Author Topic: Revenge: Final Conflict - translated  (Read 57217 times)

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Offline Tyrian

  • 29
  • Dangerous When Thinking
Re: Revenge: Final Conflict - translated
The easiest way to set up your mod folders is to make the mod folder in the root directory.  Mine is C:\Games\Freespace2\RevengeFC.  Then extract the .RAR archive into that directory.  Go into the FSOpen launcher, click the "Mods" tab, and select the mod folder from the list.  Click Apply then Run and you're set. 
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Offline Backslash

  • 29
  • Bring Our Might To Bear
Re: Revenge: Final Conflict - translated
Souns like you're doing it right.  You select the mod folder Revenge (or RevengeFC, whatever you name it), not data.  There will be no mod description displayed because we don't have a mod.ini, but that's ok.  If someone would give me a "blurb" couple paragraphs of description of the campaign, and/or a small logo, I can make a mod.ini for us.

The only two folders in the Revenge\data folder that are essential are missions and tables.  (When you play, two more folders -- players and cache -- will be automatically created.)
Found another bug...(You must be getting sick of this)...In the mission Hold Position (I can't think of the number), the Sathanas jumps in.  I go to disarm its forward beams, but when I destroy the first one, it dumps me back to the desktop.  I'm not entirely sure what's causing it...
Me neither... this campaign has a few CTDs that don't make sense.  The most frustrating ones are the ones that aren't consistent, or that others can't reproduce.  Like this one :p  Just finished it myself no problem.  Try an April CVS build if you haven't yet. 

Quote
In the campaign, two weapons are mentioned, the Quantum Gun and the Blackstar.  The Blackstar I have used in the "Captain" training missions.  However, neither of these are available for selection in the campaign, even though one of the briefings states the Quantum Gun would be available as a weapon to mount on bombers.  Is this part of the campaign?
The author of Revenge replaced existing weapons in the weapons table to make these two -- the Morning Star and the Prometheus Retrofit, which are the Quantum Gun and the Blackstar respectively.  I think they forgot to change the label in the weapons loadout.
The Quantum is your default weapon in mission 19.  Heh, so is the Blackstar, what a good way to test.

Funny thing: the Blackstar does more damage in the same amount of time (constant fire) as it does for the Quantum to fire once.  I wonder if I should bump it up some?  (or bump the Blackstar ROF down, it's ridiculously fast...)

 

Offline Slime

  • 26
  • Mucous-y
Re: Revenge: Final Conflict - translated
Am I the only one who is finding one of the first missions incredibly hard? It's the one where you guard Omicron wing of hippocrates ships. Protecting them from bombers and fighters is not a biggie, but when the cruiser shows up, it all goes down: The cruiser fires its forward beams at Omicron 1, vaporizing it in seconds. I start firing trebuchets at the turrets, but there are so many that the cruiser can bring another shot to bear and take about 50-70 % off of Omicron 2. Even if I get the beam guns before the last ship is killed, my inept teammates can not protect it until I'm done disarming the cruiser. Everything blows up.

EDIT: After getting ONE ship merely out alive, the mission was failed?! I cheated it through, the rest of the campaign is fantastic! I love all of the new weapons and techs. Nice beam cannons, although I still think that bombing is kind of hard because the "blob" guns have an insane rate of fire. Well, atleast we have better bombs.
« Last Edit: May 18, 2006, 10:14:40 am by Slime »

 

Offline neoterran

  • 210
Re: Revenge: Final Conflict - translated
Most of these missions weren't playtested very well, unfortunately.
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Offline diceman111

  • 28
  • Keep on playing Glottis, keep on playing.....
Re: Revenge: Final Conflict - translated
Hmm vell ok I dont know if this is really a bug with the campaign or with Freespace 2 Vanilla....

The problem I have is that the text before the actual brefings (dont know what its called) seems to be to long and I cant view all of it so I dont know what it says (there are no arrowes on the side of it either).

one more thing I checked the missions with FRED and there seems to be alot of ingame chatter that isent being used.

/Dice

EDIT:

Just finished the campaign, all I can say is WOW this was deffinetly one of the best campaigns I have ever played (filled with bugs but still) this could easily have been Freespace 3.

/Dice
« Last Edit: May 20, 2006, 04:02:57 pm by diceman111 »
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Offline Slime

  • 26
  • Mucous-y
Re: Revenge: Final Conflict - translated
Edit: I tried the May-something CVS, and it solved it. However, the next mission gives errors, but not with the older build. *Sigh*... I got tired of switching builds while playing Derelict!
« Last Edit: May 25, 2006, 05:17:58 am by Slime »

 

Offline karajorma

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Re: Revenge: Final Conflict - translated
Which May build? The May 9th one should be the most stable build released recently but the other builds from May are going to be a lot less stable since there is a fair bit of new code in them.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Kosh

  • A year behind what's funny
  • 210
Re: Revenge: Final Conflict - translated
I hope updates to this campaign are still being made and uploaded. Are they?


Maybe not.......
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Re: Revenge: Final Conflict - translated
Is there anything like a single-download of Revenge that works?? Mine just crashed as FS2_open loads up!

 

Offline neoterran

  • 210
Re: Revenge: Final Conflict - translated
make sure you're running the freespace2_open version. There are 2 versions - one is revenge_translated.rar and the other is revenge-translated.rar. second one is SCP version.
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Offline PotzUK

  • 28
    • PyroPort
Re: Revenge: Final Conflict - translated
Im having problems with the mission where you escort the admiral :(

I get all the way to the end, and twice the admiral's ship has exploded shortly after docking with the orion ship... if I warp out I get the 'didn't complete mission message' :(

 

Offline Mehrpack

  • 28
  • Flying Monkey
Re: Revenge: Final Conflict - translated
hi,
thats a bug in the mission itsself.
theres a self-destruction SEXP in the mission, thats the reason why the nelson exploded.

imho can you find here in the topic an fixed version of the mission, or you search in fred forself in the mission for the SEXP and delete it.

Mehrpack
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Offline PotzUK

  • 28
    • PyroPort
Re: Revenge: Final Conflict - translated
Ok, I lopped the self destruct sexp and all is well... but now on the first of the training missions I get through to the end and the instructor says that I'm invuln and I can jump - but if I jump it says I failed?!  I see it mentioned in this thread but no difinitive fix/workaround other than to tweak the mission in fred?
« Last Edit: June 07, 2006, 10:08:31 am by PotzUK »

 

Offline Mehrpack

  • 28
  • Flying Monkey
Re: Revenge: Final Conflict - translated
hi,
sorry i havnt the skill for fred to fix that mission.
but you can edit the chapter file and set it so that it will load the next mission if you failed (theres another mission too, they tell you that you failed but you win it).

its the easy way to shipping that bug.

Mehrpack
Nobody is Perfect.
attention: this english is dangerours and terrible, runaway so fast you can!

 

Offline PotzUK

  • 28
    • PyroPort
Re: Revenge: Final Conflict - translated
No worries :)  I just jumped out 5 times on the trot and skipped it.  After the training everything seems good bar a few grammar/spelling/untranslated text issues :)

 

Offline PotzUK

  • 28
    • PyroPort
Re: Revenge: Final Conflict - translated
OK, I'm up to the "hunt for the devil" mission but for some reason after a while my weapons stop firing.  I can still hear the sounds, and the energy/ammo levels drop as if they were still working.  It's evident in 3.6.8, Kara's May 17th CVS build and 3.6.9 RC1... is this being caused by the custom weapons?

 

Offline Mehrpack

  • 28
  • Flying Monkey
Re: Revenge: Final Conflict - translated
hi,
nope.

the engine has a limit to render 320 (?) weapons/bullits/rockets at the same time.

are more weapons in the game as the limit is, the engine drop the other weapons.

that the reason why you hear your weapons but see nothing.

i have postet a long time ago in this thread a edit table for weapons.
so that the fire frequency are lower and they havnt so much range.

that have 2 advantages:
first: you doesnt reach the weaponslimit
second: the campain is a little bit easyer

heres the file: http://www.hard-light.net/forums/index.php?action=dlattach;topic=38610.0;attach=350

save it to revenger-folder/data/tables

have fun.

Mehrpack
Nobody is Perfect.
attention: this english is dangerours and terrible, runaway so fast you can!

  

Offline PotzUK

  • 28
    • PyroPort
Re: Revenge: Final Conflict - translated
Thanks bud, I'll give it a go tonight :)

 

Offline PotzUK

  • 28
    • PyroPort
Re: Revenge: Final Conflict - translated
The table didn't have any affect :(

 

Offline Mehrpack

  • 28
  • Flying Monkey
Re: Revenge: Final Conflict - translated
hi,
1) you save the table in the right folder? there are you sure?

if yes,

2) can you say me the exactly the name of the mission.

3) if i know the mission, i can try to lower the frequency and see what will happen.

Mehrpack
Nobody is Perfect.
attention: this english is dangerours and terrible, runaway so fast you can!