Author Topic: FreeSpace Blue: FreeSpace 2 as it should've been.  (Read 59026 times)

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Offline eicca

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Well, the campaign itself is a single less-than-5MB VP file called "bpc-fs2blue.vp", and "bpc-core.vp" is around 21 MB and contains all the tables. I'm not sure if anything relies on changed model files, though (for extra turrets, for instance). If it did, though, they'd probably be the MediaVPs' models, and therefore combining those two VP files with the 2014 MediaVPs could, theoretically, be all you need to play FS: Blue by itself. I would just note that I obviously haven't tested this myself, and do not really recommend it if you have the space/bandwidth to download all of BP Complete.

Just tried it. Throws errors before pilot selection and then freezes at the mission loading screen.

 

Offline Darius

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Some of the sounds and music tbls reference non-MVP stuff

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
I feel like Slaying Ravana might be too quick now; although, does that just put it in line with the early game difficulty curve? Probably, yeah...

Well, it certainly is a lot less underwhelming then the original was, but it still is rather underwhelming for a boss battle.
The question is, to me: Do you intend FS2Blue to be played by people who have already played FS2 or do you intend for it to be a game where absolutely fresh players can run around? If it's the latter, you really ought to do something about the intro movie being a massive spoiler for the campaign, whilst if it's the former you can easily tweak the difficulty. Right now, The Romans Blunder is a more impressive mission, as it requires you to actually do some tactical planning. On the other hand, Slaying Ravana is basically a case of throwing in a few bombs and make sure that a fighter does not tail you. It kinda undersells the shivans as a fearsome enemy in contrast to A Lion at the Door, too.

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Yeah, Slaying Ravana was made intentionally easier because it was the first bombing mission and bombing in Freespace generally sucks. Making a hard bomber mission without fixing the inherent problem with bombers is just sadistic.
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Offline Trivial Psychic

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Sounds like the Ravana needs some plot armor.
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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Huh, so the COlussus did nto fire any of it's beams when Koth tried to ram it.

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Seems like it'd be easy enough to fix Slaying Ravana -- give it a ton more hitpoints, and give the player a much larger number of bombers to work with. It's larger in scope without being significantly harder, and, as an added bonus, huge volleys of bombs look awesome.

 

Offline General Battuta

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
It's already got a ton more HP, and maneuvers, and more defensive armament! Adding more bombers will reduce the player's marginal contribution, which makes the mission feel less interesting. It may just need slightly more toughness on the Ravana.

But it is a notorious difficulty spike, I'm not 100% sad to see it a bit nerfed.

 

Offline Trivial Psychic

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
How about giving it one of the more rapid-fire AI types?
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Offline DefCynodont119

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Random Idea, (and I know It does not 100% fit current BP canon) But what if we made the Terran ship into a GTC Cretheus? http://www.hard-light.net/wiki/index.php/GTC_Cretheus the FS2 styled flak gunboat thing. then put it just below and slightly to the left of the players start position, and move the Vasuden corvette back to it's original spot.

It could provide cover for the bombers and have little impact on the Ravana's health due to it's lack of anti-warship beam weapons. As for the plothole, the BP tech room says that It was interned to be deployed by that time anyway- but was delayed.  just say that this was the 1st prototype and the one in Vassago's Durge was the 2nd.

plus it's got much more AAA flak/beams and the mission dialogue calls for a cruiser anyway.



but I'm just babbling off the top of my head here.  :wtf:
« Last Edit: June 28, 2016, 06:58:58 pm by DefCynodont119 »
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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
You can also just use an Aeolus?

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
The suggested ship is non-canon. The point is to improve on the original FS2 campaign without fundamentally altering the story. Introducing a non-canon ship would be a pretty fundamental alteration. An Aeolus would be campaign appropriate.
There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline DefCynodont119

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Well, yes (and I addressed that) but given the changes already made, the changes to the weapons, (Balor available in certain missions) (not to mention the redoing of many techroom entries) It did not seem like it was beyond what they would do as it's just one ship, but meh an Aeolus is perfect too.

The point was that it would help give the player cove without providing beam support, (It could be the extra beams that create the need to beef-up the Ravana in the first place) and as a ship the Cretheus perfect for that role. an Aeolus would work great too, I just figured It'd be nice to have the Cretheus appear more then once in the entire mod.   :drevil:

As I said, Thinking off the top of my head.  :ick:

I agree though, the mission was too much of a difficultly spike.
« Last Edit: June 29, 2016, 03:30:08 am by DefCynodont119 »
My gift from Freespace to Cities Skylines:  http://steamcommunity.com/sharedfiles/filedetails/?id=639891299

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
I was under the impression that the Balor being available was a bug they were working on.
There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Heya, Blue Planet's post-processing shaders appear to make the game look quite a bit darker!
I made a few comparison shots, using the same (default - presets off) lightning settings for all shots, the only difference being either The Mod Used or the Post Processing Shader on/off.

BPOff: Freespace Blue with Post Processing off.
BPOn: Freespace Blue with Post Processing on.
MVPOn: MediaVPS with post processing on.
Vanilla: Just to show how far the game has come :)

[attachment deleted by admin]

 

Offline Luis Dias

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
god that ship's ugliness is generalised in all post-processing options...

 

Offline General Battuta

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Lol we were just complaining about how dark everything is on internal. Somebody better look at that table!

 

Offline AdmiralRalwood

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
-Joshua-, is that in 3.7.4 or with a recent nightly build? It's just that HDR completely changes lighting and you don't appear to have something glowing in front of you to make it obvious which one it is.
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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.

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<MageKing17> this ****ing code did it to me again
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(...)
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<MageKing17> How did this code ever work in the first place!?

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Re: FreeSpace Blue: FreeSpace 2 as it should've been.
It's 3.7.4 final.

 
Re: FreeSpace Blue: FreeSpace 2 as it should've been.
Currently playing Rebels and Renagades: When the Hinton is destroyed, Beta and Delta wings go to "No orders" instead of guarding the Iceni. This does make the subsequent section with the asteroids a bit harder: 2/3rds of the squads really shouldn't be fiddling their thumbs.