Author Topic: Revenge via SCP Launcher  (Read 10099 times)

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Offline headdie

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Re: Revenge via SCP Launcher
Give these a try, there is a mod.ini set to mvp 3.6.12 and the tables work in r builds but debugs will crash out and is an issue I am still working on.  It reports 5 errors on start up but I think there are issues with the load out selection in the missions.

[attachment deleted by ninja]
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Re: Revenge via SCP Launcher
@crizza: Did you buy it via ebay, too? The guy I got my copy from told me that it was a legitimate thing to do from his site. Do you belong to the german minority in this forum btw? :lol:

@headdie: Something went wrong with the 7z package. Please re-pack and re-upload. I tried downloading several times...
Okay, seems that winrar didn't like the file... had to download 7-zip...

EDIT: Tried the newer Revenge from this site: http://www.freespacemods.net/download.php?view.399 ... and combined it with headdies files. No change :confused: I still get 185 warnings on startup and the ships in the weapon selection are still empty. Also the Subach is still there where the Teron should be and also the Kayser is missing.

And how about the language thing? Looking at topics like the one chief1983 postet it should be not that difficult, only some copy&paste work.

Found that through here, and it looks like some HLP members might be members there too.

I would care for all this on my own if only I knew what to do... but I never modded a game and I have no idea how much work it really is. As fast as I would get into modding now some of the more experienced folks could probably write a whole new FreeSpace3 and make it work, I guess.
« Last Edit: June 08, 2011, 07:00:37 pm by Phobos D. Deimos »

 

Offline Mongoose

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Re: Revenge via SCP Launcher
I'd love to know who was putting it up for sale there.  Hopefully not the original creator, because that would be really crummy.

 

Offline Macfie

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Re: Revenge via SCP Launcher
The Ships and weapons tables need to be converted to TBM files to get rid of all the errors.  You should be able to play the mod anyway.  Pretty much everything in this mod are table hacks. 
I wonder did you try a new pilot for this mod?
Some of the errors don't make any sense.  The weapons selection thing sounds like the degraded pilot problem.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 

Offline headdie

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Re: Revenge via SCP Launcher
The Ships and weapons tables need to be converted to TBM files to get rid of all the errors.  You should be able to play the mod anyway.  Pretty much everything in this mod are table hacks. 
I wonder did you try a new pilot for this mod?
Some of the errors don't make any sense.  The weapons selection thing sounds like the degraded pilot problem.

the issue with using tbms is that it would mean rebuilding the vp file as it contains tbls, not  a big deal but while setting up and testing the fixes it is annoying

EDIT: Tried the newer Revenge from this site: http://www.freespacemods.net/download.php?view.399 ... and combined it with headdies files. No change :confused: I still get 185 warnings on startup and the ships in the weapon selection are still empty. Also the Subach is still there where the Teron should be and also the Kayser is missing.


Where did you place the tbm files?
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Offline crizza

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Re: Revenge via SCP Launcher
@crizza: Did you buy it via ebay, too? The guy I got my copy from told me that it was a legitimate thing to do from his site. Do you belong to the german minority in this forum btw? :lol:
Yeah, I bought it on ebay and yes, I'm from germany, but I tried to hide it:p

 

Offline Deadly in a Shadow

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Re: Revenge via SCP Launcher
@crizza: Did you buy it via ebay, too? The guy I got my copy from told me that it was a legitimate thing to do from his site. Do you belong to the german minority in this forum btw? :lol:
Yeah, I bought it on ebay and yes, I'm from germany, but I tried to hide it:p
Dun dun duuun!!!!

Spoiler:
Me too but I can't hide it
"Ka-BOOOOOOOOM!!!!"
"Uh, Sir we can hear the explosion."
"No you can't, there is no air in space. Sound can't travel through a vacuum!"

 
Re: Revenge via SCP Launcher
@headdie: Everything into a new "Revenge" folder.

@crizza: Es muss so etwa die sechs sieben Jahre her sein, dass das bei ebay war, oder sogar noch früher. Ich erinnere mich noch genau an die vielen Screenshots und die ausladende Beschreibung, dass es endlich "richtige" Schlachten wären. Und er hat das ganze "Freespace 2 Addon" gennant, ohne Bindestrich und ich glaube er hat es auch das offizielle Addon genannt... und verschickt hat er das auf einer mit Edding beschriebenen CD, das weiß ich noch ganz genau.

EDIT: It has to be 6 or 7 years now since I found it on ebay. I remeber all those screenshots and the nice description that there were finally "real" great battles. And he called that "Freespace 2 Addon" without a "-" in between. And I think he did call that the official Add-on... he sent it on a simple CD, I remember that quite well.
« Last Edit: June 09, 2011, 02:20:32 pm by Phobos D. Deimos »

 

Offline The E

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Re: Revenge via SCP Launcher
Phobos: While I can understand that you're glad to have found a fellow german on the internet (Surprise, I am one too), this is an english-language forum. As a courtesy, I would like to ask people to stick to english outside of personal messages.
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
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Offline headdie

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Re: Revenge via SCP Launcher
@headdie: Everything into a new "Revenge" folder.

place the tables into FreeSpace 2\Revenge\data\tables and that should help
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Offline Mongoose

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Re: Revenge via SCP Launcher
Phobos: While I can understand that you're glad to have found a fellow german on the internet (Surprise, I am one too), this is an english-language forum. As a courtesy, I would like to ask people to stick to english outside of personal messages.
It's kind of fun to read German as an English-speaker.  You can't understand what's being said, but the structure and some of the words are similar enough that you almost feel like you should be able to understand it. :p

 
Re: Revenge via SCP Launcher
@headdie: Okay, looks better now. There aren't 185 warnigs but 14 on start-up. And now the weapons are filled up again. We're getting close :yes: but still the Kayser is missing witch I think should be there (correct me if I'm wrong). And the last thing I can see is, although the Teron is in fact there and it is usable, it shows at the right in the weapons-screen the Subach-Infos.

And of course the big thing: Since we almost got Revenge compatible with SCP, is it possible to play it untranslated in german? I can upload the original "Revenge"-files if needed.


@Mongoose: It's fun because the languages are in fact very similar. Similar grammar, conjunctions and so on... it's not japanese where things get really mixed up (and a lot of stuff if simply not existent!)

 
Re: Revenge via SCP Launcher
Alright, something strange but positiv for me:
I copied the tabels into the mediaVP and still got the old original german missions in the global data folder... and it works! 14 warnigs on start up but it works! And it is german. And I can copy in old translated revenge missions, too (they suppose to be a bit less buggy, but I don't know...) and it works, too.

Of course it was too fine to be true: Some triggers don't pull so the game does not really detect that I actually won a mission sometimes. But that's ok since I can finish up the mission via cheats. It's not that bad, because you still can collect every information you need (and I noticed only a few of such corrupted missions).

But now I'm stuck in mission 30 where earth's beam canons should fire on my marked targets but it does not. Of course I could skip this mission using the cheats, but here I don't want to do that. I did play up to mission 60 (somewhere around there) the last time I play it so I do remember some facts but I don't want to miss a whole mission like this now.

I can imagine that the original author's idea of placing a beam gun origin near the planet image in the background doesn't work with SCP anymore, but maybe it is possible to place something new tiny that far away and let that thing fire the "earth protection beam" ?
Or any other ideas?

 

Offline General Battuta

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Re: Revenge via SCP Launcher
That idea should work fine in SCP, actually.

 
Re: Revenge via SCP Launcher
Wow, I hit the center! xD

So is it possible to recreate the mission close to the original, so that everything does look like it did before. I don't exactely remember how it looked like, but I'm shure it was no common beam...

 

Offline General Battuta

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Re: Revenge via SCP Launcher
No, I mean, the original mission should work fine, there's no reason it wouldn't work in SCP and I don't know why it wouldn't (aside from this campaign generally being considered low-quality and buggy).

 
Re: Revenge via SCP Launcher
Damn... ok, nevertheless I tried the debug once more. While showing the SCP screen it shows the following message and then it crushes. I also attach the current fs2_open.log. Maybe someone has a solution?

Message on start-up, I hope it helps:

Assert: count < max_ints
File: parselo.cpp
Line: 2213

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 208 bytes
<no module>! stuff_int_list + 175 bytes
<no module>! parse_ship_values + 20740 bytes
<no module>! parse_ship + 1013 bytes
<no module>! parse_shiptbl + 374 bytes
<no module>! ship_init + 445 bytes
<no module>! game_init + 1915 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes


[attachment deleted by ninja]

 

Offline headdie

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Re: Revenge via SCP Launcher
Damn... ok, nevertheless I tried the debug once more. While showing the SCP screen it shows the following message and then it crushes. I also attach the current fs2_open.log. Maybe someone has a solution?

Message on start-up, I hope it helps:

Assert: count < max_ints
File: parselo.cpp
Line: 2213

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 208 bytes
<no module>! stuff_int_list + 175 bytes
<no module>! parse_ship_values + 20740 bytes
<no module>! parse_ship + 1013 bytes
<no module>! parse_shiptbl + 374 bytes
<no module>! ship_init + 445 bytes
<no module>! game_init + 1915 bytes
<no module>! game_main + 519 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes


that's the crash I mentioned in my update when i said there was a ctd in debug, problem is that you just get the same info in the log so it is proving interesting to fix.
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quote General Battuta - "FRED is canon!"
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Offline The E

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Re: Revenge via SCP Launcher
Well.

That crash is due to a formatting error in a tbl somewhere, specifically, ships.tbl. What you need to do in order to figure out where the error is is to create a debug_filter.cfg in FS2\data, and add the line "+Parse" (or, if there's a line with "-Parse", change it to "+Parse"). This will bloat the log, but it will tell you exactly where in parsing the error is.
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

 
Re: Revenge via SCP Launcher
Thanks for that. But since I never modded games nor I know what to do or with what... could someone help me out there?