Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Kestrellius on November 17, 2018, 07:39:20 pm

Title: Release: Mantle 1.0.0
Post by: Kestrellius on November 17, 2018, 07:39:20 pm
(https://i.imgur.com/vUBkUkt.png)

Mantle 1.0.0 is now available on Knossos! See bottom of post for download.

In this fourteen-mission campaign, you'll get a chance to play as a pilot serving on a Hammer of Light destroyer which, by misfortune or providence, becomes trapped in Shivan territory. Faced with peril both mortal and spiritual, will you and your allies have the fortitude to survive?

Screenshots:

(https://i.imgur.com/wwhGPtq.png)

(https://i.imgur.com/w0h6Cra.png)

(https://i.imgur.com/nlQmY14.png)

(https://i.imgur.com/rplGZXj.png)

(https://i.imgur.com/nlQmY14.png)

(https://i.imgur.com/OxKGRzz.png)

Major changes:

- New Hammer of Light variants for the ships and weapons used by Runihara Cell. Hammer of Light textures for the Typhon, Aten, and Sekhmet were made by Galemp; the rest were hacked together by me.
- The experience of playing the first three missions no longer so closely resembles the experience of pulling out one's teeth through one's digestive tract.
- Various other balance tweaks and writing edits.
- Probably some other things I've forgotten about; I did most of this about a year ago.

Mantle 1.0.0 requires Blue Planet Complete, MediaVPs_2014, and SCP 3.8.0-2.

Please alert me to any issues you encounter.

Credits:

- The Blue Planet team and its contributors, for assets and music used.
- The MediaVPs team and its contributors, for models and textures used.
- Galemp, for Hammer of Light Typhon, Aten, and Sekhmet skins.

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/Mantle)
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on November 17, 2018, 09:14:01 pm
 :yes: :yes: :yes: :yes: :yes:

Downloading BPC right now so I can't play it at the moment but I just want to say that I've got some nice memories of this campaign. To anyone reading this, definitely have a go at this mod, you won't be disappointed.

And two questions: will it function with MediaVPs 3.8.2 instead of 3.7.2? And is only the 3.8.0-2 FSO build required or it will work with latest nightlies?
Title: Re: Release: Mantle 1.0.0
Post by: QuakeIV on November 17, 2018, 11:43:13 pm
At least on Knossos, the first mission doesn't let me use afterburners.  Is that intentional?  I don't think the briefing mentions anything about it.
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on November 18, 2018, 12:11:13 am
At least on Knossos, the first mission doesn't let me use afterburners.  Is that intentional?  I don't think the briefing mentions anything about it.

The Anubis doesn't actually have afterburners, presumably because of Vasudan budget cuts or something.
Title: Re: Release: Mantle 1.0.0
Post by: QuakeIV on November 18, 2018, 02:46:37 am
Ah, thats just me herping the derp then.  Saw the engine energy bar and got confused.
Title: Re: Release: Mantle 1.0.0
Post by: Goober5000 on November 18, 2018, 06:12:57 pm
Highlighted! :yes:  This has gotten good reviews; I look forward to playing it.
Title: Re: Release: Mantle 1.0.0
Post by: woutersmits on November 19, 2018, 01:53:19 pm
they like you to die as shivan goober5000
Title: Re: Release: Mantle 1.0.0
Post by: tomimaki on November 21, 2018, 11:17:29 am
Hm, I get 13 warnings at start. 1 comes from BP, but rest from Mantle.
https://fsnebula.org/log/5bf546dccb0d333375a851ff
Title: Re: Release: Mantle 1.0.0
Post by: theperfectdrugsk on November 22, 2018, 01:58:17 am
I also get the 13 warnings.  Didn't really run into any bugs until mission 7 (The Bitter Scroll).  Everybody warps out, and I get the command to return to the fighter bay...but I fly into the fighter bay and nothing happens.  No option to warp out either, so I can't proceed past that mission.  Really enjoyable campaign so far though!

Also, fun fact...if you accelerate time until the Demon gets in beam range, the Apocalypse will absolutely destroy it.
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on November 23, 2018, 08:16:19 pm
@bug reports:

I'm away from home at the moment, but I'll be back on Monday or Tuesday. Once I return I'll sort these issues out and release the fixes.
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on November 25, 2018, 11:44:27 pm
Okay, finished it. Just as I remembered, it's revolving around an interesting concept and has got some good moments (plus the writing isn't half bad), but a bit... rough around the edges. There are the warnings, default loadouts are nothing more than lol, first couple missions don't really make too much sense, and mission backgrounds are quite... deserted. I have also experienced crashes - last two missions were especially notable of that, other ones were much much more stable. I will PM you a more detailed nitpicking text, Kestrellius :P.

As for warnings, the campaign is definitely playable in its current state, but you may come across some instability. I played the campaign on a FSO nightly from 7th Nov instead of 3.8.0-3 release so that might be causing the issue. Just in case I've uploaded a debug log (made on 3.8.0-3): https://fsnebula.org/log/5bfb3637cb0d33337aa851ff (https://fsnebula.org/log/5bfb3637cb0d33337aa851ff). I've also attempted that on the nightly I played it on, but after the first error (the BP-related one) is displayed I can't click on any of the Debug/Continue/Exit options, since regardless of where I click, everything FSO-related gets "alt-tabbed", so it seems like some problem with Windows/FSO communication.

@theperfectdrugsk:
Mission 7 (The Bitter Scroll) is playable for me, both from the Tech Room and normal campaign progress. I guess flying into the fighterbay might be a little bugged - maybe only one of the entrances is taken into consideration? I've also noticed that this mission actually needs you to fly into the fighterbay entrance a bit deeper than other ones, I guess this might be somehow related to the problem. Maybe the mission doesn't really detect you properly if you don't fly right in the center of fighterbay's entrance?
As for the Demon, this mission doesn't predict that you'll stick around to see the fight, so it has a several quite big issues with it. For one, no fighters, bombers or additional warships are involved in the battle, and both destroyers don't attempt any battle maneuvers which leaves them in really poor positions. The Apocalypse doesn't have a way to bear both heavy beams on that Demon at the same time (aren't these cannons on completely different sides of the ship anyway?) and the enemy destroyer has that stupid angle of approach that its two main beams have the Apocalypse just a bit outside their field of view until they park alongside each other. At first glance I thought Demon's beams are just locked but the smaller one on top did actually fire.
And even not accounting other forces, the Apocalypse has got very slim chances of surviving the fight since it is already damaged by enemies from earlier and that Demon can wreck it with a single beam cannon in a bit above 30 seconds even when being bombarded by that Vasudan beam for quite a while.
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on November 27, 2018, 07:10:16 am
Okay. So, something here is borked. The loadouts you're seeing are definitely not supposed to be what they are, and you're meant to have access to the HoL weapon variants (meaning the red Prometheus, HL-8, and yellow-exhaust variants of the Tempest and Cyclops) in all missions where the retail versions are available.

Now the thing is, none of the things I just mentioned are appearing on my end. When I run Mantle from the Knossos mods page, I get no warnings (unless I'm running debug, anyway). The loadouts are as I remember them -- no Akhetons, and the missile racks are full. Oh, and Mito, there were a couple of suggestions you made -- the Ganymede in Mission 1 not having a shockwave, and the enemy ships at the end of Mission 4 warping out when damaged -- that are already supposed to be there. And they seem to be, in my version. I'm less sure about the Ganymede explosion, but the fighters in Tribulation definitely leave when damaged enough.

So...you guys have a different version of the mission files, for some reason. Apparently one in which my custom weapons are missing from the default loadouts. I'm not really sure why that's happening, but maybe uploading it again will help? I'll work on this more tomorrow; it's pretty late here.

Anyway. So, there's certainly stuff to fix and tweak -- the retail variants of weapons I've made HoL versions for shouldn't even be available, for one, since that's just confusing; and I don't seem to have paid enough attention to missile counts in a few cases -- but the majority of the issues being reported don't show up on my end, so I should be able to fix them in one fell swoop if I can figure out why it's happening.
Title: Re: Release: Mantle 1.0.0
Post by: ngld on December 06, 2018, 08:41:18 pm
I've also attempted that on the nightly I played it on, but after the first error (the BP-related one) is displayed I can't click on any of the Debug/Continue/Exit options, since regardless of where I click, everything FSO-related gets "alt-tabbed", so it seems like some problem with Windows/FSO communication.
That's an SDL bug. 3.8.0-3 is not affected since it uses an older version of SDL.
To get around it, you can go to FSO settings > Dev Tool and enable "Disables interactive dialogs". That'll just skip all dialogs. You probably shouldn't keep that option enabled for obvious reasons.
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on December 07, 2018, 12:24:01 pm
Oh, thanks for the info. As for Mantle, I'm waiting for the reupload on Knossos (you could probably just make a new version to download) and then I will check out if these issues still persist.

Actually, I've noticed that if I launch a mission from the tech room, no loadout issues show up and everything is pefectly fine (using 3.8.0-3). Using 3.8.1-20181107 nightly, only the first mission has got a borked loadout when launched from the techroom, the same happens for it when launched through Continue campaign. The hell?
Title: Re: Release: Mantle 1.0.0
Post by: perihelion on December 17, 2018, 04:59:10 am
Something weird is going on with my loadouts.  Am I supposed to still only have access to the Akheton and Rockeye by the 2nd mission?  I'm given the distinct impression that ought not to be the case since I'm supposed to go blow up a convoy.  With limited reload and nothing but an anti-subsystem, that's just not going to work, is it?

Going to try removing the mod and reinstalling, but here's my debug spew, if it is of any help.
https://fsnebula.org/log/5c1732a4cb0d3328fffd57ed (https://fsnebula.org/log/5c1732a4cb0d3328fffd57ed)

Really enjoying the dialog from the POV of fanatic zealot aliens!
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on December 17, 2018, 12:10:28 pm
That's definitely not supposed to be happening. Something appears to be broken. It's all fine on my end, so I've tried reuploading a couple times, but I'm not sure what's going wrong.

Well, I do need to check if something's wrong with the campaign weapon permissions. That might be the cause of the loadout issues, and I might've missed it. But I'm reasonably certain there's something else going on.
Title: Re: Release: Mantle 1.0.0
Post by: Iain Baker on December 17, 2018, 12:31:17 pm
I had this too. Most of the NPC wingmen appeared to have them too, although somehow theirs appeared to be able to kills things, unless they were finishing them off with secondaries, I couldn't be sure.

Also happens in the third mission.

By the fourth mission - in the subspace corridor - I had (Green) Prometheus cannons. I figured that this was deliberate, since the raid on the station was in part to obtain better weapons. "Ah, we stole some decent primaries, so now they are equipped and I can start blowing things up." I thought. Guess I was wrong.

PS - this also suggests that on normal difficulty at least, you can complete the first three missions by being a spectator 90% of the time.

PPS - Not sure if this is related or not, but my copy of BP had a game braking glitch during 'The eye of the storm' mission (The tower defence of the refinery mission), whereby the mouse stopped working for flight control after placing the tanks. Worse, even if the mission was completed successfully, the debrief screen said mission failed, preventing me from progressing the final mission. Could a bug from my BP install be causing other issues with mods that are based on it? Would a complete delete of everything BP related and reinstalling it all fresh help?
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on December 17, 2018, 02:23:12 pm
Since the topic has awakened, I'd like to point at the addendum in my earlier post. Also, could anyone check if the weapon loadout problems persist on different builds or when launching missions from the Tech Room?

I guess that at some point you maybe tried to give players access to new weapons based on their performance in earlier missions or something. IIRC, this could only be done via editing mission/campaign files with Notepad or a similar tool and maybe something went wrong.
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on December 17, 2018, 05:53:55 pm
Not quite. So, in the original release, everything was just vanilla weapons. (Well, some of them were altered by BP, but you know what I mean.) This included green Prom Rs, as the starting weapon. When I started modifying assets to make them more HoL-appropriate, I eventually decided to create variants of all the weapons that didn't have red, orange, or yellow effects. (Well, except the Akheton, but nobody cares about the Akheton and it's never really used in the campaign. Also I forgot it existed.)

So I made a Hammer of Light variant of the Prom R, which shoots red bolts. You are supposed to be, by default, equipped with this red Prom R in all of the first seven missions of the campaign -- up until you
Spoiler:
retrieve the supplies containing Mekhus from the Revelation and Witness in Mission 7, "The Bitter Scroll".

Now, in the version I released last month, I left the original, non-HoL variants of all those weapons -- including the green Prom R -- as options in the mission loadouts. I figured giving the player extra options couldn't be a bad thing. In retrospect, this was a stupid decision -- it just creates pointless confusion, especially since I'm not even sure it's possible to tell the variants apart in the weapon select screen.

So, in the version that I uploaded (or at least tried to upload) a couple days ago, I fixed that -- the mission loadout options only give you access to HoL variants.

But for some reason the version you guys are getting is different from the version I uploaded. (Both times. Borked loadouts involving Akhetons were never part of anything I uploaded.) It sounds like what's happening is that my HoL weapon variants are missing from the mission loadouts for some reason, which is why they only appear in the red-alert missions -- in those cases they're forced in by the mission's red-alert status. As for why they'd be substituted with Akhetons...my guess would be that it's because you're required to have at least one primary weapon, and...maybe the Akheton comes first alphabetically...?

Based on some other things Mito said, I think what might be going on is that the game is using old mission files, from the original release. (But maybe only partially, or something? If the old missions are being used, the weapon variants shouldn't be present in the red-alerts, either. It kind of sounds like the game is trying to mash the two versions of the missions together, but I don't know how or why that would happen.)

For reference, could you guys tell me some other things about the missions you're getting? Specifically, what color are things? All of the HoL ships, from warships to fighters (with the exception of the Bes-class Witness), are supposed to have red glows, rather than the original blue. Which are you seeing? If they're red, are all of the ships red, or is it just the Typhon and Aten, with the others still being blue?

Similarly, what do the blobs from the HoL's turrets look like? They're supposed to start yellow and gradually turn red, as well as having a slightly different texture from the standard blobs. Do they look like that, or do they look like the normal ones? (Or are they starting-yellow-turning-red,  but still using the regular textures -- the way they look in the OP's second screenshot? I ask because the different texture was a very late addition, so if you're seeing an intermediate version that might shed light on what's happening.)

I really do apologize for how much a ****show this is. Unfortunately I'm genuinely not sure what's going on here or how to fix it.
Title: Re: Release: Mantle 1.0.0
Post by: perihelion on December 17, 2018, 06:14:22 pm
HoL ships have the red glows both in mission and in the Tech Room, from what I see.  The HoL cruiser seems to be shooting yellow stuff fading into orange / red.  The beams look more orange than typical Vasudan beams.

I've tried multiple different builds from nightlies all the way back to 3.8.0-2, but it doesn't seem to make any difference.  (I don't get all the error messages in the earlier release builds, but I can't tell that those are actually related to the real problem or not.)

I did install the first 1.0.0 version of Mantle from Knossos when it came out, but I didn't get a chance to play it until 1.0.1 came out (at least not that I remember!).  Installed 1.0.1 on top of it.

I have uninstalled the mod, reinstalled it, but that didn't make a difference.  Tried switching to a different back-up pilot in case my pilot file was corrupt, but that also made no difference.  This is definitely a weird one.  Let me know anything you'd like me to try.  I'm not very experienced at detailed debugging, but I'd like to help any way I can.
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on December 17, 2018, 06:23:28 pm
I can definitely confirm that in 1.0.0 there are both the Prometheus HoL variant and Mekhu HL-8 present, and all the HoL variants of ships are in place. I can't say what's with turrets though, I didn't pay attention.
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on December 17, 2018, 06:31:09 pm
Okay. I have uploaded Mantle 1.0.2. Give it a try if you get the chance.

I finally went and looked at the campaign file, and my HoL weapon variants weren't tagged as available at the start, so it's possible this all just happened because I'm a derp. So, I fixed that.

I'm not convinced that was the problem, or the whole problem, though; I'm almost positive that I tested the campaign using the ready room itself, not just the tech room, and that the loadouts were fine. I also think that I went through and made sure the campaign file was correct before releasing 1.0.0, though I could be wrong... So, maybe it reset itself or something?

Anyway. Let me know if the loadout nonsense is still happening in this version. The other problems may take longer to fix -- for that matter, the instability in the last two missions might be unavoidable (assuming I want to keep them basically as-is in terms of gameplay). I think there might just be too much stuff happening in those missions for the engine to reliably handle.
Title: Re: Release: Mantle 1.0.0
Post by: Iain Baker on December 17, 2018, 06:33:27 pm
I get the same as perihelion. I briefly tried the first mission via the tech room, and my ship was armed with the red PromRs. I then carried on with the campaign missions. In the 4th/5th mission - the first time you fly a Thoth against Shivan fighters - my load-out was back to Akhetons.

NB -  the only secondaries available on any of the missions in the campaign thus far have been Rockeyes. I figured this was deliberate since the HoL were low on supplies. However I just noticed that in the first mission via the tech room you have dumbfire rockets too. I assume then the secondaries are affected too.

Let me know if there is anything I can do to help fix this.

---NB - just saw you uploaded a newer version. Trying it now ---
Title: Re: Release: Mantle 1.0.0
Post by: Iain Baker on December 17, 2018, 06:48:55 pm
Just tried it, same problem, sorry. Uninstalled, including manually deleting the mantle folder. Reinstalled, tried again. Still the same problem. :confused: :banghead:
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on December 17, 2018, 08:33:11 pm
Okay. Uh. Yeah, I don't know how to fix this. I'll fiddle with it some more -- I'll try downloading onto a different computer, so I can see what you guys are dealing with.
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on December 17, 2018, 09:14:51 pm
Also,
Quote
I really do apologize for how much a ****show this is.
I can't stress enough how you should not apologize. After all, it was you who sacrificed the time and motivation to provide us with this fine scenario. You're running into problems that firstly, aren't your fault or intention and secondly, don't really break the game. Just work on the solution at your own pace, I'm sure you'll nail the problem eventually - and I think we can just wait for it patiently.
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on December 17, 2018, 09:22:34 pm
Also,
Quote
I really do apologize for how much a ****show this is.
I can't stress enough how you should not apologize. After all, it was you who sacrificed the time and motivation to provide us with this fine scenario. You're running into problems that firstly, aren't your fault or intention and secondly, don't really break the game. Just work on the solution at your own pace, I'm sure you'll nail the problem eventually - and I think we can just wait for it patiently.

I...I really appreciate that sentiment. Thanks!  :)
Title: Re: Release: Mantle 1.0.0
Post by: Iain Baker on December 17, 2018, 09:30:57 pm
Also,
Quote
I really do apologize for how much a ****show this is.
I can't stress enough how you should not apologize. After all, it was you who sacrificed the time and motivation to provide us with this fine scenario. You're running into problems that firstly, aren't your fault or intention and secondly, don't really break the game. Just work on the solution at your own pace, I'm sure you'll nail the problem eventually - and I think we can just wait for it patiently.

Seconded! You put the time in for free to create it and are continuing to do so to fix it, which is more than can be said for some AAA devs. There is no rush to get it sorted, we can wait :-)
Title: Re: Release: Mantle 1.0.0
Post by: perihelion on December 18, 2018, 01:29:42 am
I heartily agree with MitoPL and Iain. This is your baby, don't apologize for it!  You don’t owe us anything. We can certainly be patient, and for what little help I can provide as a tester, I offer it.

I’ll try 1.0.2 on my end as soon as time permits and see if that fixes anything on my end.
Title: Re: Release: Mantle 1.0.0
Post by: theperfectdrugsk on December 18, 2018, 12:34:40 pm
I just tried 1.02 on the most recent nightly (20181217) an older one (20171118), and 3.8.0-3...still only SDGs and rockeyes for loadout.  And I can only launch the campaign from the ready room.  The Mantle shows up in the tech room launcher, but I can't select it or launch it, weirdly.

FWIW, I also still get those warnings when starting up (on the nightly builds, nor on 3.8.0-3), and they seem to be mostly weapons related so maybe that's why the loadouts are funky?

Happy to offer my help (such as it is) as well!
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on December 18, 2018, 04:03:31 pm
You need to press Ctrl+Shift+S in the mission simulator to unlock all the campaign missions you didn't finish yet - if you've got no progress in the campaign, you won't have any missions available for replay without that "hack".
Title: Re: Release: Mantle 1.0.0
Post by: theperfectdrugsk on December 18, 2018, 04:48:27 pm
You need to press Ctrl+Shift+S in the mission simulator to unlock all the campaign missions you didn't finish yet - if you've got no progress in the campaign, you won't have any missions available for replay without that "hack".

Oh...haha. I guess I never used the mission simulator on a campaign with no progress before...had no idea it'd do that.  Thanks.

So yeah...now I'm seeing pretty much the same behavior as everyone else.  SDGs and Rockeyes for the loadouts in the campaign, while launching from tech room adds prometheus R and dumbfires.  That holds true for the three builds I mentioned above.
Title: Re: Release: Mantle 1.0.0
Post by: Iain Baker on December 18, 2018, 05:54:00 pm
You need to press Ctrl+Shift+S in the mission simulator to unlock all the campaign missions you didn't finish yet - if you've got no progress in the campaign, you won't have any missions available for replay without that "hack".

Oh...haha. I guess I never used the mission simulator on a campaign with no progress before...had no idea it'd do that.  Thanks.

So yeah...now I'm seeing pretty much the same behavior as everyone else.  SDGs and Rockeyes for the loadouts in the campaign, while launching from tech room adds prometheus R and dumbfires.  That holds true for the three builds I mentioned above.

I wondered if there was a way to unlock missions via the tech room. Thank you for sharing this little gem. This will also help skip past some game breaking bugs in other campaigns too :-)
Title: Re: Release: Mantle 1.0.0
Post by: Novachen on December 18, 2018, 05:59:15 pm
Actually i would use this hotkey only for Debug and Developing reasons, but not for playing a campaign. Especially newer ones that use features like Campaign and Player persistant variables.

If anyone encounter mission breaking bugs, i always suggest to write a bug report to the developer in the release thread or in the general support forums, because there are some users here, myself included, that fix addressed bugs via FRED2 for an error-free mission file.
Title: Re: Release: Mantle 1.0.0
Post by: Iain Baker on December 18, 2018, 06:44:08 pm
Actually i would use this hotkey only for Debug and Developing reasons, but not for playing a campaign. Especially newer ones that use features like Campaign and Player persistant variables.

If anyone encounter mission breaking bugs, i always suggest to write a bug report to the developer in the release thread or in the general support forums, because there are some users here, myself included, that fix addressed bugs via FRED2 for an error-free mission file.

Good point, fixing the problems is always better. But for those game breaking bugs which no one can figure out it could be a life saver.
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on December 18, 2018, 10:42:41 pm
I wondered if there was a way to unlock missions via the tech room. Thank you for sharing this little gem. This will also help skip past some game breaking bugs in other campaigns too :-)
This won't work. Playing missions from the simulator doesn't make changes to the campaign progress, at least from what I know.
Title: Re: Release: Mantle 1.0.0
Post by: crizza on December 21, 2018, 12:20:13 pm
Wondering about the Alheton too, but I consistently die by the explosion of the repair facitly^^
What I've seen so far looks relly promising.
Title: Re: Release: Mantle 1.0.0
Post by: perihelion on January 01, 2019, 10:58:39 pm
Okay.  The issue with the Akhetons and Rockeyes continues to perplex me.

I completely uninstalled Knossos and deleted everything from my application data and program files and even my games/fsopen/ folders.  I couldn't have started from a cleaner slate without reformatting and reinstalling windows.  In then installed Knossos and only directed it to install Mantle and its dependencies.  All my pilots were gone, naturally, so I had to make a new one.

First mission, I still only have the option of an Anubis (fair enough) and Akheton and Rockeyes.  So, let me be absolutely sure, am I supposed to have access to the HoL Prometheus in the first mission?  Or is Akheton actually the only cannon I should have access to in Mission 1?

My next step after this was to try to run the mod outside of Knossos with the old launcher, but there aren't separate links to do that.  So I doubt anyone who got it to run correctly did that.

I do make some changes to my keyboard configuration when I first make my new pilots.  I learned how to fly playing Tie Fighter, and got used to backspace being full thrust and backslash zero thrust.  So I always switch those around.  And I make some other changes here and there for my joystick for banking and targeting.  Any chance any of those changes are upsetting things?
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on January 02, 2019, 09:41:16 am
1. Judging by the sheer amount of people who reported this bug, this seems to be a problem in the mod itself, somehow.
2. Don't you also have the access to Tempests and the Prometheus R?
3. You can just tear out the mod folder from Freespace Open -> FS2 and insert it as a mod folder to the old manual installation of FSO. You will need to either create a mod.ini or use -mod flag under "Custom flags" to make FSO use Mantle, BPC and MediaVPs (you need to copy these over too).
4. Negative. This bug seems unrelated to key bindings.
Title: Re: Release: Mantle 1.0.0
Post by: perihelion on January 02, 2019, 10:10:03 am
1) Yes, but a lot of people were able to play through to the end. How???
2) No, I do not have Prometheus R or Tempests as options on Mission 1. I can get to the loadout screen but my only options are the Akheton, which I’m already loaded with, and the Rockeye, which I was not. My initial secondary loadout is empty.
3) I’ll try that when I get a chance later today.
4) I figured it was a long shot, but worth mentioning.
Title: Re: Release: Mantle 1.0.0
Post by: MitoPL on January 02, 2019, 10:24:39 am
Okay, now that's interesting... Which version of Mantle are you running? Maybe Kestrellius did actually change something in updates? Also, maybe using a different build (i.e. 3.8.0-3 vs latest nightlies) changes something?

Eventually, you can toggle your and only your own primaries and secondaries with cheats, if you want. It might be just to "help yourself" pass a mission and then the next one will have more sensible loadouts?
Title: Re: Release: Mantle 1.0.0
Post by: Kestrellius on January 02, 2019, 12:44:29 pm
Well, I removed the retail, non-HoL variants of the Prom R and Tempest and so on when I released 1.0.2 a little while back. Is that what you mean?

But yeah, the Akheton thing is definitely a bug.
Title: Re: Release: Mantle 1.0.0
Post by: perihelion on January 02, 2019, 01:53:19 pm
I'm running Mantle 1.0.2.  I hadn't changed any of my FSO settings for fear that was where I went wrong before.  Looking at it closer, it is still using FSO 3.8.0-3.