Author Topic: RELEASE - The Procyon Insurgency  (Read 224950 times)

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Offline Machaka

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Re: RELEASE - The Procyon Insurgency
Machaka, you picked a good (if really difficult) one to start with.

Play Blue Planet, Derelict, Transcend, Windmills, and then branch out from there.

hmm alright... I do miss voiceacting

 

Offline General Battuta

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Re: RELEASE - The Procyon Insurgency
Derelict is voice acted. You'll learn to do without, though.

 

Offline Droid803

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Re: RELEASE - The Procyon Insurgency
Sounds strange coming from the person organizing VA for BP :P
I -think- that should almost be done (though I really don't have any clue), so I guess you COULD wait on that one.
(´・ω・`)
=============================================================

 

Offline eliex

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Re: RELEASE - The Procyon Insurgency
From the BP interview I think that the BP-VA package would just not include voice acting, but a full re-doing of missions where players have found it lacking, or bugs discovered.

And use Microsoft Anna/Mike for voice-acting Transcend if you really want a laugh.  :nod:

 

Offline colecampbell666

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Re: RELEASE - The Procyon Insurgency
HOLY **** I AM SEX. 75% OF BONUSES ON INSANE. MOTHER****ER.
Gettin' back to dodgin' lasers.

 

Offline General Battuta

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Re: RELEASE - The Procyon Insurgency
That's nuts, Cole.

 

Offline colecampbell666

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Re: RELEASE - The Procyon Insurgency
Well almost, I had to tone the first stealth mission (with the transport) to easy.
Gettin' back to dodgin' lasers.

 

Offline eliex

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Re: RELEASE - The Procyon Insurgency
I wouldn't mind a list of bonuses that could have been achieved after finishing the campaign.
Had to open up each mission via FRED to sate my curiosity after only getting 65% on Hard.

 

Offline Mongoose

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Re: RELEASE - The Procyon Insurgency
I wouldn't mind a list of bonuses that could have been achieved after finishing the campaign.
Had to open up each mission via FRED to sate my curiosity after only getting 65% on Hard.
Such a list has existed for a long time now. :p

 

Offline eliex

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Re: RELEASE - The Procyon Insurgency
Thankyou.
Still, it was interesting to see CP5670's usage of SEXP's and variables to achieve the bonus factor of the campaign.

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
HOLY **** I AM SEX. 75% OF BONUSES ON INSANE. MOTHER****ER.

Wow, nice job. I could get 100% on hard during testing, but I have never actually tried it seriously on insane.

I'm finally getting around to working on that last update for PI now, but I want to replay the campaign before I release it and make sure everything works. There are no major changes, but it will fix some compatibility issues with the current media VPs.

 

Offline colecampbell666

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Re: RELEASE - The Procyon Insurgency
Thanks. I think the mission with the two transports and corvettes is bugged (with the ancient artifacts) as the fighter wings are super easy to take out and don't seem to appear on cue.
Gettin' back to dodgin' lasers.

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
That was intentional. I don't remember the problem that well now, but after the transports moved a certain distance away, the enemy fighters were somehow getting left behind and just sitting there despite their "attack all" order, which was breaking the mission in other ways. I fixed this by telling them to attack a specific target at some point, but that also makes them ignore all other targets (as that command always does). This should only affect the last wave of the initial enemy wings though, not the later wings.

What do you mean by "appear on cue?"

 

Offline colecampbell666

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Re: RELEASE - The Procyon Insurgency
They just seem to come in at random times, the wing delay shifts and their arrival doesn't seem to be predeterminded by anything. It just seems like the amount of fighters/arrival times could be tweaked.
Gettin' back to dodgin' lasers.

 

Offline Jeff Vader

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Re: RELEASE - The Procyon Insurgency
Derelict-related discussion split and merged with the Derelict release thread.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
They just seem to come in at random times, the wing delay shifts and their arrival doesn't seem to be predeterminded by anything. It just seems like the amount of fighters/arrival times could be tweaked.

I played this mission last night and didn't notice anything out of the ordinary. Although a few other missions do seem to have the AI behaving a little differently from I remember.

I actually saw a separate issue with the large planet looking like crap. The 2048x2048 planets are missing from the new MV_Advanced.vp, but I don't think it was even using the 1024x1024 ones in MV_Effects.vp. It seems that the game is not giving priority to the dds files over the original pcx ones, or it's possibly using the wrong mipmap level. I may just include the full size planet in the PI files.

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
Version 1.04 of PI has been released and is available on the campaign site. This is mainly a media VP compatibility update, although some minor bugs that were found over time have also been fixed. This is the last thing that needed to be done with this campaign, so there probably won't be any more updates in the future.

I played through the campaign again with 3.6.10 RC3 and noticed some new issues. There is the briefing glitch described here, but a bigger problem is that the final cutscene is broken. I think Mongoose ran into this several pages ago, although I didn't realize at the time that it was a new problem.

Spoiler:
The Ancient ship comes out of the Knossos too fast and crashes into Sekham. The Knossos explodes in a different way than it used to in the old build, which I think has something to do with it. The problem seems to be physics related and probably won't be easy to fix, short of resetting many timing parameters in the cutscene and testing the whole thing again.

I would still recommend that people use the 3.6.9 RC7.9X build for this campaign. It is quite old now, but everything works in it except for the bonus score reporting and it's compatible with the new media VPs. If anyone knows of a build in which the score shows up correctly and the cutscene has no problems (either the above or with fade effects), let me know.
« Last Edit: July 13, 2009, 03:18:32 am by CP5670 »

 

Offline Androgeos Exeunt

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Re: RELEASE - The Procyon Insurgency
The previous version worked fine on 3.6.10 RC1 for me.
My blog

Quote: Saturday, 11 July 2020, 1354hrs UTC, #freespace
streeeeeeeeeeeee
you know you ****ed up your voice acting if the vasudans sound more coherent than the terrans

 
Re: RELEASE - The Procyon Insurgency
The Ace is Drawn has got to be the hardest mission I've seen yet. After seeing something like Gemini 60, it occurred to me that there isn't a limit to the bombers, which all spawn within 2 clicks of the capital ship.  :p

The trick is apparently to kill off the enemy capitals ASAP, but I've yet to figure out the use of cyclops missiles. I've always used trebuchets because they can't be shot down, as cycs always are. Even if they do land, though, they do maybe 2-3 damage to a capital. This just isn't remotely significant.

I've tried using the rail gun to cover my wingmates as they deal damage, and I've tried bombing as they cover me, and no matter what there just isn't enough power. What would help the most is if turrets were visible within 2 kilometers, so I could maxim them and use cyclops more effectively. It's annoying that they don't actually appear until like 500 meters, though their range is 3x more.

 
Re: RELEASE - The Procyon Insurgency
Well, I figured it out, and won with 20 health left on the Minotaur.  :pimp: The ideal loadout is 26 trebuchets and 5 cyclops. You clean off a side of a capital ship with the trebuchets, and then you can unload the cyclops. I used a maxim cannon to kill the cannons early on, but I can see the appeal of vulcans. They would kill the cannons slower but would be nicer for later dogfighting.

In lulls between capital encounters, trebuchets are great for picking off the distance bombers. The ones that spawn within 2 clicks of the Minotaur aren't worth going after. They'll just respawn anyway. Kill the ones that spawn far away.

It's a good concept of a mission but the execution is off. Unlimited enemy fighters hurts fans of dogfighting too much (yes, I like it even with bombers, it's different), and it's rather gamey to kill enemy bombers based on spawn information, not the common sense of killing bombers closer to and more threatening to a capital ship.