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Author Topic: RELEASE - MediaVP 3.6.10 Beta version  (Read 90313 times)
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DaBrain
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« on: December 31, 2007, 03:35:03 pm »

!!!Out of date!!!
The newly released 3.6.10 can be found here!






Requires a recent build of FS2_Open

Updated links! (Direct downloads via Warpcore)

----------

Readme
Note: Includes installation info.

(MV_Core)

(MV_Music)

(MV_Assets)
Note: This VP replaces the the mv_models and mv_textures vps.

(MV_Effects)

(MV_AdvancedEffects)
Note: Requires the MV_Effects to work properly.


Mirror 1 for all MediaVPs.

----------

Features:
-New htl models
-New high-res textures and shine maps
-Normal maps
-Lens flares
-Muzzleflashes
-Race specific shield effects
-New beam effects

----------

Fixes:


Hotfix for the german version of Freespace 2
Hotfix for the SD Ravana's ship and weapon collision detection errors. Place the 'capital2s-01.pof' file from this zip into Freespace2\mediavps\data\models. (Create this directory if it does not exist.)

----------

Thanks to my pals at Extreme-Players for hosting the files.

I hope Warpcore/indiegames download links will follow soon.

----------

This isn't the final version, but a BETA version of it. Please report problems in Mantis. I'll try to fix bigger problems like crashes a soon as possible.

For full quality you will have to use taylor's most recent XT builds.
Normal mapping will work only with those builds at the moment. A fully Shader Model 3.0 compatible graphics card with a OpenGL 2.0 compatible driver is required(!)

If your work is included in the MediaVP, but you name isn't noted in the readme, please PM me.

Happy new year to all of you!
« Last Edit: December 09, 2008, 03:06:21 am by Vasudan Admiral » Logged

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SoL is looking for a sound effect artist
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G0atmaster
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« Reply #1 on: December 31, 2007, 04:09:00 pm »

What's a recent build mean?  Like, what I downloaded with Turey's installer?  or one of those CV builds I've heard about?
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CP5670
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« Reply #2 on: December 31, 2007, 04:22:48 pm »

Very nice, I've been waiting for this for months. Does this include all the normal maps?

By the way, replace the music VP in your post with this one I put together from the stuff we got from Dan Wentz. It's still incomplete but it has a lot more pieces than the old one.
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Wanderer
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« Reply #3 on: December 31, 2007, 04:41:19 pm »

Now this reminds me.. Wasn't there new option for rendering particles?

Namely that '0-time' particles would get rendered once per frame or something. If so then the flak effect i made really ought to be changed into using this method as the current one may - depending on fps and other issues - render from zero to three particles per shot per frame.
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taylor
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« Reply #4 on: December 31, 2007, 06:31:51 pm »

I can't remember which build was the first to get that particle change, but I think that it hasn't been in a regular release yet.  I think that it's only been in the willrobinson builds so far, but those really aren't for general usage unless you are a mod maker or build tester, so not many people use them.

I'll put out a new regular build at the end of January, since I'm on a short rest break at the moment and not really working on FSO coding right now.
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DaBrain
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« Reply #5 on: December 31, 2007, 08:55:20 pm »

What's a recent build mean?  Like, what I downloaded with Turey's installer?  or one of those CV builds I've heard about?

"Recent" means in this case taylor's most recent build, which is (atm) here:
http://www.hard-light.net/forums/index.php/topic,50258.0.html

Other recent builds will work too, but do not feature shader support at this moment.


Very nice, I've been waiting for this for months. Does this include all the normal maps?

By the way, replace the music VP in your post with this one I put together from the stuff we got from Dan Wentz. It's still incomplete but it has a lot more pieces than the old one.

Thx added.

Yes, all normal maps I got from other members (namely Vasudan Admiral) and my own big normal map pack are included.

@Wanderer
Ah good idea! I'll implement this for the final version. (So when the official 3.6.10 builds are ready.)
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--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------
Zacam
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« Reply #6 on: January 01, 2008, 01:49:51 am »

I like mv_models and mv_textures being one.

Given the sizes, do you think you could post the md5's of these files? (HashTab is a good win proggy shell-addon that adds it to your right-click Properties selection)

Just as an idea, since mv_music contains (I'm guessing) more than just music, why not call it mv_audio?

(In process of downloading now....w00t!)

I've got the turey included 3.6.10 and all the robinson builds (I like 1207 personally.)

I'm loving New Years with you guys. Last year was 3.6.9 exe, this year is kick arse mediavp's. It's like having a second christmas. :-)

Sorry for the multiple edits, but is there some reason MV_Core only has the co-op missions? What about the FS2 Lightspeed missions?

N/M, they are apparently in MV_Effects. ???? Confused now....

Also, the readme states "The only VP that can be left in your Freespace 2 directory is the FS2cutscenepack.vp." What about multi-mission-pack and multi-voice-pack? _I_ know there is little to no conflict with those, but it may confuse others.
« Last Edit: January 01, 2008, 03:33:20 am by Zacam » Logged

Report MediaVP issues, now on the MediaVP Mantis Page! Read all about it Here!
ARSPR
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« Reply #7 on: January 01, 2008, 03:50:41 am »

 

Downloading now.
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IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    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.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
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nvidia 8800 GTX - Integrated Sigmatel Audio
Zacam
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« Reply #8 on: January 01, 2008, 03:59:45 am »

Holy carbuncle, do my eye's deceive me or does "Show Insignia" now work??? Sweet!

Error: Ravana Thruster Glows are offset from the rear of the vessel. Might want to fix that.
« Last Edit: January 01, 2008, 04:13:57 am by Zacam » Logged

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ARSPR
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« Reply #9 on: January 01, 2008, 04:26:21 am »

Error: Ravana Thruster Glows are offset from the rear of the vessel. Might want to fix that.

DaBrain, I haven't tested yet but this could mean you are using a totally BAD HTL Ravana. This Ravana is not worthy at all.
Logged

IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    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.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio
darkship
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« Reply #10 on: January 01, 2008, 04:45:11 am »

i got a problem but i dont know if it can be considered a bug or not or if this is just some random problem with my computer. Some beams like the shivan and AAA beams do not have the charge up effect or the "energy ball", for lack of a better term, during the actual firing phase. I think they are related to the MV_advancedeffect file, but having no modding experience whatsoever i cannot say for sure. a picture just to show what i mean.

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ARSPR
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« Reply #11 on: January 01, 2008, 04:53:12 am »

I can't remember which build was the first to get that particle change, but I think that it hasn't been in a regular release yet.  I think that it's only been in the willrobinson builds so far, but those really aren't for general usage unless you are a mod maker or build tester, so not many people use them.

I'll put out a new regular build at the end of January, since I'm on a short rest break at the moment and not really working on FSO coding right now.

A very selfish post .... 

PLEASE RETURN ASAP. We do need a debug build which returns warnings for missing stuff...



Now seriously, enjoy your break 

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


DaBrain, I'm unpacking all vps. While doing it with WCM's Maja, mv_music has given me the next warning/error:
Code:
Note: Imported VP lacked ending backdirs. This does not affect importing in any way.
I don't know if it can cause any ingame trouble at all (I just don't understand what the hell Maja is complaining about).
« Last Edit: January 01, 2008, 05:01:29 am by ARSPR » Logged

IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    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.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio
Jeff Vader
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« Reply #12 on: January 01, 2008, 05:24:17 am »

While doing it with WCM's Maja, mv_music has given me the next warning/error:
Code:
Note: Imported VP lacked ending backdirs. This does not affect importing in any way.
I don't know if it can cause any ingame trouble at all (I just don't understand what the hell Maja is complaining about).
I've had that a couple of times. Doesn't seem to be anything important.
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DaBrain
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« Reply #13 on: January 01, 2008, 06:11:13 am »

DaBrain, I haven't tested yet but this could mean you are using a totally BAD HTL Ravana. This Ravana is not worthy at all.

Dammit... It wasn't supposed to be in there. Must have happened during the back and forth between the files.


N/M, they are apparently in MV_Effects. ???? Confused now....

It makes sense imho. The updated nebulas are in the Effects VP, so the missions should be in there too.


@darkship Thanks, that will be hotfixed. I'll just wait a bit for more bugs to be found.
Logged

--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------
ARSPR
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« Reply #14 on: January 01, 2008, 07:06:56 am »

i got a problem but i dont know if it can be considered a bug or not or if this is just some random problem with my computer. Some beams like the shivan and AAA beams do not have the charge up effect or the "energy ball", for lack of a better term, during the actual firing phase. I think they are related to the MV_advancedeffect file, but having no modding experience whatsoever i cannot say for sure. a picture just to show what i mean.



DaBrain as you asked I was going to mantis it but this seems this very same issue, so I post it here although I suppose you've already found the reason.

On game startup with 3.6.9. debug I get the following errors:
  • SBeamAglow.eff from Advanced Effects doesn't have their related frames. This is the cause for those missing beam glows.
  • And also, 3.6.9. debug complains about BFRed (redefined in Advanced Effects beams2-wep.tbm) having more than 5 sections. Is this limit going to be pushed up in 3.6.10 builds?
Logged

IF YOU HAVE TROUBLES WITH FS2:
  • Please, please, please, READ and UNDERSTAND the sticky threads in FreeSpace & FreeSpace Open Support board.
    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.
    (Lobo deserves a monument).
  • Then, if you aren't still able to solve your issue, feel free to ask for help in that same board.
    FYI, most of the troubles are caused by wrong mod installations which lead to either missing data or undesired cross-effects between them. Always follow the mod installation instructions and keep a clean FS2 installation as explained in the sticky threads. Two additional links about how the game handles game data:
  • If you think that you've discovered a bug, mantis it.
    Provide as much info as you can, and try to narrow it down. A lonely "FS2 doesn't work" is not a good report.

Whoever Hanlon was: Never attribute to malice that which can be adequately explained by stupidity.
Albert Einstein: Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.

Dell Dimension 9200 - Vista 32-bit Ultimate
Core 2 Quad Q6600 @2.4GHz - RAM 2 GB DDR2
nvidia 8800 GTX - Integrated Sigmatel Audio
DaBrain
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« Reply #15 on: January 01, 2008, 07:19:11 am »

Looks like I've broken the beam in the last minute.

I think the beam sections will work fine with the final 3.6.10 build. I remember talkting about that issue with Bobboau. Just can't find it anymore atm.
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------
Shade
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« Reply #16 on: January 01, 2008, 07:35:52 am »

I am officially in awe. The only major problem is that when going from a normal mapped ship to one without them, the drop in quality almost hurts my eyes But that's really just a testament to how good a job you've done on the ones that are finished.
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« Reply #17 on: January 01, 2008, 07:37:10 am »

hi,
sweet!

so download it, and get a little bit in trouble, but i solve it.

my luncher had said that mv_strings-lcl.tbm are corrupt.
so i open the file and took a look in the file.
in the first line are writing:  #English.
so i think a bit and because i have the orginal german version i replace the English with German and work for me.

Mehrpack
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Mobius
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« Reply #18 on: January 01, 2008, 07:40:06 am »

Fantastic, downloading now!!! Big grin
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Hades
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« Reply #19 on: January 01, 2008, 07:44:56 am »

I would download it, but the files are to hefty for my computer right now.
I will download them once I get sick of EAW:FOC. Tongue
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<Hades> Mmm, those are some pretty girls there to the side
<@chief1983> Hades, I didn't get pretty girls
<@chief1983> I got dudes with six packs
<@chief1983> FFFFFFFFFFFFFFUUUUUUUUUUUUUUUU-

[00:39] <Esarai> Well, this isn't exactly what I used to bleach it, but wtc: http://images.4chan.org/b/src/12631 89501765.jpg
[00:39] <Hades> aww damn it, he broke through my Windows!
[00:41] * blowfish (blowfish@c-98-210-74-157.hsd1.ca.comcast.net) Quit ( Quit: THE END IS NEAR!!! )
[00:41] <Hades> Well apparently my bad oneliner was too much for him
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