Author Topic: [RELEASE] Shadow Genesis: 2017 Edition  (Read 128447 times)

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Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Any thoughts on what the "mystery" ship was?
My favorite suprise for next chapter :]
Exile | Shadow Genesis | Inferno | Series Resurrecta  | DA Profile | P3D Profile

Proud owner of NyctiShipyards. Remember - Nyx will fix it!

All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.

 
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
@whitearrow:
Quote
Hi guys! I'm stuck on a mission in act 2. It's the massive attack to Nightmares' fleet by the Shivan's gate. It's the only mission where my graphics starts lagging, but, apart from that, the problem is that the whole game crashes in the middle of the action. It seems like the system is overloaded. Is it a bug or just my pc? I cannot run the debug version because it crashes before letting me choose the pilot. I'm playing the leatest version: Freespace Open 3.6.18.
I'll give it a try with less demanding graphics (although I'm not playing with maximum settings currently)...
Can anyone help with this?
Where and when exactly did you have this crash? What was the mission time?

@PeterX:
Quote
Can any body makes the HYPACS recharges faster? Its a bombastic primary(high hull and shield damage and a range about 600 meters). .....Ideal for shooting down bombers in distance but for fighters is this too slow in recharge.
Peter
HYPACS would be definitely overpowered if it had shorter recharge time. It is effective against both subsystems and armour and penetrates shields, so we had to give it this this drawback in order to balance it in compare to other weapons. It is not a weapon designed for dogfight, although it can be used to fight on a short distance.

@WolfShepard:
Quote
One last gripe about the Guali..... Everything else aside about these:
Two Guali bombers have more total hitpoints than a Fenris. You run into dozens of them.
A Guali has 900 hitpoints and 5 000 shields. A Fenris has 20 000 hitpoints. Take into consideration that all warships have more hitpoints in Shadow Genesis than in Freespace 2. Its more than one fourth of Fenris, not half. And less than 1/20 if you have a shield-penetrating weapon :).

Quote
About the Krator:
It's not bad. Interesting that it bypasses sheilds. However... The bad guys have it. If either:
Multiple enemies armed with the Krator target *you*
or
one of them starts spamming Avalanche missles
You are dead. No chance whatsoever.
It would be strange if a basic weapon in GTVA arsenal was unavailable for rogue GTVA pilots :).

 

Offline WolfShepard

  • 24
  • Something witty should go here.
Re: The Shadow is coming... SHADOW GENESIS: RELEASE

@WolfShepard:
Quote
One last gripe about the Guali..... Everything else aside about these:
Two Guali bombers have more total hitpoints than a Fenris. You run into dozens of them.
A Guali has 900 hitpoints and 5 000 shields. A Fenris has 20 000 hitpoints. Take into consideration that all warships have more hitpoints in Shadow Genesis than in Freespace 2. Its more than one fourth of Fenris, not half. And less than 1/20 if you have a shield-penetrating weapon :).

Huh, thought they only had 10K hitpoints... eh, well.
Quote
About the Krator:
It's not bad. Interesting that it bypasses sheilds. However... The bad guys have it. If either:
Multiple enemies armed with the Krator target *you*
or
one of them starts spamming Avalanche missles
You are dead. No chance whatsoever.
It would be strange if a basic weapon in GTVA arsenal was unavailable for rogue GTVA pilots :).

True but still annoying.

Any word on the music? Thanks
PS: Kind of saw the twist coming knowing what I do about Mass Effect and Freespace in general. Parts have been frustrating (but it is the first release... May be adjusted later), but aside from those couple spots it's enjoyable. Amazing graphics and music.
« Last Edit: April 19, 2013, 10:45:21 pm by WolfShepard »

 

Offline PeterX

  • 27
    • Peter
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Flak,
you mean,i use all primary banks for the hypacs and switch between them up and down.  2.5 secs from first to second shoot is not the best but enough to kill a Banshee or a Phantasm.
For Avishags are Stingers the best weapon. Thanks for the advise.
Peter
PS:I have written wrong range about the Hypacs. I wanted to write 6000 and not 600.
If i can´t model any ship then i use "flying trains" :-)

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Stingers are the best against Gualis. Before You recive Reaper You don't have good shield breaker, Slayer PDC is too weak. You can break the hole in Guali shield [on the engines for example, the best place] and them blow the bastard out with Hellion. Funerals and Ghosts are the best weapons against the Avishags and Banshees. Weapons in SG are designed to cooperate, and to force player to look for optimal weapon combination for each mission. For example You won't win Stalker escort without Hypacs, but in Helping Hand the best set is Hellion and Reaper for mid range combat and Hypacs is useless when You have Szczerbiecs. An Dante is cool, I used to play it with two Hypacs and they are working fine :D.

We are still debating difficulty level. We wanted our campaign to be hard and challenging but when so many people compain... Difficulty lever will be probably lower in upcoming 1.1 patch.
Exile | Shadow Genesis | Inferno | Series Resurrecta  | DA Profile | P3D Profile

Proud owner of NyctiShipyards. Remember - Nyx will fix it!

All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.

 

Offline Firstdragon34

  • 27
  • Bowties = Awesomeness
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Code: [Select]
Could not load in 2_CommandBrief-mb!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
KERNEL32.dll! WaitForSingleObjectEx + 67 bytes
KERNEL32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_SSE.exe! <no symbol>
fs2_open_3_6_18_SSE.exe! <no symbol>

Could someone help me? Bit of a noob at doing this kind of stuff 
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
You probably don't have your MediaVPs installed correctly. Post your fs2_open.log.

 

Offline Firstdragon34

  • 27
  • Bowties = Awesomeness
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Code: [Select]
e2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\data\MediaVPs_3612\mediavps_3612\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 11 roots and 7000 files.
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 2
  Playback device: Speakers (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 460M/PCIe/SSE2
  OpenGL Version   : 4.3.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
CFILE: Created new directory 'C:\Games\FreeSpace2\data\MediaVPs_3612\mediavps_3612\data\'
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 154
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Setting detail level to 3 because of new pilot
CFILE: Created new directory 'C:\Games\FreeSpace2\data\players\single\inferno\'
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
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 = 0.288 (0.288)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
CFILE: Created new directory 'C:\Games\FreeSpace2\data\MediaVPs_3612\mediavps_3612\data\cache\'
IBX: Starting a new IBX for 'fighter01.pof'.
Submodel 'fighter01c-hull' is detail level 2 of 'fighter01a-hull'
Submodel 'fighter01b-hull' is detail level 1 of 'fighter01a-hull'
Submodel 'fighter01d-hull' is detail level 3 of 'fighter01a-hull'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Frame  0 too long!!: frametime = 1.456 (1.456)
TECH ROOM: Dumping excess ship textures...
Loading model 'bomber09.pof'
IBX: Starting a new IBX for 'bomber09.pof'.
Submodel 'bomber09b-hull' is detail level 1 of 'bomber09a-hull'
Submodel 'bomber09c-hull' is detail level 2 of 'bomber09a-hull'
Submodel 'bomber09d-hull' is detail level 3 of 'bomber09a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Frame  0 too long!!: frametime = 0.397 (0.397)
TECH ROOM: Dumping excess ship textures...
Loading model 'capital01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
IBX: Starting a new IBX for 'capital01.pof'.
Submodel 'destroyer01c' is detail level 2 of 'destroyer01a'
Submodel 'destroyer01b' is detail level 1 of 'destroyer01a'
Submodel 'destroyer01d' is detail level 3 of 'destroyer01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Frame  0 too long!!: frametime = 1.585 (1.585)
TECH ROOM: Dumping excess ship textures...
Loading model 'escapepod01.pof'
IBX: Starting a new IBX for 'escapepod01.pof'.
Submodel 'flightpod01b' is detail level 1 of 'flightpod01a'
Submodel 'flightpod01c' is detail level 2 of 'flightpod01a'
Submodel 'flightpod01d' is detail level 3 of 'flightpod01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Frame  0 too long!!: frametime = 0.322 (0.322)
Loading model 'fighter09.pof'
IBX: Starting a new IBX for 'fighter09.pof'.
Submodel 'fighter09b-hull' is detail level 1 of 'fighter09a-hull'
Submodel 'fighter09c-hull' is detail level 2 of 'fighter09a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Frame  0 too long!!: frametime = 0.383 (0.383)
TECH ROOM: Dumping excess ship textures...
Loading model 'freighter05.pof'
IBX: Starting a new IBX for 'freighter05.pof'.
Submodel 'freighter05b-hull' is detail level 1 of 'freighter05a-hull'
Submodel 'freighter05c-hull' is detail level 2 of 'freighter05a-hull'
Submodel 'freighter05d-hull' is detail level 3 of 'freighter05a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Frame  0 too long!!: frametime = 0.429 (0.429)
Loading model 'transport02.pof'
IBX: Starting a new IBX for 'transport02.pof'.
Submodel 'transport02b-hull' is detail level 1 of 'transport02a-hull'
Submodel 'transport02c-hull' is detail level 2 of 'transport02a-hull'
Submodel 'transport02d-hull' is detail level 3 of 'transport02a-hull'
Submodel 'gearightb' is detail level 1 of 'gearighta'
Submodel 'gearightc' is detail level 2 of 'gearighta'
Submodel 'gearleftb' is detail level 1 of 'gearlefta'
Submodel 'gearleftc' is detail level 2 of 'gearlefta'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Frame  0 too long!!: frametime = 0.537 (0.537)
Loading model 'support2v-01.pof'
IBX: Starting a new IBX for 'support2v-01.pof'.
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Frame  0 too long!!: frametime = 1.497 (1.497)
Loading model 'bomber06.pof'
IBX: Starting a new IBX for 'bomber06.pof'.
Submodel 'bomber06b-hull' is detail level 1 of 'bomber06a-hull'
Submodel 'bomber06c-hull' is detail level 2 of 'bomber06a-hull'
Submodel 'bomber06d-hull' is detail level 3 of 'bomber06a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Frame  0 too long!!: frametime = 0.358 (0.358)
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
Loading model 'Platform2V-01.pof'
IBX: Starting a new IBX for 'Platform2V-01.pof'.
Submodel 'vgunturret01b' is detail level 1 of 'vgunturret01a'
Submodel 'vgunturret01c' is detail level 2 of 'vgunturret01a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
IBX: Starting a new IBX for 'capital2V-01.pof'.
Submodel 'capital2v-01b' is detail level 1 of 'capital2v-01a'
Submodel 'capital2v-01c' is detail level 2 of 'capital2v-01a'
Submodel 'capital2v-01d' is detail level 3 of 'capital2v-01a'
Frame  0 too long!!: frametime = 1.373 (1.373)
ANI Tech_Subach_HL-7.ani with size 440x200 (21.9% wasted)
ANI Intel_Great_War.ani with size 440x200 (21.9% wasted)
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.516 (0.516)
Got event GS_EVENT_CREDITS (27) in state GS_STATE_SIMULATOR_ROOM (20)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_CREDITS (21)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0x8fe4a44f -- "fighter01.pof"
Submodel 'fighter01c-hull' is detail level 2 of 'fighter01a-hull'
Submodel 'fighter01b-hull' is detail level 1 of 'fighter01a-hull'
Submodel 'fighter01d-hull' is detail level 3 of 'fighter01a-hull'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Frame  0 too long!!: frametime = 0.426 (0.426)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Fri Mar 15 18:34:22 2013

Here you go. I think this is it.


A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
While that is an fs2_open.log, I'll need one generated from loading Shadow Genesis. Select a debug build, launch Shadow Genesis, then repost that same file.

 

Offline Firstdragon34

  • 27
  • Bowties = Awesomeness
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Code: [Select]
Weapon explosion 'exp06b' does not have an LOD0 anim!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
KERNEL32.dll! WaitForSingleObjectEx + 67 bytes
KERNEL32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! Warning + 416 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! weapon_explosions::Load + 296 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! weapon_expl_info_init + 141 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! weapon_init + 44 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! game_init + 1681 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! game_main + 519 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! WinMainCRTStartup + 15 bytes
KERNEL32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes 

d00337b6
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' with a checksum of 0x5868fac7
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' with a checksum of 0x5b9f7193
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' with a checksum of 0xf1814554
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-advanced.vp' with a checksum of 0x862139ac
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-assets.vp' with a checksum of 0x0b7b3e64
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-core.vp' with a checksum of 0xd00337b6
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' with a checksum of 0x5868fac7
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' with a checksum of 0x5b9f7193
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' with a checksum of 0xf1814554
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\Shadow Genesis\' ... 68 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-advanced.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-assets.vp' ... 988 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-core.vp' ... 69 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' ... 1136 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' ... 155 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' ... 818 files
Searching root 'C:\Games\FreeSpace2\Shadow Genesis\' ... 68 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-advanced.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-assets.vp' ... 988 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-core.vp' ... 69 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' ... 1136 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' ... 155 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' ... 818 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 86 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 25 roots and 13575 files.
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 2
  Playback device: Speakers (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 460M/PCIe/SSE2
  OpenGL Version   : 4.3.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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 'zoom-sct.tbm' ...
TBM  =>  Starting parse of 'AnEngines-sct.tbm' ...
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 'SG-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'SG-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'SG-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'SG-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'SG-wxp.tbm' ...
WARNING: "Weapon explosion 'exp06b' does not have an LOD0 anim!" at weapons.cpp:181
Int3(): From c:\code\fs2_open_3_6_18\code\globalincs\windebug.cpp at line 1378


Okay, I think I have what you need.


A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Your problem is that you don't have the MediaVPs installed. You need to download the 3.6.12 MediaVPs and ensure they're located in FreeSpace2\mediavps_3612.

 

Offline Firstdragon34

  • 27
  • Bowties = Awesomeness
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Oops, I have them in my Freespace2/Data/Mediavp_3612/Mediavp < Mod folder for FSU


I have them set up for FSU, which works perfectly fine except for a bug that I took as a small annoyance, but nothing really ground breaking.

I'll put them where they're are supposed to.



thanks for the quick reply :)
A small voice in my head tells me they are have followed us here in the Milky Way. They follow us until we are dead at their feet. We are nomands of the stars, no longer the race that was loved by the Great Elders. My name is Kyral and this is my story of survival.

There is no sanctuary for us, in this Universe. We will fight the Terror for one last time on this Shining World. May the Transcendent judge us kindly in the Life Stream.

 
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
We are still debating difficulty level. We wanted our campaign to be hard and challenging but when so many people compain... Difficulty lever will be probably lower in upcoming 1.1 patch.

Well, the point is that in fact very few missions need total rebalancing. Our missions are not too difficult, they just require a different approach, not just flying and shooting anything that moves, like in many FS2 campaigns. So far I have one certain candidate to be significantly rebalanced - Helpful Hand (it comes down to giving the player additional 10-15 seconds before Meshulams open fire). And Little Boy will have longer reload time. I also consider making Stalker's escort easier. But there won't be major changes in most missions' balance.

 

Offline CT27

  • 211
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
I would say two missions that should be a little easier are:

-The one where the Nirvana has crashed on a planet/moon and you have to repair and escort it out of the area
-Escorting the Stalker back to the Milky Way

 

Offline WolfShepard

  • 24
  • Something witty should go here.
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Yeah, it isn't that the enemies are too difficult, it's just certain spots where it's too much that the player has to do in a couple seconds.

We are still debating difficulty level. We wanted our campaign to be hard and challenging but when so many people compain... Difficulty lever will be probably lower in upcoming 1.1 patch.

Well, the point is that in fact very few missions need total rebalancing. Our missions are not too difficult, they just require a different approach, not just flying and shooting anything that moves, like in many FS2 campaigns. So far I have one certain candidate to be significantly rebalanced - Helpful Hand (it comes down to giving the player additional 10-15 seconds before Meshulams open fire). And Little Boy will have longer reload time. I also consider making Stalker's escort easier. But there won't be major changes in most missions' balance.

Like there. Or when you end up with *three* darkhorns, and their attendant frigates and cruisers (right near the end, you have Neya and a space station behind it.) I couldn't figure that one out... was I supposed to disarm all of them?

I know there isn't an option to tell your squadmates "Disarm all enemy capital ships," but if there was, that would've been useful. It's kind of an Alpha 1 Syndrome thing, *You* have to do it. It wouldn't be as much of an issue if it were multiplayer, because then you could tell that to all your teammates. Maybe it's just expecting a bit much from the player.

Thanks for looking into it. I did enjoy it.

PS: It looks like part of the problem I have with the Penetrator missles is that they seem have a lag based trajectory (think the hornet) instead of a lead based trajectory (like the Tornado.) I'd see the missles fly towards the target's beam, fall behind the beam ( like a Meshulam's), and then try to catch back up with it. That might be part of why sometimes it takes three, four sets to destory a beam occasionally.

 
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Like there. Or when you end up with *three* darkhorns, and their attendant frigates and cruisers (right near the end, you have Neya and a space station behind it.) I couldn't figure that one out... was I supposed to disarm all of them?

Spoiler:
Well, you may try :). The more Nightmares you disarm, the more ships of Neya's battlegroup will survive the battle. But it is impossible to save the destroyer itself without using cheats. We wanted this mission to be a turning point of the war, a tough, hopeless battle ended with a pyrrhus, but decisive victory.

Quote
I know there isn't an option to tell your squadmates "Disarm all enemy capital ships," but if there was, that would've been useful. It's kind of an Alpha 1 Syndrome thing, *You* have to do it. It wouldn't be as much of an issue if it were multiplayer, because then you could tell that to all your teammates. Maybe it's just expecting a bit much from the player.
You can always give orders to your pilots one after one. It is even advisable in this mission, you have time to do that just after the enemy fleet jumps in. Or you can take 2 banks of Penetrators, launch all of them in the beginning, quickly rearm and launch the second set. That way or another, you'll be able to disarm the Meshulams and some Elis before allied warships are in range.

Quote
PS: It looks like part of the problem I have with the Penetrator missles is that they seem have a lag based trajectory (think the hornet) instead of a lead based trajectory (like the Tornado.) I'd see the missles fly towards the target's beam, fall behind the beam ( like a Meshulam's), and then try to catch back up with it. That might be part of why sometimes it takes three, four sets to destory a beam occasionally.
Yes, a problem with Penetrator tends to be really annoying. We'll fix it in a patch.

 
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Hey is there a way to change the zoom key, Ive always used D to bank right since I dont have a joystick

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
Hmm, I'm not a scripter. I think You can change key by editing script file. Ask someone who knows better then me. As I remember, M!M wrote it.
Exile | Shadow Genesis | Inferno | Series Resurrecta  | DA Profile | P3D Profile

Proud owner of NyctiShipyards. Remember - Nyx will fix it!

All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.

 
Re: The Shadow is coming... SHADOW GENESIS: RELEASE
@whitearrow:
Quote
Hi guys! I'm stuck on a mission in act 2. It's the massive attack to Nightmares' fleet by the Shivan's gate. It's the only mission where my graphics starts lagging, but, apart from that, the problem is that the whole game crashes in the middle of the action. It seems like the system is overloaded. Is it a bug or just my pc? I cannot run the debug version because it crashes before letting me choose the pilot. I'm playing the leatest version: Freespace Open 3.6.18.
I'll give it a try with less demanding graphics (although I'm not playing with maximum settings currently)...
Can anyone help with this?
Where and when exactly did you have this crash? What was the mission time?

Just a little update. Yesterday I tried to play with the notebook's own monitor  (not the external one I used since now: anyway I used to play with the same 1366x768 resolution on both displays, so not in FullHD).  I bought a cooling base that seems to work very well.
Graphics' settings untouched; everything went ok. I managed to complete the mission and also played the next one. My suspect is that in my previous attempts the system's performance was compromised by hardware overheating, rather than by the external monitor (since I played with the same resolution). In fact lagging was largely reduced.
I'll let you know whether I have further issues... Thank you anyway...

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
GRAMMAR CHECKERS NEEDED!!!
Hi, Everyone :)

As we are working on 1.1 patch with grammar fixes, rebalance and maybe new HTL Nightmare models [I hope we will do this in time], we need 2-3 native english speakers for language corrections. As we don't want to rewrite our missions and change everything, but only fix some issues and we have a lot of missions to fix, 2-3 checkers would be enough. Each one will fix one act of the campaign. When it's finished, we will rebalance w few missions, weapons etc. I whink we collected enough information to know which missions we should rebalance.

As we wanted to do something great and improve our mod, any help would be extremly welcome :).
Exile | Shadow Genesis | Inferno | Series Resurrecta  | DA Profile | P3D Profile

Proud owner of NyctiShipyards. Remember - Nyx will fix it!

All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.