Author Topic: RELEASE: Warmachine  (Read 1511 times)

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RELEASE: Warmachine


Get it on Knossos

Warmachine brings a remix of Blue Planet: Age of Aquarius, featuring an escalation in intensity and visual flair. Inspired by sci-fi visuals both classic and modern, reimagined weapons on all sides of the conflict fill space with bolts of light and colorful arcing missile trails. And it's not just for show, Terran and Shivan weapons alike carry more punch than before, so make the most out of your new arsenal. Enjoy the landmark campaign again in a new way, and then try out instant action missions designed to put the new equipment through its paces.

WARMACHINE CURRENTLY REQUIRES SPECIAL FSO BUILDS TO FULLY FUNCTION.
 Warmachine heavily relies on multiple-target missile features(multilock) seen previously in Wings of Dawn. These features will hopefully be in nightly builds soon, but aren't quite there yet. You can get the latest test build for these features from https://porphyrion.feralhosting.com/datacorder/builds/test/multilock/

If you are unwilling or unable to use these builds you can still play Warmachine. Launch the mod with the "WM - Multi-lock missiles" package disabled and you can play with recent(20200515) nightlies. Be aware that the missiles in this state are not very well refined or tested, they are designed for the multi-lock features.

Warmachine started as a reaction to and adjustment of Age of Aquarius, exploring alternate ideas about the GTVA's post-Capella future and building a new style. It is not made by the Blue Planet team, and any current or future ideas within it shouldn't be expected to mesh perfectly theirs. Some day there may be a full story made for Warmachine, but too many people have wanted to play with what we have for too long to wait for that day. Age of Aquarius has been our playground for working on these ships and weapons, so now we're sharing that with you.


KNOWN ISSUES
Inflight training in the first mission leads to a soft-lock. This training is optional, so avoid it.

Likely-asked questions:
Q: War in Heaven?
A: No. At least not by us, not any time soon.

Q: Why is there an Uhlan in the TEI fleet, and why is another fighter wearing the Nyx's model?
A: There are certain ship ideas we have that we want new models for, but art production is naturally a hurdle. We've used models already in BP that more or less fit the properties we want for the final ship. These are examples of that. In the future these may be swapped out for other options.

Q: These vishnan missions are really hard.
A: Yeah. We've massaged them a lot and tried to make vishnan hardware keep up with the new standard, but they are still quite dicey at times. Some features of them are gated by difficulty level, so if you're having trouble I strongly suggest trying a lower one than you normally play on.

Credits
Warmachine
Talhydras - Lead
EatThePath - Backing

Invalubale testing by
Kestrellius

Music used
Supersede by Carbon Based Lifeforms
Authority by Vondkreistan.

Sounds used from
Starcraft by Blizzard
Homeworld: Deserts of Kharak by Blackbird Interactive
Mass Efect 3 by Bioware
Halo 3 by Bungie
Supreme Commander by Gas Powered Games
Tyrian by Epic Megagames

Cowboy Bebop: Knockin' on Heaven's Door
Stargate SG-1
Macross II
Star Trek
Star Wars
Titan AE
Yukikaze

Freesound

Models used...
Shielded Lucifer from FSPort
Edited SF Manticore from Kestrellius

Scripts used...
Axem's targetbox and turret hotkeying
Wookiejedi's capship maneuvering

Thanks to...
The Blue Planet team, for creating such an engrossing and inspiring experience we built on, and for being so excited about what we're doing with it
The SCP team, for making so many new things possible over the years, and also for putting up with our outlandish requests
Axem and DahBlount in particular for their work on multi-lock missile features
Sab0o, for patiently teaching Talhydras how to import a model file all those years ago
Icefox, for providing dev repo hosting and troubleshooting
And of course, please see the Blue Planet credits for everyone who contributed to that which we built on.

1.0.4 changes:
   A Blue Planet...(aoa-01)
      During the tutorial your missiles are switched to fire without lock, allowing you to now now actually complete the tutorial.
   Forced Entry(aoa-10)
      Removed a briefing reference to the Myrmidon.
      Added Sunflares to the mission loadout, as mentioned in the current briefing. The sunflare is a super-heavy anti-ship missile, and can only be carried on large bombers. They're probably not an ideal missile to bring on this mission, but they're available if you want to try to prove that wrong.
      Added the Ursa and Boanerges to fighter options. These are the only available ships that can carry the Sunflare. Future versions will eventually replace these with a more new bomber, but for now these will do.
   First Contact and Preserving the Balance (aoa-12,12-2, and 13)
      Copied over changes to these missions from current BPC versions that remove all but one of the suns from the background. This should reduce performance hit on some machines.
   Credits:
      Fixed an artist/title inversion in the music credits
« Last Edit: June 06, 2020, 11:16:39 am by EatThePath »

 
Re: RELEASE: Warmachine
YEEESSSS!!!!!

 
Re: RELEASE: Warmachine
Assert: "(swp->secondary_bank_weapons[bank] >= 0) && (swp->secondary_bank_weapons[bank] < weapon_info_size())"
File: ship.cpp
Line: 19343

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 147 bytes
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

[ This info is in the clipboard so you can paste it somewhere now ]


Use Debug to break into Debugger, Exit will close the application.

ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 147 bytes
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_multilock_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
your mod doesnt work
https://fsnebula.org/log/5ec56ebccb0d3321b2c98673

 
Re: RELEASE: Warmachine
Sorry about that. Looks like in our testing we neglected to retry mission 0 again in the final passes. Both it and the final cutscene mission of AoA have that problem, but the other cutscene-type moments in AoA don't. Investigation is ongoing into why, but in the mean time I've updated the mod to start you at mission 1 instead of mission 0 of AoA. May require a new pilot or restarted campaign or whatnot, I'm not entirely certain what gets saved in the pilot file.

1.0.2 with this fix has already been uploaded.

 
Re: RELEASE: Warmachine
I can't find the mod in Knossos. Running the install link on the nebula page gets me the
"Mod "Warmachine" could not be found!" dialog. I'm running v0.14.0 built from source on Arch Linux.

EDIT: Now it appears, seems like Knossos had connection trouble getting the current mod list.

Also, are there multilock builds for Linux or is the source available to build them myself?
« Last Edit: May 20, 2020, 03:57:24 pm by themaddin »

 
Re: RELEASE: Warmachine
Regarding finding the mod, Knossos seems to be taking about a day to display new mods in the explore tab. I think Woutersmits got it through the install link, but I really can't troubleshoot too much on how Knossos serves the mod.

Regarding building multilock, I believe https://github.com/scp-fs2open/fs2open.github.com/tree/test/multilock is the correct place to get current code. The test build server appears to only generate windows builds.

Also, 1.0.3 has been uploaded now that should resolve the cutscene mission issues and restores the campaign to including them. Sorry if that messes things up for anyone who has already started in on it. It also resolves a few other issues, including one that was broadly breaking missile behavior. That was caused by a last second solution of mine to another minor problem just before launch that I didn't test broadly enough, apparently. Hopefully the whack-a-mole is done with this release.

 
Re: RELEASE: Warmachine
OK, thanks. I'll try to build it from there.

 

Offline Su-tehp

  • Devil in the Deep Blue
  • 29
Re: RELEASE: Warmachine
Can't wait to play this...after I finish with all the other Freespace mods on my list. Soooooo much to do.... :sigh:

But yeah, I'm not finding it on Knossos yet either. Maybe in a day or two, but it's not like I'm in a rush to get it right away.

Also, the music is not "Supersede" by Carbon Based Lifeforms.

Rather, it's "Authority" by Vondkreistan.

Both are awesome songs though.
Creator of the Devil and the Deep Blue campaign - Current Story Editor of the Exile campaign

"Let my people handle this, we're trained professionals. Well, we're semi-trained, quasi-professionals, at any rate." --Roy Greenhilt,
The Order of the Stick

"Let´s face it, we Freespace players may not be the most sophisticated of gaming freaks, but we do know enough to recognize a heap of steaming crap when it´s right in front of us."
--Su-tehp, while posting on the DatDB internal forum

"The meaning of life is that in the end you always get screwed."
--The Catch 42 Expression, The Lost Fleet: Beyond the Frontier: Steadfast

 

Offline Antares

  • 28
  • Author of The Shivan Manifesto
Re: RELEASE: Warmachine
Man, the tracer effects on those primaries are gnarly. Pew pew pew pew.
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 
Re: RELEASE: Warmachine
Also, the music is not "Supersede" by Carbon Based Lifeforms.

Rather, it's "Authority" by Vondkreistan.

Supercede is used ingame as menu music(edit: though apparently I'd flipped artist and title). The trailer is indeed Authority, as credited in the video description if you go through to youtube, though below the 'read more' button.

I suppose it wouldn't be bad idea to add it to the credits here, even if it doesn't make much sense to add it to the ingame credits since it doesn't feature in the game yet.

-----------------

To be clear, since it appears I may not have been clear enough initially, this release includes ONLY: The Age of Aquarius missions from Blue Planet, and two stand-alone tech room instant action missions. One of those missions is pretty simple mindless action, the other is a lot more ambitious.

Our broader ambitions may bring you more story content in the future, but that's what we have for you at the moment.

-----------------

If you don't know how to use the multilock builds, here are some instructions for windows users.

  • Download https://porphyrion.feralhosting.com/datacorder/builds/test/multilock/test_multilock-builds-Win64.zip
  • Extract that into it's own folder, somewhere you can find again.
  • In the home tab of knossos, mouse over the card for Warmachine. A small arrow will appear near the bottom right of the card. Click it.
  • In the resulting menu pick the FSO Settings option.
  • This will open a settings window including a dropdown for FSO Build. Click the browse button next to this and navigate to where you extracted the build you downloaded earlier, then select fs2_open_20_1_0_multilock_x64_SSE2.exe.
  • Scroll to the bottom of the settings window and click save. Only then close the settings by clicking out of it or using the small x in the top right.



Do that and you should be able to launch the mod as you would any other from that point.



« Last Edit: May 21, 2020, 09:19:20 am by EatThePath »

 
An update went up yesterday that addresses some issues people have pointed out since launch. Full details are at the bottom of the release post.

We've been at work, thinking about ways to polish up the rough spots of the mod and how we want to expand it in the future. Most close to the fore is reworking the fighter and bomber selection, as the goal is to have the 14th BG fielding only new fighters but the existing TEI lineup doesn't entirely satisfy what we want out of the aesthetics or gameplay. Also, gonna cover those suckers in external mounted missiles.



No telling when that or any of the other things we're doing will be ready for the public, of course.

 
You're doing Lord Itano's work, my friend.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems