Author Topic: [RELEASE] Shadow Genesis: 2017 Edition  (Read 125179 times)

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Offline Nyctaeus

  • The Slavic Engineer
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Re: [RELEASE] Shadow Genesis: 2017 Edition
Unfortunetely I doubt so. I'm tired of SG and basicly no longer interested in further project development. We made Exile mostly because I wanted something with more sophisticated and unique plot. When we decide what to do next, I guess it will be second act of Exile, but hope still remains.
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All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.

 

Offline CT27

  • 211
Re: [RELEASE] Shadow Genesis: 2017 Edition
Well, if you need to take a break for a while that's understandable.  My vote/hope though is that SG gets continued some day.  :)



If you ever make a decision someday that you're 100% definitely not going to do anymore SG work, could you at least write a story summary of what you had planned to do with SG 2 and 3 so we can know what would have happened at least to the GTVA, Nightmares, Cerberus, etc.?
It's similar to what Blue Planet people have said they would do if the campaign wasn't going to be completed:  they said they'd write out the plot remaining so people weren't left hanging totally.

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
Re: [RELEASE] Shadow Genesis: 2017 Edition
I was thinking about it. Perhaps we will if we make a decision about final project closure, we might reveal scripts for the remaining acts. Silent Eyes for example has much better writting than Act I, and in my opinion it's worth to be made.

In my opinion, SG suffers from a problem of being campaign I wanted to make, with storyline we added later. SG is very old mod, released in 2013 and started in 2011. My way of storline design and overall campaign development evolved over the years, gave birth to Exile, end rendered SG obsolete in terms of development. Alrough further, hipotetical acts of SG are written much better, Exile is more original, imaginative, has better plot details and character development. While SG still has good storyline, it's below my current ambitions :P.

Idea came to my mind one day: Shadow Genesis: Reborn - completly new project based on old SG as a mainframe. With HTL Nightmare fleet, Vasudans as a part of Wolf's Fleet, new incarnation of Cerberus called Anathema [along with their flagship, following the scheme], major improvements in Nightmares plot and completly new missions... But later I realized that life is going on and we probably won't have time for such things. I made GTCv Eurynome for that purpose, and today it's solely remaining off-shot of whole SG:R idea. Other stuff [including apophysis skyboxes] were included in SG 2017.

In previous posts I wanted to give players some hints about continuation, just like original FS did if we won't decide to resume project development.
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 CT27

  • 211
Re: [RELEASE] Shadow Genesis: 2017 Edition
I PMed you some thoughts on the matter, I hope that's okay with you.  Just some friendly advice and thoughts from a fan. :)

 

Offline CT27

  • 211
Re: [RELEASE] Shadow Genesis: 2017 Edition
If anyone could give some advice on achieving the achievement in mission 21 I'd appreciate it:

 SG21    - INNOCENTS FROM TAU ENIGMA   - Save all ships of the civilian convoy in "Through back door"



Is this talking about just the ships in your convoy or both convoys?  One convoy is nearly instantly destroyed by an enemy destroyer when it jumps in.
Even if it's just your convoy I can't seem to save all the ships (civilian and military).


Any suggestions?

 
Re: [RELEASE] Shadow Genesis: 2017 Edition
Only your convoy. You cannot save the other one.

Commanding your wingmen and concentration on small transports are the key to unlocking this achievement. Alexandria can survive quite a lot of hits. Paradoxically, you often need to prioritize enemy fighters rather than bombers.
« Last Edit: July 26, 2017, 01:46:50 am by Macielos »

 
Re: [RELEASE] Shadow Genesis: 2017 Edition
Also interesting who is author of "LS" battle musics? Ones what plays on planet missions?

 

Offline Nyctaeus

  • The Slavic Engineer
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  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
Re: [RELEASE] Shadow Genesis: 2017 Edition
Also interesting who is author of "LS" battle musics? Ones what plays on planet missions?
I patched it up from outstanding work of Jack Wall. Everything is in the credits, or in SG-mus.tbm.
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 CT27

  • 211
Re: [RELEASE] Shadow Genesis: 2017 Edition
Only your convoy. You cannot save the other one.

Commanding your wingmen and concentration on small transports are the key to unlocking this achievement. Alexandria can survive quite a lot of hits. Paradoxically, you often need to prioritize enemy fighters rather than bombers.

I finally got this through the tech room yesterday.  Admittedly I played on "Very Easy", but I still got the achievement.  Sometimes I would fire an Angel at a fighter and it would take out the whole fighter wing which was helpful in mission.  :cool:

 

Offline CT27

  • 211
Re: [RELEASE] Shadow Genesis: 2017 Edition
I ran into an interesting glitch on "Long Road Home" concerning the achievement on that mission:

This is what the thread officially lists the achievement as:
17. SG27    - THE FINAL STRAIGHT      - Escort Stalker to Spica with hull at min. 35% in "Long road home"



I managed to get the Stalker out with 35% exactly.  The issue is, in game the achievement was displayed as     "- THE FINAL STRAIGHT    - Escort Stalker to Spica with hull at min. 40% in "Long road home".
In game it said I needed 40% but I only got 35% and still got the achievement.  I'm not complaining (since I got the achievement), but just thought I'd let you know.


 
Re: [RELEASE] Shadow Genesis: 2017 Edition
I tried downloading this, and got a CTD when loading the first mission.

I tried redownloading it (maybe a bad download?) and the same thing happened.

So I ran a debug build, and got this:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.4.20160307
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 50
  -spec_static 1.7
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 5
  -soft_particles
  -no_vsync
  -dualscanlines
  -orbradar
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -mod SG2017,MediaVPs_2014
Building file index...
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets1.vp' with a checksum of 0xe500b509
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets2.vp' with a checksum of 0xfc050451
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Audio.vp' with a checksum of 0x1588d481
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Core.vp' with a checksum of 0x6b18ac6e
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Effects.vp' with a checksum of 0x28bea544
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_GUI.vp' with a checksum of 0xf01b7b0c
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\GOG Games\Freespace 2\SG2017\' ... 0 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets1.vp' ... 583 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets2.vp' ... 465 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Audio.vp' ... 171 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Core.vp' ... 737 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Effects.vp' ... 602 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_GUI.vp' ... 1316 files
Searching root 'C:\GOG Games\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\GOG Games\Freespace 2\' ... 25 files
Searching root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 19354 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'axmsg-mod.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (10- High Definition Audio Device)
  Capture device: Microphone (Screaming Bee Audio
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1200 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    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 7900 Series
  OpenGL Version   : 4.4.12874 Compatibility Profile Context 14.100.0.0

  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".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Using extension "GL_EXT_transform_feedback".
  Using extension "GL_ARB_draw_instanced".
  Using extension "GL_ARB_texture_buffer_object".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:

  Max texture units: 8 (32)
  Max client texture states: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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
... OpenGL init is complete!
Size of bitmap info = 797 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'zoom-sct.tbm' ...
TBM  =>  Starting parse of 'zLoadFirst-sct.tbm' ...
TBM  =>  Starting parse of 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'parsecfg-sct.tbm' ...
TBM  =>  Starting parse of 'axmsg-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 message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'SG-sdf.tbm' ...
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'SG-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
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 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'SG-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (bexp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp_fire.eff) with 14 frames at 30 fps.
BMPMAN: Found EFF (exp_flare.eff) with 18 frames at 20 fps.
BMPMAN: Found EFF (exp_plasma.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (gauss_impact.eff) with 8 frames at 32 fps.
BMPMAN: Found EFF (ArcherMuzz.eff) with 5 frames at 20 fps.
BMPMAN: Found EFF (blueblast.eff) with 15 frames at 20 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ShieldHit03a.eff) with 22 frames at 30 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Could not find weapon type 'Vasudan CM' to use as countermeasure on species 'Vasudan'" at weapons.cpp:3475
Freeing all existing models...
Still opened files:
    c:\code\fs2_open_3_7_4_rc1\code\parse\generic_log.cpp:61
    c:\code\fs2_open_3_7_4_rc1\code\parse\generic_log.cpp:61

A missing Vasudan countermeasure?

I dug through your VP files and found this in your weapons.tbl:

Code: [Select]
; ********** Countermeasure Section **********

#Countermeasures

; MK, 5/22/97, Type One countermeasure, first pass.
; So far, no rendering information, just uses explosion bitmap.
; Chaff (or whatever) pieces are projected backward in a hemisphere.
; JAS, 1/29/98, added a model name for how it renders.
$Name:                                  Type One
$Velocity:                              30.0                            ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
$Fire Wait:                             0.5
$Lifetime Min:                  1.0                             ;; Minimum lifetime
$Lifetime Max:                  2.0                             ;; Maximum lifetime.  Actual lifetime is rand(min..max).
$LaunchSnd:                             99             ;; countermeasure 1 fired
$Model:                                 cmeasure01.pof          ;;      What pof file this uses

#End

Your mv_effects_wep.tbm does not seem to have it either.
"Obviously the meson bomb is a form of cat-toast-device, with the buttered toast inverted, so that the cat and toast both fly in the direction of gravity much faster than expected. By introducing artificial gravity, a pair of cat-toast perpetual motion accelerator units can be made to collide with one another, and they produce an unimaginably devastating explosion. Both cats are named 'Meson'."

 - Wikileaks 2383

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
Re: [RELEASE] Shadow Genesis: 2017 Edition
Ooops... Slipped through the debug again. Download this.
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: [RELEASE] Shadow Genesis: 2017 Edition
Also CTD'd upon entering the ready room & loading the first mission. But when I ran my debug build, it did emit a different log, so the fix is indeed making progress:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.4.20160307
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 50
  -spec_static 1.7
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 5
  -soft_particles
  -no_vsync
  -dualscanlines
  -orbradar
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -mod SG2017,MediaVPs_2014
Building file index...
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets1.vp' with a checksum of 0xe500b509
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets2.vp' with a checksum of 0xfc050451
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Audio.vp' with a checksum of 0x1588d481
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Core.vp' with a checksum of 0x6b18ac6e
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Effects.vp' with a checksum of 0x28bea544
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_GUI.vp' with a checksum of 0xf01b7b0c
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\GOG Games\Freespace 2\SG2017\' ... 4 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets1.vp' ... 583 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets2.vp' ... 465 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Audio.vp' ... 171 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Core.vp' ... 737 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Effects.vp' ... 602 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_GUI.vp' ... 1316 files
Searching root 'C:\GOG Games\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\GOG Games\Freespace 2\' ... 25 files
Searching root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 19358 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'axmsg-mod.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (10- High Definition Audio Device)
  Capture device: Microphone (Screaming Bee Audio
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1200 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    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 7900 Series
  OpenGL Version   : 4.4.12874 Compatibility Profile Context 14.100.0.0

  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".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Using extension "GL_EXT_transform_feedback".
  Using extension "GL_ARB_draw_instanced".
  Using extension "GL_ARB_texture_buffer_object".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:

  Max texture units: 8 (32)
  Max client texture states: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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
... OpenGL init is complete!
Size of bitmap info = 797 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'zoom-sct.tbm' ...
TBM  =>  Starting parse of 'zLoadFirst-sct.tbm' ...
TBM  =>  Starting parse of 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'parsecfg-sct.tbm' ...
TBM  =>  Starting parse of 'axmsg-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 message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'SG-sdf.tbm' ...
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'SG-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
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 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'SG-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (bexp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp_fire.eff) with 14 frames at 30 fps.
BMPMAN: Found EFF (exp_flare.eff) with 18 frames at 20 fps.
BMPMAN: Found EFF (exp_plasma.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (gauss_impact.eff) with 8 frames at 32 fps.
BMPMAN: Found EFF (ArcherMuzz.eff) with 5 frames at 20 fps.
BMPMAN: Found EFF (blueblast.eff) with 15 frames at 20 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ShieldHit03a.eff) with 22 frames at 30 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'SG-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'shipsave-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
Error.  Too much text (4158 chars, 4096 allowed) before $end_multi_text
TABLES: Unable to parse 'species.tbl'!  Error message = Too much text found.
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'escort-hdg.tbm' ...
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 weapons1_b with size 150x20 (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)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'SG-str.tbm' ...
TABLES => Starting parse of 'ssm.tbl'...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
WARNING: "No config file found. Returning to default" at lua.cpp:12182
Freeing all existing models...
Still opened files:
    c:\code\fs2_open_3_7_4_rc1\code\parse\generic_log.cpp:61
    c:\code\fs2_open_3_7_4_rc1\code\parse\generic_log.cpp:61

Interestingly, I did find mod.cfg inside the SG2017 folder:

Code: [Select]
[launcher]
modname      = Shadow Genesis 2017
image255x112 = ShadowGenesis2017.bmp;
infotext     = It is the year 2390. Lieutenant Nathan Miles is reporting for duty in the Terran 6th Fleet, commonly known as the Wolf's Fleet, a semi-autonomous defense force for strategic systems within the Wolf's Group, a heavily colonized sector, where multiple Ancient ruins have been discovered. Human- and Vasudankind are protected by their powerful navy, but despite the frontiers secure, unrest has begun to grow. A mysterious terrorist organization called Cerberus Legacy is rapidly spreading its influence within the GTVA, and their leaders are plotting a conspiracy that may lead the Wolf's Group to the brink of destruction...;
website      = none;
forum        = http://www.hard-light.net/forums/index.php?topic=83942.0;

[multimod]
primarylist  = ;
secondrylist = MediaVPs_2014;

I have not ever had FSO emit this particular error, so I have no idea what you need to do. :blah:
« Last Edit: August 01, 2017, 05:32:57 pm by Erebus Alpha »
"Obviously the meson bomb is a form of cat-toast-device, with the buttered toast inverted, so that the cat and toast both fly in the direction of gravity much faster than expected. By introducing artificial gravity, a pair of cat-toast perpetual motion accelerator units can be made to collide with one another, and they produce an unimaginably devastating explosion. Both cats are named 'Meson'."

 - Wikileaks 2383

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
    • Skype
    • Steam
    • Twitter
Re: [RELEASE] Shadow Genesis: 2017 Edition
Code: [Select]
WARNING: "No config file found. Returning to default" at lua.cpp:12182
This has nothing to do with mod.ini (which FSO neither knows nor cares about; that's solely for the launcher). It's a Warning (not an error, and therefore something you should continue past to look for an actual error) and, more to the point, is being generated by a Lua script (specifically, that line is in the "warning" function provided by FSO for Lua scripts to use). I'm not sure what script is generating the warning; I don't see that specific wording anywhere in the scripts provided by e.g. the MediaVPs, so presumably it's one of the scripts being used by Shadow Genesis itself:
Code: [Select]
TBM  =>  Starting parse of 'zoom-sct.tbm' ...
TBM  =>  Starting parse of 'zLoadFirst-sct.tbm' ...
TBM  =>  Starting parse of 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'parsecfg-sct.tbm' ...
TBM  =>  Starting parse of 'axmsg-sct.tbm' ...
TBM  =>  Starting parse of 'AnEngines-sct.tbm' ...
If I had to guess, the immediate generator of the warning is probably parsecfg-sct.tbm, but only because one of the other scripts told it to. If you want to fix that Warning, you'll need to figure out which config file is missing.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Gee1337

  • 27
  • Sh!tlord/Human Garbage
Re: [RELEASE] Shadow Genesis: 2017 Edition
If SG is not going to have a story continuation, then what was going to be the story behind the unknown destroyer you encounter in the Andromeda galaxy but never see again? (Ok, its idea might not be fully fleshed out, but an overview would be good!) :)

Thanks for the work you have done in bringing this mod more up to date. Played the original twice and I am enjoying this play through as well. Still a few grammar and vocabulary errors, but otherwise it is a lot easier to read then the previous version. Kudos!
I do not feel... I think!

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
Re: [RELEASE] Shadow Genesis: 2017 Edition
Code: [Select]
WARNING: "No config file found. Returning to default" at lua.cpp:12182
This has nothing to do with mod.ini (which FSO neither knows nor cares about; that's solely for the launcher). It's a Warning (not an error, and therefore something you should continue past to look for an actual error) and, more to the point, is being generated by a Lua script (specifically, that line is in the "warning" function provided by FSO for Lua scripts to use). I'm not sure what script is generating the warning; I don't see that specific wording anywhere in the scripts provided by e.g. the MediaVPs, so presumably it's one of the scripts being used by Shadow Genesis itself:
Code: [Select]
TBM  =>  Starting parse of 'zoom-sct.tbm' ...
TBM  =>  Starting parse of 'zLoadFirst-sct.tbm' ...
TBM  =>  Starting parse of 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'parsecfg-sct.tbm' ...
TBM  =>  Starting parse of 'axmsg-sct.tbm' ...
TBM  =>  Starting parse of 'AnEngines-sct.tbm' ...
If I had to guess, the immediate generator of the warning is probably parsecfg-sct.tbm, but only because one of the other scripts told it to. If you want to fix that Warning, you'll need to figure out which config file is missing.
I guess it's the zoom script. It's the same as it was in the first release, so it's pretty outdated but we never encoutered any problem with it... Or shipload scrits. SG uses only three scripts - Zoom, Shipload, and Axem's message box. All three are the same as regular, released versions. Anyway I have zero knowledge about scripts in general and I have no idea how to fix this.

And the strangest issue is the same as always: You have it, others don't o___O. Do you have option to skip this errors?

If SG is not going to have a story continuation, then what was going to be the story behind the unknown destroyer you encounter in the Andromeda galaxy but never see again? (Ok, its idea might not be fully fleshed out, but an overview would be good!) :)

Thanks for the work you have done in bringing this mod more up to date. Played the original twice and I am enjoying this play through as well. Still a few grammar and vocabulary errors, but otherwise it is a lot easier to read then the previous version. Kudos!
Thank ya :). We're still debating about any potential plot reveal. Co-leader wants to keep it internal for now to give players something to think about. Same story as FS2 ending, but I guess we will eventually prepare detailed plot documents and release them.
« Last Edit: August 02, 2017, 11:59:45 am by Nyctaeus »
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 Axem

  • 211
Re: [RELEASE] Shadow Genesis: 2017 Edition
It's probably my message script. It does try to look for a config file, but if not it has defaults it can use anyway. Though... not sure why I would've made that a warning instead of just a print...

My bad, it really is the zoom script!
« Last Edit: August 02, 2017, 06:42:45 pm by Axem »

 

Offline CT27

  • 211
Re: [RELEASE] Shadow Genesis: 2017 Edition
Nyctaeus,  I said this in PM but I'll say it here too:  if it would help in you deciding to do a SG sequel, I'd be willing to help with some writing or testing.

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • I made the largest .POF in the universe.
    • Minecraft
    • Exile
Re: [RELEASE] Shadow Genesis: 2017 Edition
Nyctaeus,  I said this in PM but I'll say it here too:  if it would help in you deciding to do a SG sequel, I'd be willing to help with some writing or testing.
Yeah, sorry. I remember it, but something pulled off my attention just after and I forgot to reply.

If we decide to continue this, we'll appreciate any help. Currently we want to focus on other projects.
Exile | Shadow Genesis | Inferno | Series Resurrecta  | DA Profile | P3D Profile

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Offline CT27

  • 211
Re: [RELEASE] Shadow Genesis: 2017 Edition
I just beat "Burning Skies Over Aeon XII" and I've noticed two technical issues:

1-
On "Burning Skies over Aeon XII", the requirement for the achievement is to not lose more than one allied warship (aside from the Neya).

I achieved that.  I only lost one aside from the Neya (the Aephea, sorry I forgot the exact spelling right now).  However, I didn't get the achievement.  For what it's worth I officially also failed the secondary objective of "save 2/3 of the fleet".

I was able to successfully complete the mission but I should have got the achievement.  Could you look into this please?



2-
On the menu screen I think you accidentally put things there that were meant for Exile:
When you place the mouse over "Ready Room" it reads "Begin of continue your fight for the Syndicate".
When you place the mouse over "Exit" the caption reads "Exit Exile"
« Last Edit: August 05, 2017, 11:58:21 pm by CT27 »