Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: colecampbell666 on April 12, 2008, 07:54:41 pm
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These instructions are rather old. Read at your own risk. If someone wants to update them (and has the time, and has the access...) please do so.
-- Jeff Vader
I'm going to make this in order to post how to make your FSO look as pretty as possible. I'm also looking for your tips/tricks/pretty stuff.
Command Lines
These are command lines that you input into the launcher. They can enable pretty maps (textures), change the lighting, and other cool stuff.
IF YOU WANT TO GET GOOD GRAPHICS WITHOUT MUCH WORK, SIMPLY DOWNLOAD THE 3.6.10 MEDIAVPS, AND ENABLE ALL OF THE LAUNCHER OPTIONS LISTED HERE.
Launcher
Under the "Features" tab is where you find these:
Under "Graphics":
- Specular
- Glowmaps
- Environment Maps
- Mipmapping
- Normal Maps
- Lighting to Missiles
Everything under "HUD"
Under "Gameplay":
- Use Models For Ship Selection
- Enable 3D Warp
- Enable Flash Upon Warp
Enter the following lines in the "Custom flags" box:
- -ambient_factor 0
- -no_emissive_light
- -spec_exp 11
- -spec_point .6
- -spec_static .8
- -spec_tube .4
- -ogl_spec 80
Note that these flags can be adjusted by changing the numbers, what looks cool to one person may not look good to another, and you may have to adjust them to suit your monitor. THE HYPHENS ARE PART OF THE FLAGS!
Files
MediaVPs 3.6.10 (http://www.hard-light.net/forums/index.php/topic,58230.0.html)
The latest and greatest graphical updates for FSO. Available in two versions, a single-file version (although you also need mv_music.vp) and a multi-file version. The MediaVPs include graphical and musical enhancements to the original FreeSpace, and they require FSO 3.6.10 Final or newer to work well with little hassle. Simply follow the instructions in the thread here (http://www.hard-light.net/forums/index.php/topic,58230.0.html). If your computer can't handle the Advanced Effects, download the separate packs of the normal quality effects.
These are downloadable addons that aren't included in the MediaVPs (3.6.10)
Any .POF files go into /mediavps/models
Any .TGA, .DDS, .PCX, .ANI files go into /mediavps/maps
any .TBM, .TBL files go into /mediavps/tables. You should not use .TBL files, as they will not generally include table entries for other custom ships you may have added. Simply open the table in Notepad, copy the info for the ship you want into another blank Notepad, and save it as "<ship name>-shp.tbm". Then put it in /mediavps/tables.
Bobboau's High Resolution Beam Textures (http://www.hard-light.net/forums/index.php/topic,45459.0.html)
These textures are included in the MediaVPs 3.6.10, but they are in MV_Advanced.vp. If you want to use these textures but your computer can't run MV_Advanced.vp, use these.
As for FSO builds, 3.6.10 Final (http://www.hard-light.net/forums/index.php/topic,64520.0.html) is recommended.
Other
I will add to this list.
I'm looking for links to:
- Anything else that looks cool. This can be command lines, models, mods etc.
- Comments/notifications. e.g.: The HTL Apollo is already in the 3.6.10 MVPs! (if it is)
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Bobboau's Beams (http://www.hard-light.net/forums/index.php/topic,45459.0.html). And don't you mean high resolution, not high poly? Plus, aren't those in the 3.6.10 beta Advanced Effects VP anyway (I know some people will want to use them w/o all the other AdvEffects stuff though)?
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The media vp betas don't seem to have a lot of the hi-poly models, I run multimod with the old and beta media vps
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Um, the betas have more models than the 3.6.9s. In fact if there are some missing then that's a problem we need more info on to fix. Are there any that somehow fell out?
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There are some additional command line options. What I'm listing here affect lighting settings. Generally darker is cooler. These must be typed to the Custom flags field. Below is a list of some recommended entries. In the entries where there are numbers involved, the numbers without brackets are the default ones, and the numbers with brackets are the values that I use and recommend for starters:
-ambient_factor 120 (0)
-no_emissive_light
-spec_exp 16 (11)
-spec_point 1.0 (0.6)
-spec_static 1.0 (0.8)
-spec_tube 1.0 (0.4)
-ogl_spec 80 (80)
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Redownloaded mv_assets, models there now, thx
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Normal maps don't work on ATI Catalyst graphics cards, do they?
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Normal maps don't work on ATI Catalyst graphics cards, do they?
Why wouldn't they work? :nervous:
If the card supports OpenGL and shader model 3 (IIRC), FS2_Open shaders should work.
Also, Cataclysm is just ATi's driver control panel. It has sucked since... ever. NVidia's control panel has been much much better for a long time, but recently they moved to "vista-optimized" control panel that sucks ass, but not as much as Catalyst. The old NVidia control panel was good and I don't know why they ever felt the need to dumb it down since the new CP doesn't add anything to it...
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Ehh, so how would I go around making them work?
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You have to have the maps, a Shader Module 3 GPU, a 3.6.10 build, and the flag enabled in the launcher.
To find if your card is SM3, look at GPU-Z. (Google it)
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You have to have the maps, a Shader Module 3 GPU, a 3.6.10 build, and the flag enabled in the launcher.
To find if your card is SM3, look at GPU-Z. (Google it)
Actually you'll need an eXperimental Taylor build, or XT build for short, because those are thus far the only ones with shader system... as far as I know. Xt0314 works pretty well.
Also, from build Xt1107 onward, you will need a shader VP because the shader set is no longer compiled into the build as resources, but instead managed like any other form of media. Without the shaders, the shaders won't work and the engine will use fixed render pipeline only.
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I would recommend sdr1107, sdr1111 or sdr1112. I don't fully know what changed post 1112, but afterwards all the nameplates have angle transparency issues. (Interestingly enough, no ship I've seen yet shows the same issue with insignia. Confusing, neh? Probably because the insignia overlay differently and don't have -shine, -glow or -normal maps to contend with.)
Of course, even with those, the Orion shine map renders the nameplate lettering almost completely invisible, even if there is no alpha channel present in either, but at least you don't see a weird black rectangle around the letters that fades in and out on your viewing angle.
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Hmmm, I've installed the 3.6.10 mediavps like yesterday. An Orion to Taylor for his build and to all the people who worked on the new vps! No zebra or chess effects even with the current nVidia drivers for 8800GT). Still, the capships firing beams are lacking the animation for the "power up" phase. There is big fat nothing instead of those scary big balls of energy at the tips of the Sathanas firing its uberbeamz. I believe I've seen this mentioned somewhere here, but finding it is like searching for a Pharo without a radar in the nebula. Does anybody know if this is a glitch in my FSO or if it's something wrong with the beta vps ?
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Hmmm, I've installed the 3.6.10 BETA mediavps like yesterday. An Orion to Taylor for his build and to all the people who worked on the new vps! No zebra or chess effects even with the current nVidia drivers for 8800GT). Still, the capships firing beams are lacking the animation for the "power up" phase. There is big fat nothing instead of those scary big balls of energy at the tips of the Sathanas firing its uberbeamz. I believe I've seen this mentioned somewhere here, but finding it is like searching for a Pharo without a radar in the nebula. Does anybody know if this is a glitch in my FSO or if it's something wrong with the beta vps ?
Fixed - and pointed out the reason why you're having problems.
Almost every problem in MediaVP 3.6.10 public beta release is because they are, you know, in beta phase. They aren't finished so there's bound to be some issues - like indeed with some beams lacking the beamglows or having incredibly big tiling factor resulting in the texture being "compressed" along the length of the beam way too many times, asteroids being horrible resource hogs, and other miscellaneous errata.
:)
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Typical ^^ I was asking more out of curiosity, not like I have any other option than to use those betas (the official mvps don't work too well with nVidia drivers, and I am not desperate enough to downgrade those :P). Do we have any idea when the 3.6.10 is becoming official (the answer is of course 'when it's done', but I just had to ask it).
Anyway, great topic, somebody should stick it out. After using the command line options that Lobo suggested - HOLY FRAK THAT SATHANAS IS HUGE !!! :D Now it's really a scary sight in 'Bearbeating'... Gotta try 'Into the Lion's Den', that's gonna be one hell of a view at the beginning :)
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Where should I put the DDS files? eg. fighter05-01a.dds and fighter05-01a-shine.dds
BTW. Can the custom flags be standard in the Installer?
I am so angry ;) These settings are much better. If I only knew them before argh!!! I nearly finished playing all FS campaigns.., :D
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DDS files are textures, they go in maps.
And I've asked Turey about the whole preconfigured installer thing, and he hasn't bitten.
Anyone know where the topic about Axem's Wormhole went to?
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Where should I put the DDS files? eg. fighter05-01a.dds and fighter05-01a-shine.dds
What were you doing out here Roemig? ;7
You shouldn't need to download individual ship textures... unless you are knowingly trying to tweak some ship to use a different texture than in provided VP's... erm... nevermind.
Yeah, they go in maps. More fundamental explanation proceeds...
FS2_Open reads data from an abstract pool of files that encompasses the root ../data directory tree, all VP's in the root operating directory, and additionally the ../<modfolder>/data/ and VP's in all activated mod folders, as specified with the -mod <modfolder1>,<modfolder2>,...,<modfolderN> command line option.
These are all smushed together into a huge pool of data to be read. Textures are read from data/maps subdirectory, so that's where ship textures (and also some effect files that are essentially textures for models, such as the 3D-warp and 3D shockwave effects) belong. If there are multiple files with same filename in activated mod folders, the game simply uses the one that is read first. So mod folders placed first on the command line will take precedence over the ones after them, if there are corresponding file names on them.
What you most likely want to do is make a mod folder like "<INSERT SHIP HERE>-TEXTURES" with ../modfolder/data/maps subdirectory, place the textures there, and add that mod folder into your -mod command line... preferably first on the line so there aren't any problems with other mods you may be using.
Alternatively, you may create ../mediavps/data/maps folder and put the files there, which will replace the corresponding files in the VP's. I prefer multimod functionality, though - keeps troubleshooting easier in the end. Or if it's some other mod you're trying to... modify, place them there. The idea is the same.
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Thanks for the explanation guys.
I wanted to update the Valkyrie and the apollo fighters obtained from Freespace mods. Unfortunately, not all downloads have a read me file which states where to input the stuff.
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That's mainly why I created this topic, to help with making FSO pretty for newbs. (and n00bs too, if they want to mend their ways and listen)
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Normal maps don't work on ATI Catalyst graphics cards, do they?
They have sporadic, driver-dependent support on the 9800Pro and above. Anything below that and you can forget it. Even then, IIRC taylor may have made some changes that nix support in even the 9800Pro recently.
I think right now they're only Shader level 3 compliant.
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Where do I get these sdr1111, 1112, 1113, etc .VPs at?
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sdr1112.vp (http://icculus.org/~taylor/fso/misc/sdr1112.rar)
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Thanks!
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how do i enable the adv effects VP?
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Put it in the MVPs folder.
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GTVSA gave me the idea to make this topic.
I'm going to make this in order to post how to make your FSO look as pretty as possible. I'm also looking for your tips/tricks/pretty stuff.
It's GTSVA by the way...
BUT THANKS a lot COLE! :nod: :nod: :nod: :D
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sdr1112.vp (http://icculus.org/~taylor/fso/misc/sdr1112.rar)
Addified.
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Oh God.
The 3.6.10 Beta VPs...
The first time my 8800GTX has choked up!
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The 3.10 Beta VPs...
3.6.10 beta :P
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I just OCed my 8800gtx by about 21%.
Everything is fine now.
Great job! The missile explosions are so damned realistic! The subspace openings though, have a bit too much white space in the middle.
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I just OCed my 8800gtx by about 21%.
Why in the name of Flying Spaghetti Monster would you want to do that?
It should have way more juice for most games as it is... FS2_Open especially. At the very best, you're getting 5-10% better frame rates (guesstimate). More likely is that CPU and memory become bottlenecks with that card, and you won't see even that much improvement, and at the worst you're shortening the life-span of the card by running it at higher frequencies than it's designed for. Additionally... if your monitor doesn't support something like 120Hz vertical frequency, it's unlikely that the overclock is going to be noticeable at all.
I could be wrong though. Please run a FRAPS benchmark test of Massive Battle (kinda unofficial benchmarking mission somewhere around HLP) with and without overclocks and post the results, it would be interesting to know if I'm even close to correct...
Everything is fine now.
So you've run an artefact testing program that stresses the GPU and sees if it handles well during extensive stress when it heats up and the risk of bits going to wrong places grows?
With other games - such as Assassin's Creed, Crysis and other GPU killers, you might notice something assuming that without overclocking the FPS sometimes drops below the screen's maximum frame rate per second... but with FS2_Open... hardly. But run the benchmark and tell the results. ;)
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I just OCed my 8800gtx by about 21%.
Why in the name of Flying Spaghetti Monster would you want to do that?
It should have way more juice for most games as it is... FS2_Open especially. At the very best, you're getting 5-10% better frame rates (guesstimate). More likely is that CPU and memory become bottlenecks with that card, and you won't see even that much improvement, and at the worst you're shortening the life-span of the card by running it at higher frequencies than it's designed for. Additionally... if your monitor doesn't support something like 120Hz vertical frequency, it's unlikely that the overclock is going to be noticeable at all.
I could be wrong though. Please run a FRAPS benchmark test of Massive Battle (kinda unofficial benchmarking mission somewhere around HLP) with and without overclocks and post the results, it would be interesting to know if I'm even close to correct...
Everything is fine now.
So you've run an artefact testing program that stresses the GPU and sees if it handles well during extensive stress when it heats up and the risk of bits going to wrong places grows?
With other games - such as Assassin's Creed, Crysis and other GPU killers, you might notice something assuming that without overclocking the FPS sometimes drops below the screen's maximum frame rate per second... but with FS2_Open... hardly. But run the benchmark and tell the results. ;)
I had FRAPS on a massive battle.
some 10 fenris/leviathans with 100% flak vs. 5 fighter/bomber wings.
I was getting some 40fps. And it dipped down to 20. It is back up now to 60.
I have a 2.9GHz CPU and 4GB RAM and a X-Fi soundcard. Really no bottleneck.
Im going back to stock clocks to see what happened.
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What does the soundcard have to do with it?
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What does the soundcard have to do with it?
Just that that isnt a bottleneck either.
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What does the soundcard have to do with it?
AFAIK sound cards do have a CPU load impact that changes depending on the sound card itself and game's hardware acceleration compatibility... Better sound cards should use less CPU to produce same resolution of sound as, say, an onboard sound solution like Realtek AC97 or other popular integrated audio circuits on MOBO's.
Dunno if it matters at all with FS2_Open. Does OpenAL do hardware acceleration or is more of a software sound renderer...? :nervous:
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What does the soundcard have to do with it?
AFAIK sound cards do have a CPU load impact that changes depending on the sound card itself and game's hardware acceleration compatibility... Better sound cards should use less CPU to produce same resolution of sound as, say, an onboard sound solution like Realtek AC97 or other popular integrated audio circuits on MOBO's.
Dunno if it matters at all with FS2_Open. Does OpenAL do hardware acceleration or is more of a software sound renderer...? :nervous:
Whatver the problem was, I'm back to clock speeds and decent framerates. 55-ish.
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Read this only if you reside in a place where its 30 degrees outside ;)
I had the same problem. It was my PC over heating. I have a PC with similar specifications. Summer is on its way.
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so... if i get the sdr1112 file then i dont need nm_test.vp? If i do need the nm_test file can someone please point me to it as ive been looking for days to find it.
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No, you shouldn't need that, as I've never heard of it. Get sdr1112.VP.
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No, you shouldn't need that, as I've never heard of it. Get sdr1112.VP.
nm_test.vp was the initial normal map pack released with the very first (?) of normal map (XT) builds available to public. If you have MediaVP 3.6.10 betas, you won't need the nm_test.vp because those (and moar) normal maps are already in the Beta MVP's.
sdr<DATE>.vp files on the other hand, contain the actual shaders that the later XT builds use. Initially, the shaders were hard coded by Taylor, but for obvious reasons they were moved to be held in /data/effects/ directory - mostly because its a lot more convenient to edit effect files than compile a new build for every change just in the shader effects.
The latest shader VP is sdr1119.vp, but that one has a minor problem with how nameplates are rendered. sdr1112.vp didn't have this issue, but sdr1119.vp has, in principal anyway, better compatibility with the latest XT build(s) and is the official recommendation.
I personally use both sdr1112 and sdr1119 in my MediaVP's folder. If I were less lazy I would determine which file change(s) caused the error in the nameplate rendering and use the correctly working shaders from sdr1119.vp and just replace the faulty ones with the ones that make nameplates work, from sdr1112.vp.
...At least as far as I know. :nervous:
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I've been working on determining those changes and I have it almost narrowed down. I wont know until I'm done if I'm right or not though.
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Not exactly sure where I should post this, but it seems the normal link to Taylor's 3/14 Xt build is down (you know, the icculus.org one). To my knowledge, its simply not on the server anymore.
I spent a while searching around for it at another location and eventually tracked down this link: http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/Xt0314-win32.rar
I know most of you already have the build you want downloaded and all, but this just might help out another passing newbie like me.
Oh and if I may make such a suggestion, it would probably be extremely helpful for new people if the first post mentioned the need for an xt build along with where to find one. Seems to be a pretty integral part of "getting the most graphics-wise out of FSO" if I'm understanding things correctly.
Thanks for all of the amazing work you guys have been doing here. You really are quite awesome.
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Gunner,
:welcomered:
Glad to have you on board. Once you are familiar with the site and gaming, we (I hope) look forward to see you in our multiplayer area. :D
Any problems? Just post them here and we will all try to help you! ;)
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Actually, getting the most out of the SCP (in any case) needs to be done with the Trunk/SVN/Official releases. The XT builds were never ment for general consumption and every one using them has detracted from the progress of testing and fixing what is supposed to be a stable code release.
Which (IMO, I could be wrong) is why the XT builds are now no longer available. So seriously, stop trying to use them so that progress can be made. If you are offered the opportunity to test an XT build outside of a public post, keep it to yourself.
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The point being that, according to my current level of knowledge, only the Xt builds support normal maps. Therefore, using them is highly beneficial when trying to get the most out of FSO. If the situation has changed and there are "official", normal map supporting releases, then please, correct me.
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Normal mapping is the biggest improvement in the graphics of Freespace since IMHO high-poly models.
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Yes. But it is an additional feauture, lixely to be in the release exe. But unless as many bugs as possible are fixed between now and then, the release will not be as stable as it should be.
So sure. Play it pretty with the -normal flag if you must. But do not discard using other builds because they lack that feature, as it will be the fixes and features of the other builds that will make or break the release.
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Is there really any reason those other builds should not support normal maps?
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Because normal mapping is an experimental feature and the trunk builds are focusing on bugfix before doing any more feature creep.
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mmmm, as far as i can see the xt build was really helpful for testing as so many of the newer builds had weapon bugs or login bugs in multiplayer; and as it is the only build that supported normal maps how else could you fully test the new mediavps in multi and single player, i truly hope that svn and xt are merged as soon as possible so that we can see how power hungry the game will become with everything on max.........
but then again i could be wrong.....
:D
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If the build is 3.6.10, then they only thing that should be missing is -normal.
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I tried this out in both OpenGL and Direct3D 8 and they work really well with my computer. (Very fast one too)
I did notice a problem when running under Direct3D 8 where the ships appear to be white. Is this suppose to happen or is Direct3D 8 just isn't supported right now?
Also, where is the cockpit view? It doesn't show up. (I'm still trying various ships in the FS2 campaign so I might not of found a ship with this view)
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I tried this out in both OpenGL and Direct3D 8 and they work really well with my computer. (Very fast one too)
I did notice a problem when running under Direct3D 8 where the ships appear to be white. Is this suppose to happen or is Direct3D 8 just isn't supported right now?
Direct3D sucks.
Also, where is the cockpit view? It doesn't show up. (I'm still trying various ships in the FS2 campaign so I might not of found a ship with this view)
A ship needs a cockpit and it must be enabled on ships.tbl.
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Clarification:
D3D is not supported anymore, in favour of OGL. In order to see a cockpit, you need to add the appropriate flag to ships.tbl, and the ship must have a cockpit model.
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I thought you would say that. I'll try that out.
Sorry for asking but which ships.tbl are you talking about? The one in root_fp2.vp or somewhere in mediavp files?
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In the MediaVPs, if you will be using them for whatever you're doing.
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Shps.tbl is only in the root_fs2.vp. The Media VP's modify that data with -shp.tbm files when needed.
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Oh. What he said, use the one in root_fs2.vp.
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But extract it first!!! When you are done put it in freespace/data/tables/
Not sure if you know this already but just wanted to clarify.
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Perhaps the first post can be updated now that the Trunk builds include normal mapping? It would be advantageous because the flak issue won`t exist anymore.
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The 'Shader for Normal Maps' link doesn't work
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So after what point do Trunk builds have NM support?
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Since approximately the 7th?
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Enter the following lines in the "Custom flags" box:
- -ambient_factor 0
- -no_emissive_light
- -spec_exp 11
- -spec_point .6
- -spec_static .8
- -spec_tube .4
- -ogl_spec 80
Note that these flags can be adjusted by changing the numbers, what looks cool to one person may not look good to another, and you may have to adjust them to suit your monitor. THE HYPHENS ARE PART OF THE FLAGS!
I never really understood this part....
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Enter the following lines in the "Custom flags" box:
- -ambient_factor 0
- -no_emissive_light
- -spec_exp 11
- -spec_point .6
- -spec_static .8
- -spec_tube .4
- -ogl_spec 80
Note that these flags can be adjusted by changing the numbers, what looks cool to one person may not look good to another, and you may have to adjust them to suit your monitor. THE HYPHENS ARE PART OF THE FLAGS!
I never really understood this part....
Those need to be inserted to the Custom flags field in the Launcher. Basically, add the following line in there:
-ambient_factor 0 -spec_exp 9 -spec_point 0.4 -spec_static 0.5 -spec_tube 0.4 -no_emissive_light -ogl_spec 50
I'll take a screenshot if necessary.
Edit: Like this:
(http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/customflags.jpg)
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-ambient_factor
This must be entered into the "Custom flags" field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.
-no_emissive_light
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.
-spec_exp
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.
-spec_point
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.
-spec_static
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.
-spec_tube
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.
-clipdist
Changes the distance from the viewpoint for the near-clipping plane.
Takes one argument decimal specifying the distance to the near-clipping plane.
-ogl_spec
OpenGL Only. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL. A lower value reduces the overall intensity of the light making it broader and less powerful. A higher value makes it more focued and brighter. The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.
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Oh.....thanks... :D
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I entered the custom flags. How can I make the ships look a bit more bright?
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http://www.hard-light.net/wiki/index.php/Command-Line_Reference#Graphics_2
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Yes, but witch number should I change?
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-ambient_factor
This must be entered into the "Custom flags" field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.
-no_emissive_light
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature.
-spec_static
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution.
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Thanks! I am adjusting right now. :D
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Or do what I did.
Adjust one thing at a time, take note of what you changed and what happened, repeat.
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I am clicking on the shader link on the first post and it is giving me a file not found page on my Firefox. Can you fix the link or send me the file by email?
Thanks guys
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http://fs2source.warpcore.org/exes/latest/sdr003.zip
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I would not use that shader, or at least post both the 1119 and the 003 sets, and explain the difference, reason being explained here (http://www.hard-light.net/forums/index.php/topic,55614.msg1128626.html#msg1128626). Basically, if you can run 1119, it's faster. Also, is there a vp of the stuff in bob's beam pack? I know they're in the adv vps, but I was going to try using them with 3.6.8 and the file structure in that zip is...confusing. If not, I may try cleaning it up myself.
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Also, is there a vp of the stuff in bob's beam pack? I know they're in the adv vps, but I was going to try using them with 3.6.8 and the file structure in that zip is...confusing. If not, I may try cleaning it up myself.
IIRC it is on FSMods. It may also be linked at the beginning of this thread. It's not VPed though. You can do that easily enough with Maja though.
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Yeah I asked because I saw it in the start of this thread. But like I said, the structure seems wierd. When I open the zip in 7-zip, under the tables folder there's like 4 files with the same name. How is that possible? Is 7-zip just completely misreading this file or something?
-
Any bloom tips?
As in how...lol
-
How do i get those bumpy textures, best example is the Vasudan Sobek, Im using the latest mediavps but i cant get them to appear in mine. Other people claim to have them just from a normal installation.
http://h1.ripway.com/Canadian/screen0020.jpg
-
Run a 3.6.10 exe from nightly builds and enable -normal.
-
I just get a 'Installed incorrectly' error, same with any other build i try and run
Is there a specific place Im supposed to put the exe?
-
Preferrably your \freespace2\ folder.
-
I think you can get them through the FSO Installer.
-
And/or FreeSpaceMods.net. Though this isn't really "getting the most graphics-wise out of FSO", but rather "getting the FS1 cutscenes".
-
Cole you most make an update :)
MediaVPs are out now, please update so people coming from Nightly Builds forum can get up to date information. HTL Apollo shouldn't be needed, nor should the shaders or separate normal maps (or beam textures I think). Everything's included now I believe.
-
We'll have this prettier than X3 yet :yes:
I'm on the 310 mvps now and WHOO.... I think all you need to do is just link to the 3.10 release (first post) if people do all that they'll be picking their eyeballs uyp from the floor . :yes:
-
Updatified.
-
Wait...what?
-
Updated my post. Got rid of the 3.6.10b MVPs, among other things.
-
Oh okay..
-
:yes:
-
OT graphics card stuff split and booted over to general discussion.
-
ok when i used the new mediavp pack I get this:
Error: mv_exp-sct.tbm(line 971:
Error: Missing required token: [#End]. Found [$On Weapon Delete:] instead.
File: PARSELO.CPP
Line: 670
Call stack:
------------------------------------------------------------------
I get this warning several times. Any ideas?
-
ok when i used the new mediavp pack I get this:
Error: mv_exp-sct.tbm(line 971:
Error: Missing required token: [#End]. Found [$On Weapon Delete:] instead.
File: PARSELO.CPP
Line: 670
Call stack:
------------------------------------------------------------------
I get this warning several times. Any ideas?
Post a debug log.
Make sure you're using 3.6.12 final.
-
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
-spec_exp 8.2
-spec_static 3.5
-spec_point 8.6
-spec_tube 1.0
-ambient_factor 70
-env
-mipmap
-missile_lighting
-glow
-spec
-normal
-3dshockwave
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\mediavps\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\mediavps\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\mediavps\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\mediavps\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\mediavps\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\mediavps\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\mediavps\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\mediavps\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\mediavps\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 56 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Root.vp' ... 354 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\warble_fs2.vp' ... 52 files
Searching root 'C:\Games\FreeSpace2\' ... 56 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 24 roots and 15036 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 6150SE nForce 430/PCI/SSE2/3DNOW!
OpenGL Version : 2.1.2
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_NV_vertex_program3".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 4 (16)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
WARNING: "No actions specified for conditional hook in file 'mv_exp-sct.tbm'" at scripting.cpp:1312
mv_exp-sct.tbm(line 971:Error: Missing required token: [#End]. Found [$On Weapon Delete:] instead.
ERROR: mv_exp-sct.tbm(line 971:
Error: Missing required token: [#End]. Found [$On Weapon Delete:] instead.
File: PARSELO.CPP
Line: 670
required_string() script_parse_table() parse_modular_table() script_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77ba1194()
ntdll.dll 77d6b495()
ntdll.dll 77d6b468()
maybe its due I onyl have the 3.6.10 and not the 12?
-
Yes. To use the 3.6.12 mediavps, you need FSO 3.6.12 or higher.
-
well I did get the 3.10.12 and I still get the same warning as before and using the C3 debug and open log :
-----------------------------------------------------------------
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
-spec_exp 8.2
-spec_static 3.5
-spec_point 8.6
-spec_tube 1.0
-ambient_factor 70
-env
-mipmap
-missile_lighting
-glow
-spec
-normal
-3dshockwave
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\mediavps\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\mediavps\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\mediavps\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\mediavps\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\mediavps\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\mediavps\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\mediavps\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\mediavps\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\mediavps\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 56 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Root.vp' ... 354 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\warble_fs2.vp' ... 52 files
Searching root 'C:\Games\FreeSpace2\' ... 56 files
Searching root pack 'C:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 24 roots and 15036 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 6150SE nForce 430/PCI/SSE2/3DNOW!
OpenGL Version : 2.1.2
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_NV_vertex_program3".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 4 (16)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
WARNING: "No actions specified for conditional hook in file 'mv_exp-sct.tbm'" at scripting.cpp:1312
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You're still using 3.6.10. Please select 3.6.12_INF_r in the launcher's Browse tab.
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well I did get the 3.10.12 and I still get the same warning as before and using the C3 debug and open log :
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FreeSpace version: 3.6.10
Well, if you have the .12 builds, you do need to actually select them in the Launcher and use them as well.
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Found root pack 'C:\Games\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\mediavps\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\mediavps\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\mediavps\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\mediavps\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\mediavps\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\mediavps\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\mediavps\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\mediavps\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\mediavps\warble_fs2.vp' with a checksum of 0xd85c305d
This awesome mess that is your \mediavps\ folder can't help either.
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it works for now. So that is solved.
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it works for now. So that is solved.
You need to rename your mediavps folder to mediavps_3612 or campaigns like War in Heaven won't work, though.
Also, you should take the core files out of there and put them in the FreeSpace 2 directory (the ones without an MV prefix), and delete the 3.6.10 patch.