Author Topic: RELEASE - MediaVP 3.6.8 Zeta  (Read 164661 times)

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Offline WMCoolmon

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RELEASE - MediaVP 3.6.8 Zeta
!!!Out of date!!!
The newly released 3.6.10 can be found here!






Requires a recent build of FS2_Open
Additionally, 3.6.9 release candidates and 3.6.9 final requires additional files, for the appropriate mediaVPs:
http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar
http://fs2source.warpcore.org/mediavp/mp-710_effects.rar
http://fs2source.warpcore.org/mediavp/mp-710_models.rar

(mv_zpack)
  • mv_core
  • mv_music
  • mv_textures
  • mv_models
  • mv_effects
(mv_core)
  • 3D Warp model {Bobboau}
  • Ballistic-primary HUD {Goober5000}
  • Command briefing scrollbars {Goober5000}
  • FS2NetD (Multiplayer) Config file {MatthewPapa}
  • Four-player version of the main campaign {AceRimmer}
  • 'Apply Loadout to Wing' Weapon Select screen art. {Galemp,Goober5000}
  • Detailed loadout stats {Pnakotus}
  • Turret alignment fix {Admiral Nelson}
  • Additional escort list entry {WMCoolmon}
  • Shield icon {CP5670}
  • Dragon target LOD fix {Taylor}
  • Environment mapping default cubemap {Taylor}
  • Splash screen image

(mv_music)
  • High-Fi Battle music for 'Genesis' {Daniel Wentz}
  • High-Fi Battle music for 'Numbers' {Daniel Wentz}
  • High-Fi Battle music for 'Joshua' {Daniel Wentz}
  • High-Fi Ambience, Battle, and Arrival music for 'Revelation' {Daniel Wentz}
  • High-Fi Music for 'Brief6' {Daniel Wentz}
  • High-Fi Failure music {Daniel Wentz}
----------
(mv_textures)
  • Shine maps for all vessels {Galemp/Lightspeed}
  • Glow maps for all vessels {Galemp/Lightspeed}
  • Additional quality textures for many vessels {LightSpeed/DaBrain}
  • Hi-res Cairo textures {Galemp}
  • Touched-up Medusa maps {Turambar}

(mv_models)
  • High-poly subspace models {Raa Tor'h}
  • High-poly Asteroids {Sandwich/StratComm}
  • High-poly Hercules model {Bobboau}
  • High-poly Hercules II {Devils_hitman/StratComm}
  • High-poly Medusa {StratComm}
  • High-poly Ursa {Firecrack}
  • High-poly Ares {Raa/StratComm}
  • High-poly Erinyes {FireCrack}
  • High-poly Perseus with functioning cockpit {Nico}
  • High-poly Pegasus {StratComm}
  • High-poly Myrmidon model {F1gm3nt/JarC/Raa}
  • High-poly Faustus {Galemp}
  • High-poly Triton {Vasudan Admiral/Raptor}
  • High-poly TC-Tri {Black Wolf/Vasudan Admiral}
  • High-poly Fenris/Leviathon model {Vasudan Admiral/Karma/Raptor}
  • High-poly Aeolus {Vasudan Admiral/Raptor}
  • High-poly Deimos {Bobboau/Stratcomm}
  • High-poly Orion {Bobb/Galemp/StratComm}
  • High-poly Hecate {Raven2001/Galemp}
  • High-poly Mjolnir {StratComm/Mikhael}
  • High-poly Serapis {Raa Tor'h}
  • High-poly Anuket model {Raa Tor'h}
  • High-poly Satis {Raa Tor'h/StratComm}
  • High-poly Aten {Galemp/StratComm}
  • High-poly Sobek {Raa/StratComm}
  • High-poly Mara {Nico}
  • High-poly Dis {GalEmp}
  • High-poly SAC 3 {GalEmp}
  • High-poly Moloch {WeatherOp}
  • High-poly Lucifer {Vasudan Admiral/DaBrain}
  • High-poly Tsunami, Harbinger, and Cyclops bombs {Galemp}
  • High-poly Stilleto II, Harpoon, Helios, and Trebuchet {FireCrack}
  • Glowpointed Arcadia {StratComm}
  • Glowpointed Ulysses {wojta}
  • Glowpoints for Terran hi-poly ships {Stratcomm}
  • Texture fixes {StratComm}
  • Major Orion UVWrapping enhancements{Galemp}
  • High-res starfield skybox {Lt.Cannonfodder}
  • Nameplates for most Terran capital ships in main campaign {Admiral Nelson}

(mv_effects)
  • High-res planet images {Lightspeed}
  • High-res weapon effects {Lightspeed}
  • High-res beam effects {DaBrain/Firecrack}
  • High-res impact effects {Lightspeed}
  • Impact decals {Lightspeed/Bobboau}
  • High-res engine glows and flares {Lightspeed/Bobboau}
  • High-res suns {Lightspeed}
  • High-res shield hit {DaBrain}
  • High-res motion debris {Sandwich}
  • Afterburner Trails {Turambar}
  • High-res subspace effects {Lightspeed}
  • High-res explosion effects {Lightspeed}
  • New warpout effect {J.P.}
  • Glowpoints for Terran ships {Stratcomm}
  • High-res nebula textures {DaBrain}
  • Low-end 3D Shockwave {DaBrain}
  • Fixed sun images {CP5670}
  • New flak projectile effect {Wanderer}

(mv_adveffects)
  • Extremely detailed Planet immages {Lightspeed}
  • Animated glowmaps (GlowLTL-12.0) {Lightspeed}
  • High-quality explosion textures {Lightspeed}
  • High-res nebulae {Lightspeed}
  • Super high-quality 3D Shockwave {DaBrain}

----------

(mv_cell)
  • Sobek, Ulysses, Hecate textures {Bobboau}
  • Myrmidon, Deimos, Serapis, Horus, Satis, TTC 1, Ares, Ma'at textures {DaBrain}
  • Thoth, Hercules, Iceni, Seth, Loki {Raa Tor'h}
  • Nebula backgrounds, Planet F, thruster effects {DaBrain}


Note that this release isn't complete - it's mostly a compilation of the fixes and new models since the last version, but the major texture rework that was suggested was not completed. I did want this version to be fairly stable - I went through every single ship with the lab, in a debug build, so hopefully I got all those annoying debug build errors. While doing that, I noticed some envmap alpha problems on the Medusa, Triton, TC-Tri, Pegasus, Aeolus, and Lucifer. Nothing too major, though - it just looks like some weird kind of nebular shielding. ;) The animated beamglows are still all ANIs, even though they could probably do to be the DDS version. (I could not find them in the update thread) They are, of course, in mv_adveffects this time. (I hope :nervous:)

There are also a couple minor touches that've been long requested, as well - the IBX files for all models are included in mv_models, and (as you've probably noticed) I've put together an mv_zpack for this sub-version.

This is also the last, official, release that I plan on doing for awhile. However, I've talked to DaBrain, and he's agreed to coordinate the next official release. So...hats off to him, and everyone who's contributed to the MediaVPs so far. :nod: It's been a trip.
« Last Edit: December 09, 2008, 02:07:03 am by Vasudan Admiral »
-C

 

Offline Backslash

  • 29
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Re: DUDE - MediaVP 3.6.8 Zeta
Woot!  Nice work!  :yes:

Here's the more sane version of the animated beamglows.

Isn't shieldbv-01.ani supposed to be in mv_core\data\hud ?  (it's currently in interface instead)

The uber-reflective ships are because they are DXT5 with completely white alpha.  Such files can be converted to DXT1c and so both look better AND take up less memory. ;) I thought taylor had a fixed set, but if not I'll whip that up later this week.

 

Offline karajorma

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Re: DUDE - MediaVP 3.6.8 Zeta
I'd edit the post to add that mv_adveffects should only be used by people with top of the line PCs and that mv_cell should only be used by people who fancy trying out the comic style graphics it includes.

Apart from that :yes: Adding this to my mediavps folder straight away :)
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Offline taylor

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Re: DUDE - MediaVP 3.6.8 Zeta
The uber-reflective ships are because they are DXT5 with completely white alpha.  Such files can be converted to DXT1c and so both look better AND take up less memory. ;) I thought taylor had a fixed set, but if not I'll whip that up later this week.
I do have a fixed set, but merging my version of the MediaVPs and the official ones isn't an afternoon's worth of work.  I package my set differently, and use different/modified effects and textures, and that can cause issues.  It's not a simple job to merge the two sets of VPs together.  I'll give my set to DaBrain if he wants them and hopefully he will have the time available to rummage through and pick out everything that can be used.

 

Offline FireCrack

  • 210
  • meh...
Re: DUDE - MediaVP 3.6.8 Zeta
Hmm, the version of the helios in the media VP's is mine.

Also, i think that DaBrains beam effects may have all but overriden mine by now...
actualy, mabye not.
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3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
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Offline Turambar

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Re: DUDE - MediaVP 3.6.8 Zeta
I've already got a thread up about fixing those envmap problems and i've knocked a good amount of them out

i'll be sure to get the fixor3d tex's to dabrain for the next release (right now i'm working on ptah with Unknown Target, and of course BSG fun)
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline dborden

  • 24
Re: DUDE - MediaVP 3.6.8 Zeta
Quick noob question.  To use these new Vps properly I know I have to overwrite the ones in my media vps folder however I was wondering if I need to clean out files in my /data/cache, /data/missions, /data/models folders???

 

Offline karajorma

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Re: DUDE - MediaVP 3.6.8 Zeta
data/missions should be fine as long as you haven't been silly and installed something there which you shouldn't have (anything ending in .fs2, .bak or .fc2 is supposed to be there and can stay, as can any backup.00x files which are FRED autosaves.)

Data/Cache will automatically update for all the new models. Clear it if you have problems with the new high poly ships in the VPs but leaving it as is for now will drastically reduce your loading times the first few times you play.

Data\Models, Data\Tables and all the other data folders except for players and freddoc should be cleared. Back them up before you do it but if you have anything in there you could cause yourself all kinds of problems.
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Is that the Freespace2/Date folder or the mediavps/data folder that we need to clear out. I know this is again a noob question but hey the only dumb questions is the on unasked right?

 

Offline karajorma

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Re: DUDE - MediaVP 3.6.8 Zeta
To be honest, both.

Old data in either can cause you problems. Anything in in mediavps\Data\ is actually higher prority than the VPs in mediavps\ so the game will use anything from those folders first.
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Offline ni1s

  • 26
Re: DUDE - MediaVP 3.6.8 Zeta
Requires a recent build of FS2_Open
...
  • Impact decals {Lightspeed/Bobboau}

...
Quote from: code/cmdline/cmdline.cpp
* Revision 2.137  2006/05/04 21:25:12  phreak
 * the -decal command line doesn't enable decals anymore, just pops up a messagebox in windows saying that decals are disabled from now on.

So what's up with that?

And with the mv_adveffects offering only five resource heavy features, can't we split them up?

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Re: DUDE - MediaVP 3.6.8 Zeta
I haven't really noticed any concrete evidence that splitting the adveffects VP into two would significantly increase the flexibility of it. A slim, middle-ground of people might be able to use some features that they otherwise wouldn't have been able to use. (All the elements in adveffects primarily require more memory - memory jumps from 128 to 256 to 512. Adveffects is about 250 MB, but all of those effects won't necessarily be in memory at the same time)

Plus, splitting things up into five extra VPs (even if they are in the same zip) adds four more VPs to keep track of and advise people on and assemble, and sort of defeats the purpose of having the mediaVPs, rather than simply having a page with links to the individual effects.

The decals should stay - they only take up a quarter of a megabyte, and should not take up bmpman slots with the -decals command line off. (That isn't a functionality statement, if it isn't that way, it should be that way). Plus there's no guarantee that someone won't fix the decals command in the future, and then they'll be useful again. Much easier to find than trying to dig them out of an obscure thread or webserver.
-C

 

Offline Goober5000

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Re: DUDE - MediaVP 3.6.8 Zeta
I kind of feel weird saying this, but I don't think Galemp was involved in the "Apply Loadout to Wing' Weapon Select screen" art.  I'm pretty sure I did the whole thing.

And I'm also pretty sure Galemp stated this in one of the other release threads. :nervous:

 

Offline CP5670

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Re: DUDE - MediaVP 3.6.8 Zeta
This looks great, I need to check in this forum more often. :p So the gamma was changed to zeta? :D

I'm not sure if it makes any difference, but the shield icon fix in mv_core is in the interface subdirectory (it should be in hud).

 

Offline Turambar

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Re: DUDE - MediaVP 3.6.8 Zeta
btw, me and Unknown Target are collaborating on the Ptah for a hi-res hi-poly combo, which i started as a tangent from the envmaps issue.   maybe release can be delayed to accomodate it
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline ShivanSpS

  • 210
Re: DUDE - MediaVP 3.6.8 Zeta
Ok, I should test it first, but... I should use this VPs, to make a new FS Pack?

 

Offline karajorma

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Re: DUDE - MediaVP 3.6.8 Zeta
I'd wait at least a few more days for some more testing on them.
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Offline ARSPR

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Re: DUDE - MediaVP 3.6.8 Zeta
I'm not sure if it makes any difference, but the shield icon fix in mv_core is in the interface subdirectory (it should be in hud).

I've made a patch vp with shieldbv-01.ani set in data/hud and I see no difference within "Monster in the mist". Can anyone tell me what is this file for?  :confused: Thank you.
IF YOU HAVE TROUBLES WITH FS2:
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    A lot of people are willing to help you, but, as anyone can understand, seeing the very same "issues" repeated again and again can become quite depressing. Please, spend a bit of time trying to solve the issue by yourself.
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  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
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    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

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Offline karajorma

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Re: DUDE - MediaVP 3.6.8 Zeta
It wouldn't make any difference doing that AFAIK. The game is quite capable of find the data in either place.

This is only an error in the same way that putting a table file in Data rather than Data\Tables is.
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Offline taylor

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Re: DUDE - MediaVP 3.6.8 Zeta
It wouldn't make any difference doing that AFAIK. The game is quite capable of find the data in either place.

This is only an error in the same way that putting a table file in Data rather than Data\Tables is.
Actually it can/does make a difference.  The files on disk (except for specific directories) and in VPs are cached and filtered against file type.  If you put an ANI in data/tables then it wouldn't be found since the tables directory doesn't include the ANI file type in it's filter.  data/maps, data/hud, data/effects all include .ani in their file type filter so the ANI in any of those locations would work fine.  But, loading the file could also be restricted by directory, so if trying to get the hud ANI the code may only look in data/hud.  Getting ANIs for model textures will only come from data/maps for instance.

Some places in the code do that, most don't.  More will in time though since it's much faster if we restrict it.  It's always better to have it organized properly just in case, and for better in-the-future support.