we actually included in ItDW, but lots of ideas got dropped or relegated to Act II, to have convinient first Act. In my opinion, the best stuff is still in design docs and in my head, awaiting for Exile to awake and spawn Act II one day.

Unfortunately it's not likely to happen soon.