Author Topic: RELEASE: VeniceMirror, Act 1!  (Read 46937 times)

0 Members and 1 Guest are viewing this topic.

Re: RELEASE: VeniceMirror, Act 1!
...What? SSE2/SSE/No-SSE should have zero impact on whether or not a mod works; if your CPU doesn't support those optimizations, the executable should simply fail to launch in the first place.

It sounds more like your executables are different versions entirely (3.7.2 RC3 is from halfway through 3.7.2's release-candidate phase, before "$Beams Use Damage Factors:" was added to the engine, so if your "other executable" doesn't choke on it, it's not because SSE2 builds don't like this mod).


No idea why it happens then. Some mods simply do not work with one exe while they work with another. A rather strange problem, but switching the exe is quite simple anyway.

 

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
Re: RELEASE: VeniceMirror, Act 1!
Well, I have no idea at all. Maybe its some architecture issue, or something?
--Did it! It's RELEASED! VeniceMirror Thread--

 

Offline NeonShivan

  • Previously known as BTA
  • 29
  • By the Omnisiah's grace.
Re: RELEASE: VeniceMirror, Act 1!
Happy Halloween TheHound,

So after [insert amount of time here] of procrastination I got around to playing your wonderful campaign, since it's your first campaign I'll give you the benefit of the doubt  :p

Now I haven't finished the campaign yet, I'll pick up on it perhaps sometime later this week (It'll give me something to do until I get Halo 5), so I'll give you essentially my first impressions. The review (in case there are people who are reading the forums still have yet to play your campaign) will be marked with a spoiler tag so read as you will.

Spoiler:
Alright so I got to the mission where you fight the Icarus over Ross 128 III. So far, for your first campaign, I'm rather impressed. Mechanics wise I like what you've done with the cutscenes, it gives campaigns a good cinematic feel and a break from regular ol' combat. The short, yet interesting choice of weapons given to the Lamaris rebels also gives them a unique feel as a rebellious teenager faction, although I feel an explanation somewhere (unless I missed it cause I tend to skim through briefings lol) as to what these weapons are and what they do would of been helpful instead of just trial and error.

Story wise, the campaign has promise. A bankrupt GTVA following the Second Shivan Incursion is to be expected, however I feel your portray of the rebels is slightly unrealistic. The cutscene where the Aquila and two corvettes arrived into Ross 128 and suddenly the GTVA was completely helpless felt, well, "godmoddish" lack of a better word. In modern society, you don't see rebel factions suddenly have top of the line equipment unless they are being spoon fed by a larger country (looking at you Ukraine and Syria). The dialogue displayed by the characters I feel also help give a sense that you are indeed a rebel. Someone fighting for the course of freedom and liberation from an oppressive regime.

Difficulty wise, and this might just me sucking at Freespace (despite playing this for X amount of years lol), so I can't really say much about it.

Overall, very nice work TheHound and others, I am mighty impress, this community needs a campaign to whitewash my trashy one  :lol:.

Next time I get to another point in the campaign I will post more of my thoughts, again excellent work, and hope to delve more into your campaign when the free time comes.
In German even the most beautiful love letter sounds like an execution order -Mito

(•_•)
 <)  )/
 /  \ All the Single Ladies

( •_•)
\(  (>
  /  \ All the Single Ladies

(•_•)
 <)  )/
 /  \  Oh Oh Oh

Author of Dusk Wars - A modification for Freespace 2.

 

Offline eicca

  • 26
Re: RELEASE: VeniceMirror, Act 1!
Is there voice acting in this campaign?

 

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
Re: RELEASE: VeniceMirror, Act 1!
Is there voice acting in this campaign?

Unfortunately, but there is no voice acting in this Campaign. In case some brave people would want to create one - I would gladly mod it in, along with any other possible fixes/tweaks, and rerelease the thing.
--Did it! It's RELEASED! VeniceMirror Thread--

 

Offline Nohiki

  • 28
  • Graf von Kaffeetrinken
    • Steam
Re: RELEASE: VeniceMirror, Act 1!
OK, I may be an overachieving jarhead, but:
Spoiler:
In Empty words!, i disabled the argo because I thought it might run with the VIP, and guess what, mission broke. Invulnerabling the engine subsystem on it should do it, or if you don't want it to be so obvious, restoring it to some % before triggering the undock and jump.

Never plan on the player doing exactly and only what you tell them to do. Some want to hunt points and bonus objectives wherever they think might be some.

 

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
Re: RELEASE: VeniceMirror, Act 1!
OK, I may be an overachieving jarhead, but:
Spoiler:
In Empty words!, i disabled the argo because I thought it might run with the VIP, and guess what, mission broke. Invulnerabling the engine subsystem on it should do it, or if you don't want it to be so obvious, restoring it to some % before triggering the undock and jump.

Never plan on the player doing exactly and only what you tell them to do. Some want to hunt points and bonus objectives wherever they think might be some.

It went down some time since I released this campaign, would need to remake it for more polish, but yeah, sometimes the little things like the engine protects etc are not in place.
--Did it! It's RELEASED! VeniceMirror Thread--

 

Offline mmm99

  • 26
Re: RELEASE: VeniceMirror, Act 1!
Hi guys just downloaded and tried loading it up but ran into this bug:

VM-mod.tbm(line 2):
Error: Missing required token: [#END]. Found [$Beams Use Damage Factors:YES] instead.

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>


I think some one has all ready reported this. Im running the 3.7.2 rc3 sse2 build I think. If more info is needed just say.
Life is like cheese... I never liked cheese.

 
Re: RELEASE: VeniceMirror, Act 1!

 

Offline mmm99

  • 26
Re: RELEASE: VeniceMirror, Act 1!
Just loaded with 3.7.2 final no problems thanks tomimaki.

Haven't played anything but the opening cut scenes...so sick :)
Life is like cheese... I never liked cheese.

 

Offline mmm99

  • 26
Re: RELEASE: VeniceMirror, Act 1!
ok just playing through now loving it so far, a bug to report: the second mission I got the opening dialogue from the corvette but got nothing else the whole mission that was it, it was like the grey speech box just froze and wouldn't move on, that opening dialogue stayed for the whole mission.

 I have something else to mention but I think it needs a spoiler cover how do I do that?
Life is like cheese... I never liked cheese.

 
Re: RELEASE: VeniceMirror, Act 1!
Code: [Select]
[spoiler] [/spoiler] ;)

 

Offline mmm99

  • 26
Re: RELEASE: VeniceMirror, Act 1!
Thanks Tomimaki!

A little thought, maybe didn't need a spoiler but:

Spoiler:
For the first 3 missions you cant change fighter or weapons before you start a mission (which is fine nothing wrong with that) but then the 4th mission "the Cavalry" the briefing says scramble! like its a surprise attack but you can then change fighters and weapons at the selection screens. I just think it a little odd that the previous missions you cant do anything and then on the first mission that it seems like you really don't have time to be fussing about how your fighters loaded out you then get that option.

I like it though I am stuck on a bombing mission:)
Life is like cheese... I never liked cheese.

 

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
Re: RELEASE: VeniceMirror, Act 1!
maybe the flags on the mission are messed up. Ill poke around it when ill get a moment of spare time
--Did it! It's RELEASED! VeniceMirror Thread--

 
Re: RELEASE: VeniceMirror, Act 1!
Is it just 2 missions? On 2nd mission after docking onto the GTD destroyer at the end screen there is no option to continue next.

 

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
Re: RELEASE: VeniceMirror, Act 1!
Is it just 2 missions? On 2nd mission after docking onto the GTD destroyer at the end screen there is no option to continue next.

Hell no. Mission 2 seems to have broken end conditionals. I hardly have any time to open the mod up and fix this, so I might give it an ride, but do not expect it anytime soon.
--Did it! It's RELEASED! VeniceMirror Thread--

 

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
Re: RELEASE: VeniceMirror, Act 1!
Alright, at this point, we can safely assume I will not be fixing this mod any time soon. If anyone wishes to make a remake, fix it up, use its resources or anything, feel free at it.
--Did it! It's RELEASED! VeniceMirror Thread--

 

Offline Novachen

  • 29
  • The one and only capella supernova
    • Twitter
Re: RELEASE: VeniceMirror, Act 1!
Alright, at this point, we can safely assume I will not be fixing this mod any time soon. If anyone wishes to make a remake, fix it up, use its resources or anything, feel free at it.

I used that statement to create a fixed version of this campaign, that i uploaded on Knossos a few weeks ago. :)

In this process i played through this campaign of course.

So time for a review of this campaign.

First of all, what i actually disliked here:
I think that the new weapons are next to useless :D. Actually i was never sure, why i should use the Beam cannon for attacks on subsystems, if i can use the Maxim instead, which is a much better and more powerful toy for this kind of work, especially because the Beam drains nearly a third of the weapon energy per shot. Also the machine gun seems only useful on the Phoenix... because it was the only weapon next to the beam that was faster than this ship, but other weapons have better DPS rates. I have to admit, most missions are much easier if i simply stick to the default FS2 stuff, that is already at least 15 years old here.
Especially on Insane, where the small Hitpoints of the Phoenix are much more dangerous for yourself.

The story itself was also hardly believeable... nothing against an army that fights for independence of Laramis. But this one was actually a little over the top with all the new technologies even the GTVA do not have ^^.
Spoiler:
And with them, it was too obvious that there have to be much more behind this rebellion. Actually i am not sure if i really like the "terran superpower in the shadows" stuff. Especially because they seemed to be able to create a big fleet with cutting-edge technology unnoticed by the GTVA.

But what i actually liked?
Actually i liked, that the LSR used customized versions of GTVA crafts that have slighty different stats than their GTVA counterpart. Actually i think, that this is more realistic that they are different versions of the same ships available, for different purposes. It looks much easier for me to build in some more hullplates for less speed (or acceleration) on the GTF Perseus instead to create a whole new fighter design for that purpose. Also it make sense, that this version of a fighter is used in only one specific system for example... because of much more Asteroids or something like that. Also it is known that there were at least two different GTF Apollos variants in service during the Terran-Vasudan War, even the fighter variant was the only one, that was available in Freespace: The Great War in the end.

Even i think, that they are too less new fighter types and even weapons in general, at least in capship technologies the GTVA had enough additions, so that you can believe, that this one plays a whole decade after FS2. Also these technologies did not look too different from the established GTA/PVN/GTVA design.
Spoiler:
Except for the Venice itself, which looked more like a ship from Wing Commander III or IV.

Also i liked many of the missions. The transition from cutscenes to gameplay was very good. Some of the missions were very special in design, i think "Patriots and Tyrants" was my favorite mission in the end, because in the first part you watch the fight from distance and have your own escort duty and in the second part you are jumping right to that battle you observed in the distance before. But i have to admit, that there were also one or two missions, that could be much better. My low in this campaign was "Battle for Ross 128" for example which i felt very boring with the right loadout.

The backgrounds in the mission were always very good and atmospheric.


Well, i do not expect, that Chapter 2 will be ever released, but atleast the whole independence story got some ending here, even it is revealed as a part of a bigger story. But this campaign is standing alone enough to entertain, what is a good thing.
Female FreeSpace 2 pilot since 1999.
Former Global moderator in the German FreeSpace Galaxy Forum.
Developer of NTP - A Multi-Language Translation Library Interface, which allows to play FreeSpace in YOUR Language.

Is one of my releases broken or not working? Please send a PM here, on Discord at @novachen or on Twitter @NovachenFS2, a public tweet or write a reply in my own release threads here on HLP, because these are the only threads i am still participating in.

  

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Re: RELEASE: VeniceMirror, Act 1!
Ok, the first few mission didn't sit well with me. The GTVA is utterly incompetent and the Laramis side is full of flawless geniuses. You fail if you loose a single ship, while the GTVA loses entire battlegroups to sheer stupidity and plot powers.

I mean, you have:
- pilots that can hack an entire enemy battelgroup from the cockpit in 30 seconds
- technological superiority of the Laramis that has all kinds of fancy toys
- The GVA cannot do nano-jumps effectively
- The GVA uses retarded tactics and doesn't attack with it's warships even when jamming the Laramis targeting??? Instead they just sit and wait for you to destroy the jammer ships, then sit and wait more while the Laramis overcharge their beams and murder them from long-range  - a tactic the GVA never thinks of using.

From a tachnical standpoint it looks great, but this just leaves s sour taste in my mouth.

Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!