Author Topic: RELEASE - The Apocalypse: Vega  (Read 21729 times)

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Offline Dilmah G

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Re: RELEASE - The Apocalypse: Vega
It's like fiction writing, everyone has a different style basically. (But they can be loosely grouped :P)

 

Offline Rodo

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Re: RELEASE - The Apocalypse: Vega
It seems to work the same way to most of fredders, you always work with a basic idea at the beggining and then the idea mutates.
I get most of my ideas when looking at the sexp's options... I just happen to switch between the different categories and then I see a weird new sexp I've not used so far and I think about how to include it in the mision :P
el hombre vicio...

 

Offline Colonol Dekker

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Re: RELEASE - The Apocalypse: Vega
A good mission i think comprises of 40% planning 30% implementation and 30% inspiration
(In Fred eureka moments)
« Last Edit: August 15, 2009, 06:24:30 am by Colonol Dekker »

 
Re: RELEASE - The Apocalypse: Vega
i think it's a nice campaign.

i like the way how the player is introduced in the missions. Without briefing etc..

This story has potencial... espacially with this cliffhanger. But why the Vega forces have to use old fighters? GTVA Ships fleeing from Capella for weeks to Epsilon Pegasi AND Vega and then there are only two destroyers and no fighters? strange...


By the way.. it seems that this campaign was released in this forum in German aswell.
Shivan here, Shivan there, Shivan everywhere.

My english isn't very well, so sorry for a few mistakes.

FreeSpace Let's Plays on my Channel:
| The Great War | Silent Threat | Operation Templar | Silent Threat: Reborn | Shivans - Phantoms | Shivans - Echo Gate | Shrouding the Light: Origins | Shrouding the Light | Cardinal Spear | Cardinal Spear: Vega | Awakenings | The Destiny of Peace | Between the Ashes: Mefistofele

 

Offline Snail

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Re: RELEASE - The Apocalypse: Vega
By the way.. it seems that this campaign was released in this forum in German aswell.
I suppose shiv decided he was so good at German he decided to translate it into that language as well.

 
Re: RELEASE - The Apocalypse: Vega
So I just finished going through the campaign like 203472 times because I was editing the grammar and stuff so I figured I'd post my thoughts. Overall it was very very good. I liked the lack of briefings, especially b/w missions where you are sposed to be going straight from battle to battle its a lot more realistic. And the use of cutscenes and things for story telling is a nice departure from the rest of fs. Reminds me of Half life. New music and new couple of sfx were cool. Music was especially fitting. Since you are using messages to convey so much story, they're going to be longish. Make the especially long ones display longer (is that possible?) or split them up sentence by sentence. Otherwise you're struggling to read things instead of playin the game.

Spoiler:
As NGTMR1 said the loadouts and ship selection, at least before acquiring supplies from the outpost are pretty crazy. After you get the old stuff from the outpost and you've set up the situation that you are going to be using old tech you can do as you please, but in the beginning when you should be fresh off the front lines you should have much more up to date weaponry and ships.
Missions with the outpost is pretty damn long. 17 or 18 minutes if i remember correctly. Between the last two missions, if you switch b/w an athena and valkyrie it suggests that you've been back to base. If that was the case there should be a briefing i think. While the lack of briefings is nice, i think they should be mixed with briefings. It will allow you to beef up the story content, which was a little confusing/had some holes. Both the destroyers did not put up any fight at all. Made the last cap ship battles pretty boring. Fun to watch, but they shoulda fought back. The whole outpost going critical and everyone being fried with the heartbeat and then all that was mad cool.

Overall a good campaign. New way of telling the story, plus some new "events" or w/e you wanna call em makes this pretty special.
An open mind is like a fortress with its gates unbarred and unguarded.

 

Offline kkmic

  • 26
Re: RELEASE - The Apocalypse: Vega
I get this:
Code: [Select]
FreeSpace version: 3.6.11
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -mod TAVega-EN,mediavps
  -debug_window
  -window  

 ...

Weapon type "Harpoon#Weak" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
fs2_open_3_6_11d-20090814_r5518.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlCreateUserProcess + 140 bytes
ntdll.dll! RtlCreateProcessParameters + 78 bytes

I tried with different builds (last one being 5518), removed all odd VPs (lightspeed's nebulae and the radaricons VP), but I get the same error.

Any suggestions?

LE: Other mods work just fine, including the retail campaign
« Last Edit: August 14, 2009, 06:21:16 pm by kkmic »
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhäuser Gate. All those... moments will be lost in time... like... tears... in rain. (pause) Time... to die.

wxLauncher 0.9.4 Beta | wxLauncher 2.0 Request for Comments

 

Offline General Battuta

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Re: RELEASE - The Apocalypse: Vega
Do you have 'enable 3D ship selection' enabled in the launcher? Looks like you don't have most of your command line options turned on...

 

Offline The E

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Re: RELEASE - The Apocalypse: Vega
*snip*

Please please please with sugar on top, DO NOT ABBREVIATE DEBUG LOGS. It makes it really, really hard for us troubleshooting types to identify the problem correctly. Even if you are absolutely, positively sure that the problem is not in there.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline kkmic

  • 26
Re: RELEASE - The Apocalypse: Vega
Do you have 'enable 3D ship selection' enabled in the launcher? Looks like you don't have most of your command line options turned on...

That was a log with most (all) options turned off. I usually keep the -ship_choice_3d  flag on. It crashes anyway.

@The E: here is another log (complete this time) with the usual options (for me) activated. Hope it helps.
(Yeah , I was "absolutely, positively sure that the problem is not in there."  :D )

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.11
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -mipmap
  -missile_lighting
  -glow
  -spec
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod TAVega-EN,mediavps
  -no_glsl
  -debug_window
  -window
Building file index...
Found root pack 'D:\fs2\TAVega-EN\TAVega-EN.vp' with a checksum of 0x5ce5d3e3
Found root pack 'D:\fs2\mediavps\ls_neb.vp' with a checksum of 0xae92af0e
Found root pack 'D:\fs2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\fs2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\fs2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\fs2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\fs2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\fs2\mediavps\MV_radaricons.vp' with a checksum of 0x3a77dd9b
Found root pack 'D:\fs2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\fs2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\fs2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\fs2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\fs2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\fs2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\fs2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\fs2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\fs2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\fs2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\fs2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\fs2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\fs2\TAVega-EN\' ... 1 files
Searching root pack 'D:\fs2\TAVega-EN\TAVega-EN.vp' ... 48 files
Searching root 'D:\fs2\mediavps\' ... 9 files
Searching root pack 'D:\fs2\mediavps\ls_neb.vp' ... 225 files
Searching root pack 'D:\fs2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\fs2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\fs2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\fs2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\fs2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'D:\fs2\mediavps\MV_radaricons.vp' ... 24 files
Searching root 'D:\fs2\' ... 80 files
Searching root pack 'D:\fs2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\fs2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\fs2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\fs2\root_fs2.vp' ... 157 files
Searching root pack 'D:\fs2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\fs2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\fs2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\fs2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\fs2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\fs2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\fs2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\fs2\warble_fs2.vp' ... 52 files
Found 23 roots and 13711 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1650 Series
  OpenGL Version    : 2.1.8304 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
Oh noes!!  File is empty! (velindc-sct.tbm)!
TABLES: Unable to parse 'velindc-sct.tbm'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'vega_apo-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'mv_nebula-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 471
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.251 (0.251)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'deathsquad.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.263 (0.263)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'sp-01.fs2'
Hmmm... Extension passed to mission_load...
WARNING: "Weapon type "Harpoon#Weak" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping" at parselo.cpp:2367
Freeing all existing models...
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhäuser Gate. All those... moments will be lost in time... like... tears... in rain. (pause) Time... to die.

wxLauncher 0.9.4 Beta | wxLauncher 2.0 Request for Comments

 

Offline The E

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  • 213
  • Nothing personal, just tech support.
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Re: RELEASE - The Apocalypse: Vega
Code: [Select]
Searching root pack 'D:\fs2\mediavps\ls_neb.vp' ... 225 files
The lightspeed neb pack is included in the mediavps. If you want to keep it around, move it to a separate mod folder.

Code: [Select]
MISSION LOAD: 'sp-01.fs2'
The problem is somewhere in this mission file.
Specifically, the "Harpoon#Weak" is mentioned in the loadout, but since it isn't allowed for the player, FS2 screams and dies. To fix this, you need to either bug the creator, or fix the mission file yourself.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline kkmic

  • 26
Re: RELEASE - The Apocalypse: Vega
The lightspeed neb pack is included in the mediavps. If you want to keep it around, move it to a separate mod folder.
Thanks for the info.

Code: [Select]
MISSION LOAD: 'sp-01.fs2'
The problem is somewhere in this mission file.
Specifically, the "Harpoon#Weak" is mentioned in the loadout, but since it isn't allowed for the player, FS2 screams and dies. To fix this, you need to either bug the creator, or fix the mission file yourself.
Could it be some conflict between TAV and some other item on my FS2 installation? I'm asking this because there are other people here that claim they've played the mod. I mean, if this was to be a general problem, someone would have said something somewhere in the release thread.
Though I keep everything in it's own mod folder just for this... (as you can see from the list o VPs loaded)

Here's a list with al the VPs in the fs2 root
FS2OGGcutscenepack.vp 
multi-voice-pack.vp 
multi-mission-pack.vp 
smarty_fs2.vp 
sparky_hi_fs2.vp 
tango1_fs2.vp 
tango3_fs2.vp
root_fs2.vp         
sparky_fs2.vp 
stu_fs2.vp       
tango2_fs2.vp 
warble_fs2.vp


The multi-voice-pack.vp and multi-mission-pack.vp were added after I discovered the issue.

I'll give it a try replacing "Harpoon#Weak" with a basic "Harpoon" and see how it goes.
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhäuser Gate. All those... moments will be lost in time... like... tears... in rain. (pause) Time... to die.

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Offline shiv

  • Don't forget Poland!
  • 211
  • FRED me!
    • http://freespace.pl
Re: RELEASE - The Apocalypse: Vega
I think you're trying to run it using debug build.
http://www.sectorgame.com/vega
The Apocalypse Vega - Join the battle! A campaign for FreeSpace 2 Open

http://www.game-warden.com/earthdefence
Earth Defense project - Coming soon...

 

Offline kkmic

  • 26
Re: RELEASE - The Apocalypse: Vega
It crashes with both release and debug builds

LE:

Strange, there were some crashes related to some Shivan secondaries (the ones marked #Shivan and the Shivan bomb). I did a manual replace (FRED crashes too) and then I got this:
ASSERTION: "len < TOKEN_LENGTH" at sexp.cpp:2639

Full log below:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.11
Passed cmdline options:
  -spec_exp 8.2
  -spec_static 3.5
  -spec_point 8.6
  -spec_tube 1.0
  -ambient_factor 70
  -mipmap
  -missile_lighting
  -glow
  -spec
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod TAVega-EN,mediavps
  -no_glsl
  -debug_window
  -window
Building file index...
Found root pack 'D:\fs2\TAVega-EN\TAVega-EN.vp' with a checksum of 0x5ce5d3e3
Found root pack 'D:\fs2\mediavps\ls_neb.vp' with a checksum of 0xae92af0e
Found root pack 'D:\fs2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\fs2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\fs2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\fs2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\fs2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\fs2\mediavps\MV_radaricons.vp' with a checksum of 0x3a77dd9b
Found root pack 'D:\fs2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\fs2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\fs2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\fs2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\fs2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\fs2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\fs2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\fs2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\fs2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\fs2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\fs2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\fs2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\fs2\TAVega-EN\' ... 8 files
Searching root pack 'D:\fs2\TAVega-EN\TAVega-EN.vp' ... 48 files
Searching root 'D:\fs2\mediavps\' ... 9 files
Searching root pack 'D:\fs2\mediavps\ls_neb.vp' ... 225 files
Searching root pack 'D:\fs2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\fs2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\fs2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\fs2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\fs2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'D:\fs2\mediavps\MV_radaricons.vp' ... 24 files
Searching root 'D:\fs2\' ... 81 files
Searching root pack 'D:\fs2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\fs2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\fs2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\fs2\root_fs2.vp' ... 157 files
Searching root pack 'D:\fs2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\fs2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\fs2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\fs2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\fs2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\fs2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\fs2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\fs2\warble_fs2.vp' ... 52 files
Found 23 roots and 13719 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1650 Series
  OpenGL Version    : 2.1.8304 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
Oh noes!!  File is empty! (velindc-sct.tbm)!
TABLES: Unable to parse 'velindc-sct.tbm'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'vega_apo-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'mv_nebula-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 501
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'deathsquad.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'sp-01.fs2'
Hmmm... Extension passed to mission_load...
Using callsign: Cpt. Alexander Johnson
ASSERTION: "len < TOKEN_LENGTH" at sexp.cpp:2639
Freeing all existing models...
:confused: :confused:
I'm all out of ideas....
« Last Edit: August 15, 2009, 07:16:10 am by kkmic »
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhäuser Gate. All those... moments will be lost in time... like... tears... in rain. (pause) Time... to die.

wxLauncher 0.9.4 Beta | wxLauncher 2.0 Request for Comments

 

Offline Felix 039

  • 27
  • The One True Noob
Re: RELEASE - The Apocalypse: Vega
How about moving this section of the thread to the technical discussions.
Turning pros into noobs since 1992.
---
Oh look, there's something down here!






No there isn't...

 
Re: RELEASE - The Apocalypse: Vega
Yes that was an excellent little campaign. The grammar wasn't so bad when I knew you all were Polish guys.
Poorly translated english is  better than poorly written english  :lol:

Not to say the translation was poor, just that there were a few odd word choices and the usual spelling and grammatical problems. But the point is that the missions were fun so I didn't really mind.

Spoiler:
I would've preferred another mission inserted between the resource gathering one and the later missions. I got the sense that the situation was rather desperate (ie "we have to hold our 48 hours!!"). But then the two anti-destroyer missions are not too hard and they're  both on the offensive. I would've liked one more mission where the GTVA and the base maybe is on the ropes, or in other words in a bad situation. Though I know that can be a bit challenging since those LReds are so deadly.

 
Re: RELEASE - The Apocalypse: Vega
I never plan my missions.

Is this a bad thing?

When I play one of your missions I'll let you know.


But even for me, when I do a mission the planning tends to be in the most general sense of the word. One thing I might do is write down teh dialogue before I plug it into fred. I find writing's a lot easier with a book in front of you rather than a keyboard.

 
Re: RELEASE - The Apocalypse: Vega
Hi,
it crashes too. I'm using the nighly build recommended in the readme.txt

Error log:

Weapon type "Harpoon#Weak" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
fs2_open_3_6_11d-20090710_r5423.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlCreateUserProcess + 140 bytes

 

Offline shiv

  • Don't forget Poland!
  • 211
  • FRED me!
    • http://freespace.pl
Re: RELEASE - The Apocalypse: Vega
I'm going to release soon a fixed version with better grammar and solved harpoon#weak bug. Standby!
http://www.sectorgame.com/vega
The Apocalypse Vega - Join the battle! A campaign for FreeSpace 2 Open

http://www.game-warden.com/earthdefence
Earth Defense project - Coming soon...

 

Offline MC_Kejml

  • Drinks Kool-aid
  • 26
Re: RELEASE - The Apocalypse: Vega
Ooo. Dling!