Author Topic: UW Act II Demo Release  (Read 27893 times)

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Re: TVWP Act II Demo Release
How come on the first mission in the unification ch1 i can't proceed furthur after the mission? I can get 2 kills and the primary objective is fulfilled but i still get a mission failed???

Help anyone?!?!?
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Offline Goober5000

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Re: TVWP Act II Demo Release
It's probably a bug.  Which mission is this (filename or title)?

 
Re: TVWP Act II Demo Release
It's probably a bug.  Which mission is this (filename or title)?
its training2 in the unification act1.
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Offline Goober5000

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Re: TVWP Act II Demo Release
In your first post you said it was the first mission.  You've contradicted yourself.  Which one is it?

Hint: if you provided the mission filename or mission title, as I asked, this could be fixed a lot quicker. ;)

 

Offline Macfie

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Re: TVWP Act II Demo Release
Actually I had the same problem.  TVWPch1t02.fs2 is the mission.  There is an event in the mission that invalidates the training goals but the campaign requires completion of the training goal to continue.
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Offline Goober5000

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Re: TVWP Act II Demo Release
Thanks Macfie.  I'll take a look.

 

Offline Alan Bolte

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Re: TVWP Act II Demo Release
I should probably note that it doesn't crash every time something jumps out, and now I can't remember if the crash happened on the occasion I recorded that log.
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Offline Goober5000

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Re: TVWP Act II Demo Release
I should probably note that it doesn't crash every time something jumps out, and now I can't remember if the crash happened on the occasion I recorded that log.
Your log seemed to indicate a crash at mission start, not during the mission.  Can you replay with RC3 and see if the problem recurs?

EDIT: The training issue has been fixed, and will appear in the next release.
« Last Edit: June 26, 2010, 08:26:43 pm by Goober5000 »

 
Re: TVWP Act II Demo Release
Am i the only one having a REALLY hard time with the Act I early missions? I was running it on hard difficulty which might be ill-advised. But yea. for some reason each enemy pilot is like a master marksman, even if I hit burners and completely spaz out my ship sometimes they'll keep a perfectly accurate stream of fire on me while I'm doing that -_-

There's gotta be something i'm doing wrong here...

 

Offline Androgeos Exeunt

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Re: TVWP Act II Demo Release
Yeah. Turn down difficulty. :p
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Re: TVWP Act II Demo Release
But what's going on with that. Hard difficulty fighters in normal campaigns don't shoot like THAT. Is it something with the AI being really proficient with machine gun weapons?

 

Offline Dragon

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Re: TVWP Act II Demo Release
TVWP machine guns have high muzzle velocity, so AI can easly hit with them.

 

Offline Alan Bolte

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Re: TVWP Act II Demo Release
I should probably note that it doesn't crash every time something jumps out, and now I can't remember if the crash happened on the occasion I recorded that log.
Your log seemed to indicate a crash at mission start, not during the mission.  Can you replay with RC3 and see if the problem recurs?
Problem recurs with RC3. Didn't crash when the carrier warped out the first time on this occasion, but it did happen when the carrier warped out the second time.

Attempting to fly with the debug build results in an assert every time I try to start the first training mission (old pilots aren't being read, are they incompatible?)

Code: [Select]
Assert: idx < (int)GL_vertex_buffers.size()
File: gropengltnl.cpp
Line: 275

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12_RC3d_INF_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

I should probably try this with a clean install.

Addendum: I tried using the debug build again, now that I've worked my way to the mission in question. No crash this time. The log below is of the successful mission, on the off chance that's useful.

[attachment deleted by admin]
« Last Edit: June 28, 2010, 07:57:35 pm by Alan Bolte »
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Offline Goober5000

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Re: TVWP Act II Demo Release
Eugh.  I wouldn't know how to start figuring that out.  Can you Mantis it?

 

Offline Narwhal

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Re: TVWP Act II Demo Release
I just finished TVWP Part 2 (in Hard), and finished TVWP Part 1 again by the same occasion.

- It's great !
- I like the wingmen. Bock demoted for being a hothead, and, I suppose, Juan being demoted for surrendering, means I am going to be the next wingleader, right ?
- The Faustus was not appearing in my campaign. I believe it is a bug on my side. Does not block the game, except that the escort mission is extremely easy.
- The only mission I could not succeed in Hard is the one against the Venusian Sciencists (the ambush). The 3 extra wings they get in Hard, arriving at the same time as the other wings but from another direction, was too much to cope with.
- Part 2, except for the above mentionned mission, is way easier than Part 1, probably thanks to the targetting control.
- The explanation for why you must disable and not destroy your targets in the evac to Delta Serpentis Mission makes no sense. When they first told about the strategy without explaining (in the briefing) I thought "Oh yeah, it is because the UNE is divided between several states and its ships "officialy" belongs to one state in particular, thus stranding one disabled in space would divide the UNE between those who want to recover their ships and those wants to press on, thus making them lose precious time". I still think it would be a better explanation.
- FREDing in part 1 and 2 is almost flawless. Story is well... less flawless. I guess it goes too quickly, especially Part 1, so we do not feel involved. I know the team cannot make dizains of missions, and that part 1 won't be reworked anyway.
« Last Edit: June 29, 2010, 10:02:14 am by Narwhal »

 

Offline Goober5000

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Re: TVWP Act II Demo Release
I just finished TVWP Part 2 (in Hard), and finished TVWP Part 1 again by the same occasion.

- It's great !
Thanks!
- I like the wingmen. Bock demoted for being a hothead, and, I suppose, Juan being demoted for surrendering, means I am going to be the next wingleader, right ?
- The Faustus was not appearing in my campaign. I believe it is a bug on my side. Does not block the game, except that the escort mission is extremely easy.
Oh?  What appears instead?  Make sure you don't have any conflicting mods or tables.
- The only mission I could not succeed in Hard is the one against the Venusian Sciencists (the ambush). The 3 extra wings they get in Hard, arriving at the same time as the other wings but from another direction, was too much to cope with.
- Part 2, except for the above mentionned mission, is way easier than Part 1, probably thanks to the targetting control.
- The explanation for why you must disable and not destroy your targets in the evac to Delta Serpentis Mission makes no sense. When they first told about the strategy without explaining (in the briefing) I thought "Oh yeah, it is because the UNE is divided between several states and its ships "officialy" belongs to one state in particular, thus stranding one disabled in space would divide the UNE between those who want to recover their ships and those wants to press on, thus making them lose precious time". I still think it would be a better explanation.
- FREDing in part 1 and 2 is almost flawless. Story is well... less flawless. I guess it goes too quickly, especially Part 1, so we do not feel involved. I know the team cannot make dizains of missions, and that part 1 won't be reworked anyway.
This is quite surprising to me.  While the FREDding is competent, I can think of a few ways that it could be improved -- most notably in the difficulty balance.  On the other hand, the team spent a long time on the story document, so I thought the story would be pretty robust.

 

Offline Narwhal

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Re: TVWP Act II Demo Release
Sorry about the previous post and the use of that font, I thought the -s HTML was for spoiler. Anyway, I edited.


Instead of the Faustus, I have... nothing, but nothing with the lights from the reactors. I have no idea why, and did not investigate any further as I was obviously the only one with the problem and as my version of Open FreeSpace might be a tad old.

I never include "difficulty" in my FREDing assesment of other people work. I consider it normal that some levels are toughter than other, and since I play in Hard by default, I tend to die rather regularly. I actually dislike campaigns in which each level is harder than the previous one.
Most of the difficulty in TVWP comes from the "no-targeting" levels, because in those levels, if someone is shooting at you, he will most likely kill you before you know which direction you should face. So I used to tail my wingmates by 0.5 to 1 klicks when we were attacking anything.

The story is pretty robust and I read with pleasure all the faction infos in the tech room. The problems with TVWP Part 1 scenario are the following :

- We know WHO we are fighting, but we don't know WHY we are fighting. For instance, we never really know why the Martians attack us, and attack us in that particular place we start in, except the "they are jealous" and "they are evil commies" arguments. It is a bit of a let down given the extensive focus given to the background (tech room, faction logos, ...). Also, we don't know whether we are at war or whether it is only skirmishes with the Martians, and if it is only skirmishes (which I believe) we expect a bit more information in briefing / debriefing on the motives and consequences. In part one and in my brain, Martians = Pirates with a base on Mars.

- Due to this, the campaign feels like a serie of independant battles, first against the Martians, then against ML, then against KC. There is no clear links between the battles, except maybe for the last one of Part 1. Why ? Because, yet again, we are "without a cause". We don't see the Grand Scheme of Things. I understand it might be a way to show how confusing the situation was back then, but still. I understood the Lebanese Civil War better.

- Finally we have no sense of scale in the war. For instance, we don't know whether each battle is big or not. Is taking out a cruiser a large blow to the enemy or a minor drawback ? Is what I captured around the Gas Giant large for ML or minor for them ? And for us ? One idea would be add in the tech room some "estimated forces" for each side, so we have an idea of what we are up against. In Part 2, the briefing are clearer on the fact that 5  Damocles, 2 Atropos and 2 Constellation is a pretty sizeable chunk of the UNE Fleet.

- I forget - "we stroke a deal with ML and they are going to bring us a lot". Make it an alliance, or a scientist exchange program, or something that sounds like it is not the EU Commission that succeded in agreeing on the content of White Book #21 on Service Industries.

So yah, generally speaking, we are a bit left in a cloud in Part 1, but in part 2 it gets better and we have a good idea of the stakes
« Last Edit: June 29, 2010, 10:34:55 am by Narwhal »

 
Re: TVWP Act II Demo Release

I never include "difficulty" in my FREDing assesment of other people work. I consider it normal that some levels are toughter than other, and since I play in Hard by default, I tend to die rather regularly. I actually dislike campaigns in which each level is harder than the previous one.
Most of the difficulty in TVWP comes from the "no-targeting" levels, because in those levels, if someone is shooting at you, he will most likely kill you before you know which direction you should face. So I used to tail my wingmates by 0.5 to 1 klicks when we were attacking anything.
Look at the red dots on the sensors. The no-targeting actually adds some fun when you get used to reading the sensors.

Quote
The story is pretty robust and I read with pleasure all the faction infos in the tech room. The problems with TVWP Part 1 scenario are the following :

- We know WHO we are fighting, but we don't know WHY we are fighting. For instance, we never really know why the Martians attack us, and attack us in that particular place we start in, except the "they are jealous" and "they are evil commies" arguments. It is a bit of a let down given the extensive focus given to the background (tech room, faction logos, ...). Also, we don't know whether we are at war or whether it is only skirmishes with the Martians, and if it is only skirmishes (which I believe) we expect a bit more information in briefing / debriefing on the motives and consequences. In part one and in my brain, Martians = Pirates with a base on Mars.
Well, the way I see it, it's the Lunar doods who are the pirates. I actually wish I'll be able to change sides (too bad there wasn't an option to defect during the gas miner robbery).

Other than that, ideology mixed with poverty and the feeling of being mistreated by the other factions is a very valid reason to fight a war. The fact that there were few colonists on resource rich Mars is also a good explanation to the fact they went heavily socialist- they were able to afford it for some time.


Quote
- Due to this, the campaign feels like a serie of independant battles, first against the Martians, then against ML, then against KC. There is no clear links between the battles, except maybe for the last one of Part 1. Why ? Because, yet again, we are "without a cause". We don't see the Grand Scheme of Things. I understand it might be a way to show how confusing the situation was back then, but still. I understood the Lebanese Civil War better.
Like I wrote above, all I can make out is that the Moon is a power hungry bully, and the other factions want to stop it to restore peace.

Quote
- Finally we have no sense of scale in the war. For instance, we don't know whether each battle is big or not. Is taking out a cruiser a large blow to the enemy or a minor drawback ? Is what I captured around the Gas Giant large for ML or minor for them ? And for us ? One idea would be add in the tech room some "estimated forces" for each side, so we have an idea of what we are up against. In Part 2, the briefing are clearer on the fact that 5  Damocles, 2 Atropos and 2 Constellation is a pretty sizeable chunk of the UNE Fleet.
I agree here, it seems in game that the Moon is powerfull enough to fight nearly everyone, and the tech room entry had something like "the Moon is a growing power, but it's not the faction that rules the Solar system".

Quote
- I forget - "we stroke a deal with ML and they are going to bring us a lot". Make it an alliance, or a scientist exchange program, or something that sounds like it is not the EU Commission that succeded in agreeing on the content of White Book #21 on Service Industries.

So yah, generally speaking, we are a bit left in a cloud in Part 1, but in part 2 it gets better and we have a good idea of the stakes
Or make the ML cancel it once it turns out that it was the Moon who stole gas miners, science vessels, and began a civil war as the aggressor.
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Offline Goober5000

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Re: TVWP Act II Demo Release
Instead of the Faustus, I have... nothing, but nothing with the lights from the reactors. I have no idea why, and did not investigate any further as I was obviously the only one with the problem and as my version of Open FreeSpace might be a tad old.
Nothing?  As in, an invisible Faustus?  Are you running on RC3, and do you have any other mods active?


The explanation for why you must disable and not destroy your targets in the evac to Delta Serpentis Mission makes no sense.
Yeah, that task isn't in the master document; it was invented by the person who made the mission.  I don't really understand it either, but we needed missions, so I didn't complain. :)

 
Re: TVWP Act II Demo Release
The explanation for why you must disable and not destroy your targets in the evac to Delta Serpentis Mission makes no sense.
Yeah, that task isn't in the master document; it was invented by the person who made the mission.  I don't really understand it either, but we needed missions, so I didn't complain. :)
[/quote]

it's understandable. One suggestion is that there could be an expansion on how much exploration and colonies have been set up in delta serpentis i.e. colony planets, space stations, defence forces etc.. It would give the player more incentive into defending there side.

But you probably already thought of that for the next acts/chapters  :D
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