Author Topic: New MediaVP: 3.6.5  (Read 39446 times)

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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Quote
=====New Contents:
3.6.5:

(mv_core)
- Subspace warp model, warp.pof (By Bobboau)
- Ballistic primary HUD images (By Goober5000)
- Command briefing scroll GUI items (By Goober5000)
- Cloak map, cloakmap.pcx (By PhReAk)
- .AVI-friendly cutscenes table (Karajorma)
- New splash screen image (Axem/Lightspeed)
- HT&L Jump Node model (Raa Tor'h)
- FS2NetD Config file (Kazan)

(mv_effects)
- 32 Bit effects (Lightspeed)
- 32 Bit Engine glows (Lightspeed/Bobboau)
- high-quality suns/beam-glows (Lightspeed/CP5670)
- Suns pack v2.0c (Lightspeed)
- New shield hit ANI (DaBrain)
- Contents optimized to take up minimum space (CP5670)
- High-quality Motion Debris (?)
- Multiplayer-compatible Weapon/impact effects (Lightspeed)[/url]
- New afterburner trails (Turambar)
- Upgraded beam effects (DaBrain/FireCrack)
- New shockwaves, smoke, etc (DaBrain)
- Upgraded subspace effect (Lightspeed)
- New explosive effects (Lightspeed)

(mv_aseffects)
- Tables to activate singleplayer-only improvements (Lightspeed)

(mv_models)
- High-poly subspace models (Raa Tor'h)
- Fenris/Leviathon model (Vasudan Admiral/Karma/Raptor)
- Hercules model (Bobboau)
- High-poly smoothed Anuket model (Raa Tor'h)
- Glowpointed Arcadia (StratComm)
- Glowpointed Ulysses (wojta)
- High-poly Myrmidon model (?)
- High-poly Deimos model (Bobboau)
- High-poly Sobek (Raa Tor'h)

(mv_textures)
- Shine maps for FS1 vessels in FS2 (By GalacticEmperor)
- Shine maps for Freespace 2 vessels (Lightspeed)
- All the glow maps for the retail FS2 ships as of February 23, 2003 (By GalacticEmperor)
- Pegasus animated glowmaps (Lightspeed) *May or may not work due to FS2's loading order (At the time of this writing, the ANI is loaded before the PCX)
- Hi-res textures for some FS2 ships from FS1 (Extracted by GE, created by Volition)
- Cutting-edge remastered textures for various ships (Lightspeed/DaBrain)

(mv_adveffects)
- Hi-res 32-bit Planet images (Lightspeed)
- New High-quality explosives textures 2.0 (Lightspeed)
- Animated glowmaps (Lightspeed)
- Upgraded nebulae for retail FS2 (Lightspeed)

(mv_loplanets)
- lower-res DDS planet images (Lightspeed)


The wiki will be updated once the bugs seem to be ironed out.

Edit: Zpack is now at http://scp.indiegames.us/download.php?view.57

If you download zPack you will probably get a bug that crashes some missions.. See this thread for a work around - karajorma

Edit 2: Fix0red link.

Edit 3: Mirrors list:
(Removed)
Edit 4: Updated with the links to the permanent version, note that THIS IS NOT UP-TO-DATE DOCUMENTATION. The up-to-date readme can be found here
« Last Edit: February 10, 2005, 04:14:52 pm by 340 »
-C

 

Offline redmenace

  • 211
good, update will go up on the website tomorrow. thank you so much
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              -Frederic Bastiat

 

Offline Trivial Psychic

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*Is surprised that Nico's HiPoly Perseus didn't make it in*
*Is surprised that Lighty's ShineLT content didn't make it in*
The Trivial Psychic Strikes Again!

 

Offline WMCoolmon

  • Purveyor of space crack
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Bah, they both made it, but I forgot to mention the Perseus.

They're in mv_models and mv_textures, respectively.
-C

 

Offline redmenace

  • 211
some of Lightys stuff has made it in, I think
Is the POF for the perseus in LT build.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline Nuke

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why do the zpack and mv_hieffects have the same url?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Trivial Psychic

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Quote
Originally posted by redmenace
some of Lightys stuff has made it in, I think
Is the POF for the perseus in LT build.

In the VERY latest one, yes.  Since the textures VP list mentions GE's shinemaps for FS1 vessels in FS2, then I'm assuming that you haven't included Lighty's maps for those ships, since he's completed base, glow and alpha-shine maps for all FS1 in FS2 ships for a few weeks now.  The only reason I can see that you WOULDN'T want to include his stuff, is that he classifies this work as WIP.
The Trivial Psychic Strikes Again!

 

Offline taylor

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Few things:

Still no IBX files.  Don't know if that was intentional, just putting it out there.  If download size is a problem just make a separate mv_ibx.vp for people to download if they want.

mv_core:
The AVI friendly cutscene table is not needed any more.  It doesn't hurt to have it there but it was rendered obsolete with 3.6. (There is a reason I keep saying this btw)

The subspacenode01.pof is the double line version which I thought had been fixed.  Also I'm not sure if it's still needed.  The new version is actually slower in OpenGL than the original line version with the new OpenGL line code.  Not sure about D3D but the old version doesn't appear slower to me.

mv_effects:
newmiss? has both tga and dds versions even though 3.6.5 won't require this and will only use the tga unless you don't specify -jpgtga.  Just having the DDS version should be enough since pretty much every card supporting FS2_Open will support DDS.  Also there is a copy of each file in data/effects and data/maps.  They should only be in data/effects.

The same directory and/or TGA/DDS issue applies to MissileTrail0?, shornet?, strb?, hornetall?.

The new shockwave effect should probably be in mv_hieffects since the memory usage is 10x the old version.  It looks great and people should use it but I think it's in the wrong place.

mv_hieffects:
The exp05 and exp05_1 animations are the same.  This is a big waste of memory and should be fixed by either changing the files or reducing the LOD count in fireball.tbl and renaming the files, getting rid of exp05_1.ani.  Same for exp06_1.ani.  Also same for ExpMissileHit1_1.ani in weapon_expl.tbl.  All of the exp20 LODs are the same, they need to actually be different or change the LOD count to 1 in weapon_expl.tbl and removing the extra files.  There was a discussion about this in the sectorgame SCP internal forum.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
ALL of Lightspeed's stuff should be in one VP or the other. I didn't specifically name it because I wanted to have it be less vague than "ShineLT pack"; remastered textures was sort of what I had before.

Quote
Still no IBX files. Don't know if that was intentional, just putting it out there. If download size is a problem just make a separate mv_ibx.vp for people to download if they want.


That's a good point - there doesn't happen to be a quick way to generate them for all models used, is there?

Quote

mv_core:
The AVI friendly cutscene table is not needed any more. It doesn't hurt to have it there but it was rendered obsolete with 3.6. (There is a reason I keep saying this btw)

The subspacenode01.pof is the double line version which I thought had been fixed. Also I'm not sure if it's still needed. The new version is actually slower in OpenGL than the original line version with the new OpenGL line code. Not sure about D3D but the old version doesn't appear slower to me.

I've kept it there for backwards compatibility, it's not like it takes up a whole lot of space anyway.

As for the node, I just threw one in. AFAIK, Bobboau never fixed things so the old model would be used if the new one was present.

Quote
newmiss? has both tga and dds versions even though 3.6.5 won't require this and will only use the tga unless you don't specify -jpgtga. Just having the DDS version should be enough since pretty much every card supporting FS2_Open will support DDS. Also there is a copy of each file in data/effects and data/maps. They should only be in data/effects.

The same directory and/or TGA/DDS issue applies to MissileTrail0?, shornet?, strb?, hornetall?.


I'll check this out and, quality pending, get rid of the TGA versions. :)

Quote
The new shockwave effect should probably be in mv_hieffects since the memory usage is 10x the old version. It looks great and people should use it but I think it's in the wrong place.

Sounds like a good idea. :)

Quote
mv_hieffects:
The exp05 and exp05_1 animations are the same. This is a big waste of memory and should be fixed by either changing the files or reducing the LOD count in fireball.tbl and renaming the files, getting rid of exp05_1.ani. Same for exp06_1.ani. Also same for ExpMissileHit1_1.ani in weapon_expl.tbl. All of the exp20 LODs are the same, they need to actually be different or change the LOD count to 1 in weapon_expl.tbl and removing the extra files. There was a discussion about this in the sectorgame SCP internal forum.


My only problem with this is that I'm pretty certain it'll break multiplayer compatibility - so I'll have to get the tables revalidated and such. Not that it's impossible, but I haven't seen much of kazan in these parts recently.

So...I'll look into it.

Thanks for going over this stuff btw. :)
-C

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
i'll give this a go as soon as i get these new parts for the computer.
   //Warning\\
---------------------------------------------------------------------------------
do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline Nuke

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that zpack is getting huge :D
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline taylor

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Quote
Originally posted by WMCoolmon
That's a good point - there doesn't happen to be a quick way to generate them for all models used, is there?

Nope, sorry.  I can do it for you though if you want and just send you the IBX files.  For the ships you can just view them in the techroom and the IBX will be generated.  For everything that doesn't exist in the techroom you'll have to load a mission with it.  I think, for now, that this only includes the weapon pofs which are pretty fast to generate so don't worry about those.

Quote
Originally posted by WMCoolmon
I've kept it there for backwards compatibility, it's not like it takes up a whole lot of space anyway.

As for the node, I just threw one in. AFAIK, Bobboau never fixed things so the old model would be used if the new one was present.

The table is still needed for builds before 3.6 only and those builds probably won't work with the new models anyway.  It would save on packaging so don't worry about taking it out this time but the next time you update these things it might be less for you to think about to just remove it.

If the new subspacenode model is there the old one won't be used.  If you run the game without the MediaVPs then the old one should work fine in newer builds.  I just don't think it's needed anymore and because of the double lines is actually more complex and therefore slower to render than the old one.

EDIT: Don't know why I keep putting a 01 on subspacenode.  Brain just registered the PCX filename for whatever reason.  self = moron :)

Quote
Originally posted by WMCoolmon
My only problem with this is that I'm pretty certain it'll break multiplayer compatibility - so I'll have to get the tables revalidated and such. Not that it's impossible, but I haven't seen much of kazan in these parts recently.

Really?  Why in the hell are the fireball and weapon_expl tables validated?  They don't allow any cheating the I'm aware.  Fixing these things saves about 20meg of memory for something else so it might be worth it to fix this time given the higher memory requirements of this MediaVP release.
« Last Edit: December 07, 2004, 09:02:07 am by 1252 »

 

Offline Nuke

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so when will the zpack tables be cleared for multi use?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Kazan

  • PCS2 Wizard
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    • http://alliance.sourceforge.net
Request: Split mv_models into two vps - one of them containing the high-polygon models

those high polygon models are *****es
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline redmenace

  • 211
Well until everythink is finalize I will hold off on updating documentation.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline DaBrain

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My beamglows won't work unless you use the TGA versions, because of a source bug. (I don't know when this is going to be fixed. If it's soon, never mind.)
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
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(hosted by Game-Warden)
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Offline taylor

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Quote
Originally posted by DaBrain
My beamglows won't work unless you use the TGA versions, because of a source bug. (I don't know when this is going to be fixed. If it's soon, never mind.)

It's already fixed.  The betas of 3.6.5 have working DDS whether they are compressed, uncompressed, or in EFFs for D3D and OpenGL.  Just to make sure on the test builds I converted various interface screens to DXT1, DXT5, u888 and u8888 just to test everything at once.  It works great! ;)

 

Offline redmenace

  • 211
Quote
Originally posted by taylor

It's already fixed.  The betas of 3.6.5 have working DDS whether they are compressed, uncompressed, or in EFFs for D3D and OpenGL.  Just to make sure on the test builds I converted various interface screens to DXT1, DXT5, u888 and u8888 just to test everything at once.  It works great! ;)


DaBrain, do you want to take a look at the beta? if so PM me.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 
Hey, guys, I'm not getting mv_core or mv_aseffects properly... or their a lot smaller than it seems like they should be (1.75 megs, 101 kilobytes)...
$quot;Only two things are infinite, the universe and human stupidity.  And I'm not sure about the former.$quot;
 - Albert Einstein

$quot;It is foolish and wrong to mourn the men who died. Rather we should thank God that such men lived.$quot;
- Gen. George Patton Jr.

 
The  mv_core_b.vp (v3.6) was 1.6mb so the new should be a little bit bigger than 1.6mb and the mv_aseffects.vp is only a table, i think.
Which means everything is fine!
« Last Edit: December 07, 2004, 05:12:20 pm by 2136 »
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