-
Twisted Infinities
2378. Eleven years after the Capella supernova. The Destruction of the Capella star by the Shivans had many impacts on the society of the GTVA. Some were immediate and obvious: The incalculable loss of life and goods and the loss of a key system on the GTVA map, others were subtle and longer term The gradual economic decline of the GTVA as a whole leading to the recent depression. Some were general: the massive blow to morale, of both the citizenry and the military, others were localized, such as the destabilization of recently isolated system. Such a one is Epsilon Pegasi.
Twisted Infinities offers 19 action packed missions and many never seen before models. Battle pirates, face experimental technology, go undercover, discover a mysterious secret! TI is the product of many of HLPs early stars such as Black Wolf, Vasudan Admiral and more. TI has been brought up to current standards by the FSCRP team and is ready for you to experience today.
(https://i.imgur.com/L6IVPnx.png)
(https://i.imgur.com/quHIaVX.png)
(https://i.imgur.com/ju4CnCw.png)
(https://i.imgur.com/Dr9Q4Tc.png)
1) INSTALLATION
[DOWNLOAD] - Use Knossos:
Click below to get started. The latest revision is 1.0.0.
(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/TI)
2) CREDITS
Original TI Team
Black Wolf - Project leader, FREDer, Modeler, story
Vasudan Admiral - modeler, music
Flipside - modeler
Galemp - modeler
Grimloq - modeler
MjnMixael - Cbanim artist
Moonsword - FREDer
Shinobi - FREDer
FSCRP Team
Admiral Nelson - Project Leader, FREDer
FrigkFeek - Tester
Nightmare - Tester, Project Inspiration
Nyctaeus - Modeler, story
spart_n - Tester
Music
- Music -
Vanguard, by UltimaTricksta - http://ultimatricksta.newgrounds.com/
Base Infiltration and Camouflage by SovStep - https://soundcloud.com/sovstep
Brass Crescendo by winKoneR - http://winkoner.newgrounds.com/
Bad Dream by Honor of Style - http://honorofstyle.newgrounds.com/
Counterstrike by KatMaestro - http://katmaestro.newgrounds.com/
Dreams of Knossos and Ragnarok by Flipside - http://www.hard-light.net/forums/index.php?action=profile;u=394
Floating Free - Shadows of Light (Syrk Team)
Additional Music from Inferno: Nostos
-
And it took only 18 years to release :D
If Vasudan Admiral still lurks and reads this message - please deliver your remaining models. ;7
-
Nice. I was looking forward to this one.
So which acts of this were completed in fact?
-
Nice. I was looking forward to this one.
So which acts of this were completed in fact?
This is only first act. FSCRP got access to old TI FTP, but I'm not sure if there are any Act II missions out there. We need to check.
Even if, I doubt if any more acts can be released by FSCRP. BW handled us almost complete Act I to clean up and finish. Further acts are probably incomplete.
-
I wonder what is his take on this, by which I mean the project status in general: the aesir idea was interesting.
-
Act 1 was 95% done, so there are not many changes.
-
mission one unbeateble repair wont dock do its broken
-
What our valued colleague wants to express here is that new Aeolus model from the MVPs does not have the docking point required in Mission 1. As a result the mission cannot be completed.
The issue is with the initial orders of the Hephaestos, which call for it to dock with the Advocate at "OrestesDock". The model that comes with TI has it, but the current MVP ones does not - as the current MVP one is used, the dock order cannot be executed and the Hephaestos just hangs there.
-
untested missions
-
Attached you will find a homebrew fix for Mission 1. Goes into TI's data/tables and restores the use of TI's own Aeolus model.
EDIT: As the official fix is rolling out my homebrew fix has been retired to avoid confusion.
-
It has this dockpoint. We added it to MVP Aeolus, but for some reason it's using the other docking path. It is known issue. I encountered it before.
We will investigate it. Maybe Adm.Nelson uploaded pre-fix version of this mission by accident. Also the Hephaeustus will dock even with this broken dockpoint, but it will take time.
EDIT: Found the issue. New MediaVPs are overwriting TI's ships.tbl. It was tested on 4.0. Place this (http://www.mediafire.com/file/uwdhojqz30qa89f/mv_assets_t-shp.tbm/file) in TI-1.0.0/core/data/tables before we push the fix on Knossos.
-
Both dockpoints of the Aeolus are inside the model. Also, dock01 has path02 as docking path which actually belongs to turret02.
-
I've pushed 1.01 to correct the issue with the Orestes path.
-
untested missions
b-b-b-but i did test them :(
-
untested missions
b-b-b-but i did test them :(
More like things that can go wrong when somethings being changed last minute.
-
untested missions
b-b-b-but i did test them :(
More like things that can go wrong when somethings being changed last minute.
Like sudden MediaVPs release :]
-
untested missions
I mean I can see that's what one would think if they didn't realize how separate releases work. :P
-
did you even playtest this or something red aletd 2 nd time bugged the mission i have to protect the ranger thats nothing to ptotect
-
Mission 3 (a-c) is a bit inellegant ...
I guess, due to how consequtive red-alerts work. I remember a similar problem with Walking on Ashes, but there I never solved it (for that campaign it was just easier to recommend a reset).
What happened: I got it bugged because I lost Alpha 2 & 4 during 3b, and when I wanted to go back from 3c ("Replay previous mission") to improve that outcome turns out Alpha 2 & 4 now start out dead. And I can't go back to 3a because that's how that works.
-
Really excited to see this. I remember reading the announcement (an FS2 Sector community project) way back when I was in middle school.
I'm having trouble getting through the campaign, because at least the first few missions are hanging on sets of dialogue. It's not 100% reproducible, because if I restart the mission it'll often hang in a different place. Longer sequences of messages stop playing, and often a single ship will perpetually have that gray "this ship is sending a message" box around while non-message driven events sort of continue. The first time it happened in the first mission, the Advocate had the grey box stuck around it shortly after arrival, and the "good luck, pirates are right behind us" message didn't show up until 8 or 9 minutes of (dead) mission time - restarted mission, went fine. It just keeps happening at least once in every mission, and because I've never played the campaign before it takes me a minute or two to realize that the mission is stuck. Is it something with send-message-list?
Am I the only one experiencing this, or is this a SCP bug? I haven't encountered it in any other campaigns using the same build. I'm using the 19.0.0 release (tried it with a recent nightly as well, and I did point the mod to the current mediavps instead of _2014 (Orestes dock fix works just fine).
-
I've never seen any problem with the messages when I played the campaign last year.
-
Ti uses Axem's message box script to display messages, but I've never heard or seen anything like that before. It might be worth trying a different campaign that also uses that box and see if you have the same issue.
-
Oh Wow! This actually got a release!? I never thought this campaign would see the light of day and now it's here. I still remember seeing screenshots of atmospheric combat on the campaign's website on sectorgame.com went I first joined HLP way back in 06 and how it really got me pumped to play it. (In fact those screenshots are still there after checking) Time to jump back into the pilot seat!
-
I actually laughed, HLP never ceases to amaze.
I'll give it a whirl sometime this week probably.
-
You guys are the worst; you promised me Lokis with Kaysers and then forced me to fly an escape pod!
Actually that was probably one of my favorite missions from this campaign. Every mission in this campaign (except the stealth mission) was fun and well-designed, even the "boring" ones. This is well worth a playthrough.
-
You guys are the worst; you promised me Lokis with Kaysers and then forced me to fly an escape pod!
-
You guys are the worst; you promised me Lokis with Kaysers and then forced me to fly an escape pod!
Such a mean escape pod :D
-
Hi,
as I cannot use Knossos with Ubuntu 16.04, please provide a mod.ini file. Which builds are recommended? Which MediaVPs are working/are recommended?
Thanks in advance
-
Unpacking error here:
Extracting data/models/RockL1.pof
Extracting data/models/RoidHangar.pof
Extracting data/models/ScrollPhobos.pof
ERROR: E_FAIL
-
Hi,
as I cannot use Knossos with Ubuntu 16.04, please provide a mod.ini file. Which builds are recommended? Which MediaVPs are working/are recommended?
Thanks in advance
It uses the most recent MVPs.
[launcher]
modname = Twisted Infinities
image255x112 = TImod.bmp;
infotext = Eleven long years have passed since the Second Shivan Incursion. Epsilon Pegasi has been all but forgotten by GTVA Command, isolated by the loss of Capella on one side and the instability of former NTF systems on the other. Its economy has fallen into depression, and its citizens suffer as pirates and criminals run rampant.
But beneath this chaos slumbers an enemy that could destroy all of Terran and Vasudan civilization. An enemy that someone has seen fit to awaken...
website = http://www.sectorgame.com/twistedinfinities/;
forum = http://sectorgame.com/forums/viewforum.php?f=11&sid=de552dc6f91924a58efee9ef27a00533;
[multimod]
primarylist =
secondarylist = MediaVP;
-
Unpacking error here:
Extracting data/models/RockL1.pof
Extracting data/models/RoidHangar.pof
Extracting data/models/ScrollPhobos.pof
ERROR: E_FAIL
Nebula provides multiple links, does that effect all of them? (maybe the DL was just broken)
-
all 3 links show an unpacking error. ideas?
-
Maybe try a different packing program? While there are some technical issues with the missions, you're the only one who has problems with corupted files so far.
-
Having a great time with the campaign so far but I've run into an issue. In the mission "Bownout" after I disable one of my energy systems and return to the Unut, my wing-men don't fire on the enemy. They just chase after and stare at them. It is pretty challenging to defend a cruiser against 11 bombers and 5 fighters by oneself.
-
Having a great time with the campaign so far but I've run into an issue. In the mission "Bownout" after I disable one of my energy systems and return to the Unut, my wing-men don't fire on the enemy. They just chase after and stare at them. It is pretty challenging to defend a cruiser against 11 bombers and 5 fighters by oneself.
Yeah, it's badly balanced one. We're on it. We are gonna mix composition of pirate strike team a bit to make it less challenging.
-
Anyone else getting disappearing ETS gauges in some of the missions?
-
Anyone else getting disappearing ETS gauges in some of the missions?
should happen in only one of them
-
Well, it's not so much that they disappear, it's that they're not there from the start. It's only in a few missions, though. The attack on the gas refinery was one of them, and there was at least one more.
-
The gas refinery doesn't have an ETS because...Well, that's how the mission originally was if I recall the response when I asked about it. I guess because everything is scrambled and some elements of your HUD is gone to hell.
The only other mission I can think of is the Jame Bonds mission with the escape pod because there's not much to really do in terms of piloting that.
-
Awesome job! Only one serious problem I encountered was with red alert missions - as already mentioned, if alpha 2 and 4 died in previous mission, apart from command chating instead of alpha two, taking down aeolus cruiser is ridiculous.
Same stuff happened during gas miner mission - if alpha 1 is down, the command takes over his chat. Maybe some indestrucibility flag for him? ^^
Apart from mentioned minor issues - great campaign!
-
Thinking about it, all Alphas should probably be guardianed, elseway it wouldn't make sense that Alpha 3 always gets the same callsign.
-
It's implied that your wingmen eject when their ship gets destroyed, so it's the same wingmen every mission.
-
Ah yeah, it was like a year since I played the full campaign from start to end.. :warp:
-
Yeah, they eject when they die. Recovery operations are mentioned several times in debriefing.
Interesting approach tho. I remember only one campaign with similar mechanics. Can't remember what, but either dying wingmates or commant used to send a message about ejection.
-
I recall Shadow Genesis, but not sure
-
Well if it was SG Nyx would certainly remember that. :p
-
Vassago’s dirge has the player “eject” in the intro mission.
-
I'm getting a crash on current Linux builds when displaying the new models in the tech room.
journalctl shows a segfault in function __strncpy_avx2 of libc.so.6
I'm attaching the log:
https://fsnebula.org/log/5e77f85dcb0d3321b2c9862f (https://fsnebula.org/log/5e77f85dcb0d3321b2c9862f)
-
Well if it was SG Nyx would certainly remember that. :p
Heck, I've played so many campaigns this year that my memory starts to blur :D
-
Well if it was SG Nyx would certainly remember that. :p
Heck, I've played so many campaigns this year that my memory starts to blur :D
Shadow Genesis is my first project released... Huh, years ago. We implemented indestructible wingmates instead of ejecting mechanics there.
-
Wow - so many times I thought about dumping this, seeing it finished and released...I didn't expect that to ever happen to be honest. Thanks so much to those who picked up the campaign and managed to get it somewhat presentable for release.
I never got around to figuring out Knossos, but now I have a reason to. Looking forward to a chance to see what's changed, and play through this with fresh eyes.
-
Hi black wolf.
If I might ask, what does this entail for the rest of the TI acts?
-
Hi black wolf.
If I might ask, what does this entail for the rest of the TI acts?
It's pretty much dead. There are (supposed to be) a few more missions for Act 2 (which is more like an Act 1.5) but none of the FSCRP staff has them.
-
Oh my goodness!! This is out?! :D I ran across this mod a few years ago and I thought it sounded so interesting, but I thought it had been completely abandoned... man, both this and Aftermath II coming out in the same month. What a time to be a Freespace fan.
I know it's incomplete but at least we get to play what's here, I'm happy for that. Thanks for releasing!
-
I am finished, really liked it a lot - certainly one for the "A-/B+"-category, and highly recommended. :yes:
Nitpicks:
- During Mission 4 - is the custom gauge supposed to be placed in the centre of the HUD? - If yes, not my first choice.
- Some of text does not appear to have been copied from an outside file correctly - it mostly affects special characters like " ` " and " ' " - so sometimes, contractions in the text look a little off, e.g. "HEO s" instead of "HEO's".
- The mask file for fiction viewer is bugged, the scroll up and scroll down buttons are reversed.
- There are debris from the Harmony-stand-in visible during the Newscast at the end. I think Axem has a fix for that.
- Speaking of Mission 4, that mission might be better served by giving "stealth" to some of the inert components to shorten the target list; it makes cycling through targets easier when actually can target enemies
Issues:
- For a campaign so hot on consecutive deployments, multiple red-alters in succession is ... not that elegant. To just go with a variable based solution would have been preferable, and entirely workable as there seems to be always a bit of downtime at the ending of a mission. The variable based solution has the slight issue that you need an actual save point, which makes it difficult for mission that don't have that. Difficulty mitigation, since one would be losing the ability to go back a mission, is not that problematic as you can just have opt-in "everything gets a layer of damage reduction" after a number of fails - which isn't that hard, especially since you already have a prompt-box script. (If I had the spare time, I would offer my services to make that happen; I have the building blocks, but I would prefer to improve on pervious versions fist.)
- Mission 11 (the Pegasus one), Red wing was not added to the F9 targeting group.
- During the final mission some of the danger zone indicators stuck around and were visible even after all the missiles of that salvo were gone.
-
- During the final mission some of the danger zone indicators stuck around and were visible even after all the missiles of that salvo were gone.
IIRC the point about them was that there's a 2nd wave being launched from the destroyer that's being target as well. :nervous:
-
I have pushed a small patch to fix some of the issues mentioned above:
added "stealth" to containers in mission 4 to reduce the target list
added Red wing to the F9 targeting group in Mission 10.
added ship-guardian-threshold to Alpha wing in the first missions of the red alert cycles
made changes to the Unut rescue mission for balance, and to remove some problems with Alpha wing's orders
fixed issues with ETS gauges in some missions
fixed a problem with the fiction viewer buttons
-
Quick question:
Who authored the model for the Mobile Mining Facility? - I might have a use for it sometime down the line.
-
Vasudan Admiral. Nyctaeus upgraded the maps.
-
The Devil and the Deep Blue Sea has Beta and Gamma wings with missing secondary weapons.
[EDIT] Pretty sure it has to do with campaign files. Loading the mission in the simulator shows all ships with secondary weapons, but not when playing it from the ready room.
-
Haven't played this game in over 8 years and randomly started again this week. Its amazing what everyone here has done! This campaign was so amazing with new effects and models, jumps within missions, weird videos in the middle of your hud, and all sorts of different gameplay things!
One random thing that kept on happening (more of an irritation than anything): Anytime blackwood station is near me in a mission, the subspace jump effect plays continuously as long as the station is near me.
One random question for someone who hasn't played in ages: Is the game meant to be played using your mouse to aim or using the numpad to aim (assuming you're a sad person without a joystick).
Thanks, and again its so amazing to play this game again!
-
One random thing that kept on happening (more of an irritation than anything): Anytime blackwood station is near me in a mission, the subspace jump effect plays continuously as long as the station is near me.
That's due to the way in-mission jumping works, unlike the hardcoded "normal" jump at the end of the mission it was made in FRED.
One random question for someone who hasn't played in ages: Is the game meant to be played using your mouse to aim or using the numpad to aim (assuming you're a sad person without a joystick).
Mouse, numpad, joystick, Mouse+numpad - whatever you want/like.
-
:welcome:
Okay, let me quickly answer you.
1. This might be due to two possible causes: one is that some ambient sound of the station is improperly assigned and warp sounds are played instead (that also happened to me in one of the older iterations of Sol: a History, an Arcadia station just kept emanating some warp sound and Avenger had some huge beam warmup sound, I think), the other one is that there's some problem in the mission script that just loops around creating a warp effect somewhere near the station... I'd say the former is more likely to me.
As long as it isn't gamebreaking, just continue playing I guess.
2. The game is meant to be played with whatever you fancy, but if you're stuck with keyboard and mouse like me, here's a tip. I generally fly with movement/targeting/weapon keys on the left side of my keyboard, using my left hand to operate these, I use mouse in my right hand to do all of the aiming, but I still have aim keys also bound to the right side of the keyboard, that is arrow keys or numpad. Even while having mouse sensitivity in FS cranked up to max, it isn't really great for sharp turns. That said, I usually default to mouse and in a pinch just swap to arrow keys to have maximum maneuverability while not having to worry about running out of mouse space.
That said, welcome and have fun!
-
Well as far as I can see that, TI doesn't use the scripted version so in-mission jumping isn't unified.
-
I got the attached error when I tried to run TI.
I tracked it down to the fact TI includes MV_Music in its list of dependencies. When I removed that and restarted Knossos, the mod launched just fine.
[attachment eaten by a Shivan]
-
In the mission where the escape pods are being held hostage, what actual function do I need to activate to "shut down sensors"? I've rebound my keys and Shift-S does nothing for me right now
-
Try whatever is bound to "Target previous subsystem", that's what Shift-S is bound to by default.
-
A handy FRED tool is to have $ around a specified key (e.g. $Shift-S$) making it a variable to show instead whatever that function has been rebound to.
-
A handy FRED tool is to have $ around a specified key (e.g. $Shift-S$) making it a variable to show instead whatever that function has been rebound to.
I want aware of that, will include it as a fix when I do the next update.
-
Reminds me I still have a mission to fix and deliver :nervous:
-
Reminds me I still have a mission to fix and deliver :nervous:
I'm not planning on updating until Act 2 is finalised - I have two assets to finalise, one is now modelled and UVed, texturing started last night, the other is not started yet, but will be very simple. The in-atmo stuff is looking good, and I have most of the dialogue into the dialogue heavy missions (i.e. most of Act 2), but the likelihood is probably a month or two to release (which means double that in reality time :-P). So no rush! :)
-
I finally got the chance to play TI. I remember being a fan of it back in the day, and its release must have been very good news for the community when it finally happened. I heard the story on how it got pushed to its "ready for release" status, and all the external contributions to getting TI released have been quite exemplary IMHO. I'm looking forward to future releases as well. :pimp:
I love the setting of the campaign as a whole, and I love the "Bespin feel" you managed to recreate in that mission involving the gas extraction facilities.
My playthough, however, is now kind of stuck right where...
...minutes into the Zhang Heng escort mission, as the first wing of enemy fighters arrives, I get all sort of things to happen, ranging from a black screen followed by a death message saying that I was caught in said ship's shockwave, to some kind of sensor data buzz where I can target ships that can't be seen. I've attached a couple of screenshots, though their resolution has been downscaled due to HLP attachments restrictions.
For the record, I was running the campaign on 200730 and the latest MVPS (4.3.3) when this happened.
[attachment deleted by admin]
-
Jut FYI I've been told on Discord that the latest nightly builds solved the issue, yet it occurred again on 200810.
Switching to 19.0.0 allowed me to move on to the next mission.
-
The next nightly build should solve it for realsies.
-
Just tied playing this and right after the first mission launches it crashes back tot he desk top.
https://fsnebula.org/log/601864c4a0cc7c4815a8d5a6
I ran fast debug and tried changing the FSO settings but no luck.
Any help would be greatly appreciated.
Thanks!
[attachment deleted to save space]
-
That's going to be a problem for any mod which both uses Axem's scripts AND targets release 21. The drawMonochromeImage function needs to be changed to its newer equivalent.
-
That sounds beyond my febble ablities.
I wonder how many otehr campaigns have the same issue.
This is the first one I have encountered.
Thanks for the quick reply.
-
After updating everything last night the problem seems to have been fixed.
Outstanding.
-
Hey there! It has been some time since I checked up on TI. Will there be a chapter 2 for this? Will it
Delve deeper into the Aesir and a potential conflict with the GTVA?
-
Black Wolf was working on TI 2, which is more of a TI 1.5 (only 4 missions). We (Nyx, Nelson and I) asked him to share the files but he hasn't done so to my knowledge. I send him a friendrequest on Discord last November and he has neither accepted nor declined it so I'd presume he hasn't been there; also I haven't talked to him since August, his last login on the forum was at end January 2021 though.
Hey there! It has been some time since I checked up on TI. Will there be a chapter 2 for this? Will it
Delve deeper into the Aesir and a potential conflict with the GTVA?
IIRC it goes into the direction but I'm not that sure rn
-
Like what I see so far, and I really like there being music from Hellbender
-
Anyone else having problems with the explosive drone mission where you get detected after you completed the scan and identified the vulnerability even without any enemies within 500 distance?
-
Anyone else having problems with the explosive drone mission where you get detected after you completed the scan and identified the vulnerability even without any enemies within 500 distance?
After finishing the scans I get detected too. Then I am ordered to search the vulnerable spot, where I should release the drone pressing the "1" key. But I can´t find this location.
So I am not able to finish this mission.
-
Anyone else having problems with the explosive drone mission where you get detected after you completed the scan and identified the vulnerability even without any enemies within 500 distance?
After finishing the scans I get detected too. Then I am ordered to search the vulnerable spot, where I should release the drone pressing the "1" key. But I can´t find this location.
So I am not able to finish this mission.
The location is somewhere in the engine area, top or bottom, when you get close enough the next mission objective comes up, to deploy the drone.
But once deployed, it doesn't do anything (has a timer to Dock Cell 1 but goes up only, instead of decreasing).
I'll try some previous versions of FSO, that did the trick for Blue Planet
-
Hmm, doesn´t work for me. I searched 20 minutes all around the engines and the entire ship pushing the "1" button like mad. No chance of releasing the drone.
-
Maybe "1" is an already fixed key combo in your non-default settings?
-
"1" is default setting for multiplayer.
I deactivated that function but I didn´t find the correct command-binding for TI.
-
There is a slight oversight in that mission, so the engine does not correct for the key being unbound or reassigned. (There is a pop-up for that to happen if the mission is of the Training-type)
The directive has this line:
+Objective key: XSTR("Press 1", -1)
If I recall correctly it should be ...
+Objective key: XSTR("Press $1$", -1)
... to call up the correct key binding. (not 100% sure that is the correct - but the option does exist)
EDIT - corrected
-
Thanks. Where do I have to change it? Must I change the line in the way you wrote?
-
Bind your multiplayer comm keys to something on your keyboard, press those.
-
Thanks. Where do I have to change it? Must I change the line in the way you wrote?
My comment was directed at anyone who is in charge of maintaing TI on Knossos...
... but if you are trying to homebrew it, the change need to be made in the mission file. A simple search and replace on the entire line using a text editor should do.
However I advise against it unless you 100 percent know what you are doing when editing mission files by hand.
As the person with certainly quite enough to do closer to their abode (https://www.hard-light.net/forums/index.php?topic=97599.msg1909886#msg1909886) has pointed out - "1" is by default bound to the "(Multiplayer) Message All" function - the key you have bound to that should do the trick.
-
Orpheus being a passive aggressive weirdo for no reason literally every time I post, check
Don't miss you HLP!
-
The low-key sniping at someone else's work is completely unnecessary, even more so when the purpose of the conversation is to provide tech support. Do not repeat it.
-
Thanks. Where do I have to change it? Must I change the line in the way you wrote?
My comment was directed at anyone who is in charge of maintaing TI on Knossos...
... but if you are trying to homebrew it, the change need to be made in the mission file. A simple search and replace on the entire line using a text editor should do.
However I advise against it unless you 100 percent know what you are doing when editing mission files by hand.
As the person with certainly quite enough to do closer to their abode (https://www.hard-light.net/forums/index.php?topic=97599.msg1909886#msg1909886) has pointed out - "1" is by default bound to the "(Multiplayer) Message All" function - the key you have bound to that should do the trick.
I changed the commandline like you proposed and it worked! I could release the explosive drone near the ships engines. But the drone didn´t move to its target...no explosion.
-
Just saw the last video of that campaign, wanted to say kudos for the awesome work. I’m definitely hoping this campaign will continue releasing acts in the future (hoping black wolf sees this).
-
I have pushed out a patch which fixes various bugs and provides compatibility with 22.2 and Media VPS 4.6.7. Note that if you play at 4K, the text will be too small. I will fix this issue in a later patch.