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Archived Boards => The Archive => Adversary => Topic started by: Vidmaster on December 06, 2020, 10:15:34 am

Title: Adversary 1.0 + checkpoints beta
Post by: Vidmaster on December 06, 2020, 10:15:34 am
 :nervous:

Seriously, this looks great. Did I miss something entirely? Granted, I am not visiting these forums that often anymore but for me, this comes out of nowhere.
Title: Re: Where did this come from?
Post by: Strygon on December 06, 2020, 01:49:26 pm
Everyone's as surprised as you are. The first post about it was the hosting request, and I think just before that the only sign this existed was the sudden appearance of a "Total Conversion Adversary released" notification on the HLP Discord.
Title: Re: Where did this come from?
Post by: perihelion on December 06, 2020, 05:03:14 pm
I've played up to the 2nd mission so far, and I have to say this has been very well done!  I'm definitely enjoying it.

Where did you guys come from?  Is this completely separate from Diaspora?
Title: Re: Where did this come from?
Post by: adversarygame on December 06, 2020, 08:24:31 pm
:nervous:

Seriously, this looks great. Did I miss something entirely? Granted, I am not visiting these forums that often anymore but for me, this comes out of nowhere.

Thanks. There was no news posted during development before release.

I've played up to the 2nd mission so far, and I have to say this has been very well done!  I'm definitely enjoying it.

Where did you guys come from?  Is this completely separate from Diaspora?

Adversary is a separate game, not a Diaspora sequel.
Title: Re: Where did this come from?
Post by: starbug on December 07, 2020, 03:10:15 pm
I am seriously loving this. The production quality is amazing, the voice work is professional.  I would be more than happy to pay for this and it does look like a paid tripple A game. i had no idea another BSG mod was in the works. Top notch work
Title: Re: Where did this come from?
Post by: General Battuta on December 08, 2020, 07:25:14 pm
Insanely high production quality, so high that the use of the STOP font on the mainhall - which I normally love as a nostalgic nod to FS2! - actually jumps out. I know I'm nitpicking but that's what this level of production quality leaves you with!
Title: Re: Where did this come from?
Post by: General Battuta on December 08, 2020, 08:10:42 pm
The Vertigo zoom on the jump is pure class. I don't remember if Diaspora had that too but whatever, it's a great touch.
Title: Re: Where did this come from?
Post by: General Battuta on December 08, 2020, 08:12:17 pm
This game needs a better anti-aliasing solution so bad. :( The assets and art are gorgeous but the z-fighting and flickering kills the next-gen illusion.
Title: Re: Where did this come from?
Post by: General Battuta on December 08, 2020, 08:20:29 pm
If I were you I would've been sorely tempted to put a sacrifical freighter in that first group, just so they could eat a jump failure and we'd get to see what a Cylon nuke looked like. But maybe that'd be spoiling the treats.

I really like the bright flashbulb effect when missiles go off, it's very stark and BSG (and physically accurate aiui).
Title: Re: Where did this come from?
Post by: adversarygame on December 09, 2020, 01:44:27 am
I am seriously loving this. The production quality is amazing, the voice work is professional.  I would be more than happy to pay for this and it does look like a paid tripple A game. i had no idea another BSG mod was in the works. Top notch work

Great, glad you like it.

If I were you I would've been sorely tempted to put a sacrifical freighter in that first group, just so they could eat a jump failure and we'd get to see what a Cylon nuke looked like. But maybe that'd be spoiling the treats.

It's funny that you should say that because originally there was a sacrificial ship.
Unfortunately it didn't make it into the final cut.
Title: Re: Where did this come from?
Post by: Colonol Dekker on December 09, 2020, 03:42:48 am
Is there any footage of this anywhere?
Title: Re: Where did this come from?
Post by: General Battuta on December 09, 2020, 01:18:48 pm
The nav computer reboot on Mission 2 seems to be tied to killing raiders, not time. Unfortunately I had no boolets so I was just lefting dogfighting impotently until I died :(
Title: Re: Where did this come from?
Post by: General Battuta on December 09, 2020, 01:48:22 pm
Combat in this is so satisfying!

However the attritive hull damage gets frustrating given how many raiders you have to take on alone. And the lack of a checkpoint after the long tedious mine destruction in Mission 3 is harsh!
Title: Re: Where did this come from?
Post by: General Battuta on December 09, 2020, 10:16:48 pm
I want to continue to love this but dying to a bunch of unavoidable chip damage at the end of a reaaaaally looooong mission with a bunch of unskippable scripted sequences sucks. Checkpoints! It would be really easy to have a checkpoint after every FTL jump.

Only ended up doing Mission 3 by cheating to destroy all the mines (because it was so tedious killing them all manually every time I died and restarted). Now thinking about the same on Mission 4, takes so long just to get to the actual fight.
Title: Re: Where did this come from?
Post by: adversarygame on December 09, 2020, 11:09:15 pm

Only ended up doing Mission 3 by cheating to destroy all the mines (because it was so tedious killing them all manually every time I died and restarted).

Recommended difficulty level is "Normal".
Destroying the minefield may seem somewhat repetitive if you die frequently, but you do have the option of time compression to speed things up.

Checkpoints! It would be really easy to have a checkpoint after every FTL jump.

If I added checkpoints it would certainly make things easier for you, but it would also remove any sense of accomplishment you may have after completing a mission at it's intended difficulty level.
Title: Re: Where did this come from?
Post by: General Battuta on December 10, 2020, 04:34:36 pm
I think we have a philosophical disagreement there. I don't get any added sense of achievement by sitting through a few scripted sequences, pressing alt-N a couple times, and then pressing 1 (no matter how great the presentation was the first time). I already know I can do those things, so there's no achievement in doing them again.

I get a sense of achievement from actually overcoming the hard part (the combat), and when I fail at it I want to get right back to it. Knowing that I need to sit through a bunch of easy but time-consuming mission to get back to the hard part discourages me from trying.

In a sense, once you've done it once, all the mission 4 content before the Guardian battle is just a load screen. I think you can agree nobody enjoys a five minute load screen.
Title: Re: Where did this come from?
Post by: Dilmah G on December 11, 2020, 02:47:15 am
I am seriously loving this. The production quality is amazing, the voice work is professional.  I would be more than happy to pay for this and it does look like a paid tripple A game. i had no idea another BSG mod was in the works. Top notch work
This.

I agree with Battuta in that checkpoints would make things a bit nicer, but for a TC this beautiful? I'm willing to slog it out a bit. Well done.
Title: Re: Where did this come from?
Post by: Phantom Hoover on December 11, 2020, 10:56:36 am
If the player is having to use time compression -- as I frequently did in Adversary when replaying a mission -- you need to add checkpoints. It's as simple as that. Doing otherwise is just bad design. If you aren't aware, checkpoints that save the player's health have been a solved problem for around a decade.
Title: Adversary 1.0 + checkpoints beta
Post by: General Battuta on January 14, 2021, 09:48:48 pm
While we wait to hear back from the mod creator (please reach out!) I've ****ed together some checkpoints in Mission 3 and Mission 4. I've also restored the missions to their original state with the full "intended" presentation. This is an ALPHA of a MOD OF A MOD, not an official release of any kind.

Extract the attached data folder into your Adversary 1.0.9 directory. You should end up with something like FreeSpaceOpen/Adversary/Adversary-1.0.9/data with a bunch of subfolders. REMEMBER THAT YOU PUT THIS THERE because it could cause problems in the future if you don't clean it up.

This will NOT restore the voice acting associated with the lines cut in 1.0.9. That can be done later. The lines themselves will still play.

Let me know if any of you can beat this even WITH checkpoints, it's ball bustingly hard.

If the creator reads this and wants it taken down please let me know! I have uploaded this as a forums attachment only to guarantee that it will not be durable.

[attachment deleted by admin]
Title: Re: Adversary 1.0 + checkpoints beta
Post by: adversarygame on January 31, 2021, 10:26:42 am
Hi,
If you would like to send your mod attachment to me via PM we can discuss it further.
Title: Re: Adversary 1.0 + checkpoints beta
Post by: General Battuta on January 31, 2021, 01:42:50 pm
Okay!!!!!! I'm really glad you posted, I've had so much fun both playing and working with your missions. I was afraid you'd disappeared.
Title: Re: Adversary 1.0 + checkpoints beta
Post by: Novachen on March 12, 2021, 04:29:09 pm
Are there actually any news about a new version with restored content?

This whole mod still feels very shady and unreliable...
Title: Re: Adversary 1.0 + checkpoints beta
Post by: General Battuta on March 12, 2021, 04:30:54 pm
Are there actually any news about a new version with restored content?

This whole mod still feels very shady and unreliable...

There's nothing shady and unreliable about it. The developer is just picky about presentation.
Title: Re: Adversary 1.0 + checkpoints beta
Post by: perihelion on March 12, 2021, 06:19:52 pm
Seconded. This is an excellent mod of very high quality! There’s nothing shady about it. The implementation of checkpoints would further highlight all that is good about it.

As for unreliable, I really don’t get that. It never crashed on me once.
Title: Re: Adversary 1.0 + checkpoints beta
Post by: Novachen on March 13, 2021, 04:25:13 am
As for unreliable, I really don’t get that. It never crashed on me once.

I mean the developers actually...
And i think the problem here is not the presentation. It is the communication which make this way too shady for me.
Title: Re: Adversary 1.0 + checkpoints beta
Post by: General Battuta on March 13, 2021, 07:28:12 am
Some people are shy.
Title: Re: Adversary 1.0 + checkpoints beta
Post by: Colonol Dekker on March 13, 2021, 04:07:22 pm
Exactly also some people even amidst this covid madness are still incredibly busy with work.
Title: Re: Adversary 1.0 + checkpoints beta
Post by: adversarygame on March 14, 2021, 09:56:36 am
Are there actually any news about a new version with restored content?


Yes.
The release thread for the final update has been visible at the top of this board since December 2020.
Version 1.0.9 contains all of the content and missions created for the game.
Title: Re: Adversary 1.0 + checkpoints beta
Post by: Colonol Dekker on March 14, 2021, 01:14:57 pm
Love your work dude.  Anything else / other genre stuff you've produced?