Author Topic: Dimensional Eclipse Discussion Thread (original release thread)  (Read 152806 times)

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Offline Droid803

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Mmmmh yeah, ok, I got a similar bug on another mission a while back... From what I gathered it had something to do with Hyperspace and floating point math, which Debug is more careful with (?) and thus doesn't crash in...
Or something.

Consequently I've never managed to hunt it down and it disappeared (for me at least) after that hyperspace update so I thought it got fixed...but now its back? :hopping:
(´・ω・`)
=============================================================

 

Offline jr2

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
So, it can occur when ships warp in?  Or perhaps shortly thereafter?  EDIT: BTW, tried normal build again, and you're right, the patch doesn't fix the crashing.

 

Offline Kolgena

  • 211
Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Wow. I don't know how I've been able to play freespace without glide. It is so liberating!

So far, barely into the game, but like it quite a bit already. How do you go about getting 100% on the test? It'd be nice to have the answers listed out or something.

 

Offline -Norbert-

  • 211
Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
I couldn't figure out how to associate the blocks I was blowing up with the answers, so I just shot random ones.  :D
Target them and look at their name.

Because it refers to an eclipse of the dimensional variety, not a solar or lunar. Plus, it is a thing to put ENGLISH in titles, you know that! :P (so yes I guess it is for the looks)
Also, the terminal e is silent, thus I write as as I would write 'eclips', thus the "su" ス. Using "se" セ, would be right if it was pronounced "eclipseh". I certainly don't pronounce it that way.  :confused: do you?
Rikaichan agrees with me!
I usually pronounce it "Sonnenfinsterniss", though that doesn't exactly fit the context :p

 

Offline Colonol Dekker

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
I'm away with army atm. Very little downtimee, soooo, i'm wondering if i wasted a massive chunk of my mobile phone broadbamd allowance fooorrr?? What's the original ashen wings thing?
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
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Offline jr2

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
I couldn't figure out how to associate the blocks I was blowing up with the answers, so I just shot random ones.  :D
Target them and look at their name.

Ah, that explains it.  I didn't bother targetting them as they were really easy to hit.  :lol:

@Dekker: Ashen Wings contains Dimensional Eclipse.  You didn't waste it.  Oh, and perhaps you may want to make a small investment and get PDANet for your mobile device.  ;)

 

Offline starlord

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
droid! what of the devscreens shown with ashen wings? did you actually fred missions for this project? where are they coming from?

 

Offline General Battuta

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
jesus christ

The project is and always has been Dimensional Eclipse. Droid just had the bad luck to suffer one of Andrew's ****tier ideas. You don't need to redownload it or delete it because it's a joke mod or remove it from the campaign list.

 

Offline crizza

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Although I was quite confused at the beginning, this is real fun to play.
So...is there another stuff like that or do I have to play WoD?^^

 

Offline General Battuta

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Although I was quite confused at the beginning, this is real fun to play.
So...is there another stuff like that or do I have to play WoD?^^

Play WoD if you haven't, it's really good

 

Offline crizza

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Spoiler:
That's it,. I'm just too dumb...I'm flying around in the trench, I can blast the reactors...but I'm unable to actually locate the generators like I have to...so what?^^
Oh my god...never mind...I should've read that briefing...and not just started to pound the fleet into dust^^

Edit: Well, no ending sequence or debriefing or something like that?
« Last Edit: April 24, 2012, 11:29:07 am by crizza »

 

Offline Sushi

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Wow. I don't know how I've been able to play freespace without glide. It is so liberating!

Seriously. I almost can't stand vanilla Freespace flight mechanics anymore.

 

Offline -Norbert-

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
One thing that bothered me so far is, that the mainhall music (at least up to chapter 2, I havn't gotten any further yet) is so much louder than the briefing and in-mission music.

 

Offline Droid803

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
droid! what of the devscreens shown with ashen wings? did you actually fred missions for this project? where are they coming from?

They come from some abandoned projects I did that never got very far.

jesus christ

The project is and always has been Dimensional Eclipse. Droid just had the bad luck to suffer one of Andrew's ****tier ideas. You don't need to redownload it or delete it because it's a joke mod or remove it from the campaign list.

Erm yeah... sorry about that.  :ick:

One thing that bothered me so far is, that the mainhall music (at least up to chapter 2, I havn't gotten any further yet) is so much louder than the briefing and in-mission music.

I didn't do the best job normalizing the sound effects/music.
In fact, I may have forgotten to do it at all.
(´・ω・`)
=============================================================

 
Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
One thing that bothered me so far is, that the mainhall music (at least up to chapter 2, I havn't gotten any further yet) is so much louder than the briefing and in-mission music.

I didn't do the best job normalizing the sound effects/music.
In fact, I may have forgotten to do it at all.

For me this happens with every music played in the mainhall, briefing or in-mission. I'm not exactly sure why but if I go into the options and change the music volume it suddenly gets much quieter (even if I set it back to what it was before) for the remaining mission. Going to the next mission and it's loud again. The effects volume is loud in the beginning and usually gets quiet after starting the mission.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Jellyfish

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Well, I'm enjoying this a lot. Only problem I've found is the crashing in mission 5. It happens at random points, sometimes before the carrier arrive, sometimes after.
No error, no warning, no nothing. Only a 'stopped responding' and an unnerving one second loop of whatever sound was playing during the crash.

I jumped the mission with ctrl+shift+s in the Tech Room (which I don't advice, as things... lost sense), and it happens again when
Spoiler:
controlling the captured cruiser, during the fight with the Tranquil WC

Other that that, is there any relation with the girls and their respective VNs?
"A weapon is only as powerful as its wielder. With this weapon, you'll be but an annoyance, which would greatly dishonor it. With this weapon, I can change history. With me, this weapon can shape the universe."

 

Offline Droid803

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Ungh, that crashing error.  :mad:
It appears to be happening on missions where there is a lot going on...and only to some people (?)
...and it doesn't happen in debug.

Wonderful...gotta try and get it sorted out.



And no, there's not much relation with their respective VNs at all.
(´・ω・`)
=============================================================

 

Offline Kolgena

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
I get weird shield management behavior. When I hit up arrow, it boosts forward shields, but down, left, right boost the wrong shield quadrants. Any idea why?

 

Offline Droid803

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
I think that might be a graphical glitch with "generate icon". Because I didn't touch that.
(´・ω・`)
=============================================================

 

Offline Kolgena

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Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
I think that might be a graphical glitch with "generate icon". Because I didn't touch that.

Weird. Come to think of it, I think it happened to me in WoD as well, but I didn't think much of it since I just rebound all my arrow keys. to the proper quadrants. It'd be nice to know if anyone else had the problem tho.

Anyways,

I talked with Droid and decided to clean up the HUD a bit for widscreen users. 16:9 only for now. Let me know if you want 16:10 or triple head configs or if there are any problems with this configuration. Also let me know if you prefer larger sized HUD elements (like in this table) or smaller elements that don't fill up the screen as much. It's fairly trivial for me to customize those settings.

Put it in a text file, rename to fsq-hdg.tbm and put it into the 'freespace\Ashenwings\data\tables' folder. Make the folder yourself, since it probably doesn't exist.

Code: [Select]
$Load Retail Configuration: No ; If set to Yes, FSO will load any missing gauges necessary to

complete the FS1/FS2 retail configuration.
; If field is not present, FSO will

default this to Yes.
;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

$Reticle Style: FS2

; The following is a widescreen example HUD. If the user does not select a resolution matching the below

parameters, FSO will not use this HUD and move on to the next configuration
#Gauge Config
$Base: (1366,768)
$Required Aspect: Wide Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720) ; These Min and Max fields are Inclusive
$Max: (1920, 1200)
$Gauges:
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8
+Messages:
Position: (5,5)
+Training Messages:
Position: (550,125)
+Multiplayer Messages:
Position: (179,240)
+Support:
Position: (630,534)
+Damage:
Position: (611,61)
+Wingman Status:
Position: (1274,144)
+Auto Speed:
Position: (1302,672)
+Auto Target:
Position: (1302,648)
+Countermeasures:
Position: (1222,602)
+Talking Head:
Position: (5,59)
+Directives:
Position: (5,278)
+Weapons:
Position: (1222,525)
+Objective Notify:
Position: (607,184)
+Squad Message:
Position: (1169,5)
+Escort View:
Position: (1207,330)
+ETS Weapons:
Position: (1222,648)
+ETS Shields:
Position: (1240,648)
+ETS Engines:
Position: (1258,648)
+Target Monitor:
Position: (5,590)
+Extra Target Data:
Position: (5,552)
+Target Shields:
Position: (429,670)
+Radar:
Position: (582,590)
+Player Shields:
Position: (839,670)
+Afterburner Energy:
Position: (445,424)
+Weapon Energy:
Position: (837,424)
+Text Warnings:
Position: (683,275)
+Center Reticle:
Position: (664,370)
+Mini Target Shields:
Position: (668,470)
+Throttle:
Position: (517,269)
+Threat Indicator:
Position: (745,269)
+Voice Status:
Position: (5,165)
+Ping:
Position: (1067,5)
+Lag:
Position: (798,529)
+Supernova:
Position: (170,179)
+Hostile Triangle:
Position: (683,384)
+Target Triangle:
Position: (683,384)
+Missile Triangles:
Position: (683,384)
+Orientation Tee:
Position: (683,384)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (683,384)
+Mission Time:
Position: (1311,716)
+Kills:
Position: (1222,624)
+Custom:
Position: (1187,250)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1187,262)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,271)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,280)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,289)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,298)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (1187,289)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (776,265)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (776,265)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (608,430)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (437,441)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
; FS1 specific gauge
;+Weapon Linking:
;Position: (841, 453)
;Slew: yes
;Arc Filename: 2_rightarc1_fs1
;Single Primary Filename: 2_rightarc2_fs1
;Double Primary Filename: 2_rightarc3_fs1
;Single Secondary Filename: 2_rightarc4_fs1
;Double Secondary Filename: 2_rightarc5_fs1
;Triple Secondary Filename 2_rightarc6_fs1
;Single Primary Offsets: (52, 18)
;Double Primary Offsets: (52, 18)
;Single Secondary Offsets: (28, 55)
;Double Secondary Offsets: (28, 55)
;Triple Secondary Offsets: (28, 55)

; Komet's lead sight. Looks for "leadsight.ani"
;+Lead Sight: (700, 438)
;Filename: leadsight

; Custom gauge syntax
;+Custom:
;Position:
;Name:
;Text:
;Gauge Type:
; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE,

HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA,

TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY,

WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES,

MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX,

SUPPORT GUAGE, LAG GUAGE)
; Slew:
; Filename:
$End Gauges
#End

; Any wide screen resolutions not between 1280x720 and 1920x1080 will get a blank HUD since the bottom config

will only apply to any Full Screen resolutions

#Gauge Config
$Base: (1024, 768)
$Required Aspect: Full Screen
;$Min: (640, 480)
$Gauges:
+Custom:
Position:

(845, 250)
Name:

FSQAutoload
Text:

Weapon Autoloader
X Offset:

3
Y Offset:

2
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives1
+Custom:
Position:

(845, 262)
Name:

FSQAutoloadA
Text:

On Hold (Nothing)
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 271)
Name:

FSQAutoloadB
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 280)
Name:

FSQAutoloadC
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 298)
Name:

FSQAutoloadE
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD2
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position: (605, 280)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (605, 280)
Name: FSQMinesNumber
Text: 00
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position:

(437, 430)
Name:

CredCountA
Text:

Funds
X Offset:

5
Y Offset:

3
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

objective1
+Custom:
Position:

(437, 441)
Name:

CredCountB
Text:

10000 c-tr
X Offset:

5
Y Offset:

0
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

emptyhud
+Messages:
Position: (5, 5)
+Training Messages:
Position: (379, 125)
+Multiplayer Messages:
Position: (8, 240)
+Support:
Position: (459, 534)
+Damage:
Position: (440, 61)
+Wingman Status:
Position: (932, 144)
+Auto Speed:
Position: (960, 672)
+Auto Target:
Position: (960, 648)
+Countermeasures:
Position: (880, 602)
+Talking Head:
Position: (5, 56)
+Directives:
Position: (5, 278)
+Weapons:
Position: (880, 525)
+Objective Notify:
Position: (436, 184)
+Squad Message:
Position: (827, 5)
+Player Shields:
Position: (634, 670)
+Target Shields:
Position: (292, 670)
+Escort View:
Position: (865, 330)
+ETS Weapons:
Position: (880, 648)
+ETS Shields:
Position: (898, 648)
+ETS Engines:
Position: (916, 648)
+Target Monitor:
Position: (5, 590)
+Extra Target Data:
Position: (5, 552)
+Radar:
Position: (411, 590)
+Afterburner Energy:
Position: (274, 424)
+Text Warnings:
Position: (512, 275)
+Center Reticle:
Position: (493, 370)
+Mini Target Shields:
Position: (497, 470)
+Throttle:
Position: (346, 269)
+Threat Indicator:
Position: (574, 269)
+Voice Status:
position: (5, 165)
+Ping:
Position: (896, 5)
+Lag:
Position: (627, 529)
+Supernova:
Position: (170, 170)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and

Offscreen Indicator don't need a "Position:" field.
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (512, 387)
+Target Triangle:
Position: (512, 387)
+Missile Triangles:
Position: (512, 387)
+Orientation Tee:
Position: (512, 387)
+Weapon Energy:
Position: (666, 424)
+Mission Time:
Position: (969, 716)
+Kills:
Position: (880, 624)
$End Gauges
#End

Droid said that M12 and M14 are the ones to test to see if HUD gauges work properly, and those were the ones I tried. Weapon names in primaries often go off the screen, but that's just because the names are too long. This behavior is the same as the provided table with the mod vp.

Screenshot attached for new HUD. Hopefully it's not considered spoilers.

[attachment deleted by ninja]
« Last Edit: April 24, 2012, 02:06:14 pm by Kolgena »