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Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Goober5000 on April 14, 2013, 11:10:21 pm

Title: FSPort 3.4 Discussion!
Post by: Goober5000 on April 14, 2013, 11:10:21 pm
Discuss. :)
Title: Re: FSPort 3.4 Discussion!
Post by: An4ximandros on April 14, 2013, 11:41:24 pm
 Remixes by Dan Wentz. Win. That is all. :yes2: :nod: :yes:
Title: Re: FSPort 3.4 Discussion!
Post by: MatthTheGeek on April 15, 2013, 01:29:23 am
Now finish that installer so that a larger pop can enjoy this release !
Title: Re: FSPort 3.4 Discussion!
Post by: antsa on April 15, 2013, 06:54:28 am
Heaven.
Title: Re: FSPort 3.4 Discussion!
Post by: FreeSpaceFreak on April 15, 2013, 01:00:38 pm
Congratulations!
Title: Re: FSPort 3.4 Discussion!
Post by: Macfie on April 15, 2013, 01:24:29 pm
Which models were updated?
Title: Re: FSPort 3.4 Discussion!
Post by: Jeff Vader on April 15, 2013, 01:36:07 pm
  • Dan Wentz's remixed FS1 soundtrack ;7
... I admit, I am tempted to set up FSO on my rig because of this. And this alone.
Title: Re: FSPort 3.4 Discussion!
Post by: Mongoose on April 15, 2013, 02:29:16 pm
Woo :yes:

For the sake of saving bandwidth, are there any files that haven't changed since the last release, or should we download the whole slate of Core and MediaVP files fresh?
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on April 15, 2013, 03:35:54 pm
Only Odeon and Warble have definitely not changed. (Yeah, Odeon. I guess the cutscenes with the new audio are not ready yet.) I think some of the Tango_hi files are also the same as before.

And I found the first new problem already: Brief_2_5_c.wav has an grating noise replacing most of the word "co-ordinates." The file in SVN sounds fine and has never been changed. I suppose the version of this file used to build the VP got damaged somehow.
Title: Re: FSPort 3.4 Discussion!
Post by: nickd0121 on April 15, 2013, 04:00:17 pm
Awesome! I'm glad someone finally fixed the Ramses/Taranis battle, I always wondered why that was never looked at
Title: Re: FSPort 3.4 Discussion!
Post by: mjn.mixael on April 15, 2013, 05:30:27 pm
I guess the cutscenes with the new audio are not ready yet.

They are, you guys just didn't ask.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on April 15, 2013, 07:00:08 pm
Awesome! I'm glad someone finally fixed the Ramses/Taranis battle, I always wondered why that was never looked at

It was looked at multiple times.  But the root cause of the problem wasn't understood until recently, and thus previous attempts never completely solved it.


They are, you guys just didn't ask.

Well, we'll ask now.  Can you provide us with a list of links, or an mv_cutscenes.vp?


Only Odeon and Warble have definitely not changed. (Yeah, Odeon. I guess the cutscenes with the new audio are not ready yet.) I think some of the Tango_hi files are also the same as before.

I'll provide a list of changed files later this evening.  Running a disk check on my external drive currently, due to the next quote.


Quote
And I found the first new problem already: Brief_2_5_c.wav has an grating noise replacing most of the word "co-ordinates." The file in SVN sounds fine and has never been changed. I suppose the version of this file used to build the VP got damaged somehow.

Strangely, when I update SVN I still get the damaged file.  Until we upload a fix, you can use the old stu_fs1.vp.  The only difference is the addition of a few voice files for PXO validated missions.
Title: Re: FSPort 3.4 Discussion!
Post by: General Battuta on April 15, 2013, 07:06:24 pm
What was the root cause of the problem?
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on April 15, 2013, 07:41:59 pm
The ai-disarm goal (and communications order) toggles the protect-ship flag on the target ship.  The original FS1 mission unprotected the Ramses once the Taranis arrives, but it's quite common for the player to keep ordering his wingmen to disarm it, which kills the engagement.  So I added another sexp to repeatedly unprotect the Ramses and restore the attack orders between it and the Taranis.
Title: Re: FSPort 3.4 Discussion!
Post by: General Battuta on April 15, 2013, 08:47:19 pm
Ah, that old chestnut. I think it's pervasive enough that we need some kind of mod table flag for it. There are missions I've FREDded where the disarm and disable goals just had to be switched off because they broke the mission so badly (though, yes, repeated unprotect might well do the trick).
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on April 15, 2013, 09:17:30 pm
It's possible to override this with objecttypes.tbl or a tbm...
http://scp.indiegames.us/mantis/view.php?id=1956
Title: Re: FSPort 3.4 Discussion!
Post by: Vidmaster on April 16, 2013, 12:32:33 pm
Congrats to the Team. I always loved this and I am sure to love this updated version again. Will play it next week-end.

Guys and girls, thank you.
Title: Re: FSPort 3.4 Discussion!
Post by: knossosfs2 on April 16, 2013, 04:42:29 pm
Congrats guys! I had some time to play today, and I only have one question: who worked on the Scorpion and Shaitan? They did a pretty damn good job on the models.
Title: Re: FSPort 3.4 Discussion!
Post by: Oddgrim on April 16, 2013, 06:22:31 pm
congrats guys, but it seems you are missing a few new ships, like the ma'at. c:
Title: Re: FSPort 3.4 Discussion!
Post by: mjn.mixael on April 16, 2013, 06:24:48 pm
The Ma'at was not in the FSPort-MediaVPs pack because it's also in FS2, so it's upgrade would go in the main MediaVPs. The only ships I know of that were important enough to bypass that formality were the Typhon and the Hades for obvious reasons.
Title: Re: FSPort 3.4 Discussion!
Post by: Oddgrim on April 16, 2013, 07:11:42 pm
I see, that does make sense :p
Thanks for the explanation.
Title: Re: FSPort 3.4 Discussion!
Post by: Genoism on April 16, 2013, 11:13:41 pm
any chance we could get the remixes pieces as mp3's in a zip or something :D
Title: Re: FSPort 3.4 Discussion!
Post by: Black_Yoshi1230 on April 17, 2013, 02:07:57 am
After having played the last version of FSPort to the point where I am a Commodore (yes, I know Admirals, I'm not as good as you), I can tell you something that was not supposed to normally happen happened.

Small Deadly Space on Medium - somehow Alpha 2 gets incompetent to the point where she only gets 1% HP because she gets hit with a lot of asteroids early on and dies by those Shivan bombers, and the Galatea warping out loses about 10% HP jumping through subspace because it hits a bunch of asteroids on its way out.

Should I replay the mission and post my FS2_Open log, or should I scrap my FSPort career file and start from scratch?

I am loving the new music though. Time to dust off the Red Apollo and try that again.
Title: Re: FSPort 3.4 Discussion!
Post by: Fury on April 17, 2013, 02:19:00 am
The Ma'at was not in the FSPort-MediaVPs pack because it's also in FS2, so it's upgrade would go in the main MediaVPs. The only ships I know of that were important enough to bypass that formality were the Typhon and the Hades for obvious reasons.
Wasn't FSPort mediavps supposed to become independent from FS2's mediavps?
Title: Re: FSPort 3.4 Discussion!
Post by: MatthTheGeek on April 17, 2013, 06:10:48 am
Wait what.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on April 17, 2013, 08:44:43 am
Should I replay the mission and post my FS2_Open log, or should I scrap my FSPort career file and start from scratch?
Why not just keep playing?

Unless it's a severe problem, indicating a bug, just chalk it up to differences between the FS1 engine and the FSO engine. 


Wasn't FSPort mediavps supposed to become independent from FS2's mediavps?
No.  Where did you get this idea?
Title: Re: FSPort 3.4 Discussion!
Post by: -Norbert- on April 17, 2013, 11:56:46 am
Out of curiosity, does anyone know why #scan variants of the Hades, Lucifer and Demon turn faster than their regular counterparts in the techroom?
Title: Re: FSPort 3.4 Discussion!
Post by: Fury on April 17, 2013, 12:05:11 pm
Wasn't FSPort mediavps supposed to become independent from FS2's mediavps?
No.  Where did you get this idea?
I believe it was mixael who commented long time ago it would be beneficial if FSPort mediavps stopped depending on FS2 mediavps. Or someone else did. Someone did though.
Title: Re: FSPort 3.4 Discussion!
Post by: mjn.mixael on April 17, 2013, 12:46:52 pm
I've suggest many, many ways that FSPort would benefit from changing it's current structure... That likely was one of them. I've been turned down every time though.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on April 17, 2013, 04:34:06 pm
Out of curiosity, does anyone know why #scan variants of the Hades, Lucifer and Demon turn faster than their regular counterparts in the techroom?
They're corvettes.  The #scan variants use the corvette class because it allows you to scan the entire ship rather than individual subsystems.
Title: Re: FSPort 3.4 Discussion!
Post by: iVoid on April 17, 2013, 05:35:34 pm
Congrats guys! I had some time to play today, and I only have one question: who worked on the Scorpion and Shaitan? They did a pretty damn good job on the models.
I installed the update and went to the tech room to check out those models but didn't notice any difference at all... Could you please post some screens of those ships for comparison? Maybe there's something wrong with my install.
Title: Re: FSPort 3.4 Discussion!
Post by: Arpit on April 18, 2013, 03:36:25 am
Played it. It was awesome. :nod:

Loved all the new HTL models (Scorpion, Shaitan, Bast) and especially Dan Wentz's music. :D

Just out of curiousity, I would like to ask :

I feel like the new debriefing success music seems to be much like the improved version of demo version. Is this true ? (I might be wrong)

The FS1 credits music still sounds the same. Did it improve ?


Anyways, I experienced no problems until the mission Evangelist.

In the mission Evangelist, the mission crashes within some seconds after startup.
Played it on debug and I get the following error:
Code: [Select]
Assert: team != -1
File: object.cpp
Line: 1864

fs2_open_3_6_18_DEBUG.exe! SCP_DumpStack + 344 bytes
fs2_open_3_6_18_DEBUG.exe! WinAssert + 194 bytes
fs2_open_3_6_18_DEBUG.exe! obj_team + 450 bytes
fs2_open_3_6_18_DEBUG.exe! num_ships_attacking + 57 bytes
fs2_open_3_6_18_DEBUG.exe! guard_object_was_hit + 837 bytes
fs2_open_3_6_18_DEBUG.exe! maybe_update_guard_object + 189 bytes
fs2_open_3_6_18_DEBUG.exe! ai_ship_hit + 1461 bytes
fs2_open_3_6_18_DEBUG.exe! ship_apply_local_damage + 348 bytes
fs2_open_3_6_18_DEBUG.exe! ship_weapon_do_hit_stuff + 400 bytes
fs2_open_3_6_18_DEBUG.exe! ship_weapon_check_collision + 1877 bytes
fs2_open_3_6_18_DEBUG.exe! collide_ship_weapon + 351 bytes
fs2_open_3_6_18_DEBUG.exe! obj_collide_pair + 2327 bytes
fs2_open_3_6_18_DEBUG.exe! obj_find_overlap_colliders + 417 bytes
fs2_open_3_6_18_DEBUG.exe! obj_sort_and_collide + 288 bytes
fs2_open_3_6_18_DEBUG.exe! obj_move_all + 1076 bytes
fs2_open_3_6_18_DEBUG.exe! game_simulation_frame + 1115 bytes
fs2_open_3_6_18_DEBUG.exe! game_frame + 471 bytes
fs2_open_3_6_18_DEBUG.exe! game_do_frame + 239 bytes
fs2_open_3_6_18_DEBUG.exe! game_do_state + 379 bytes
fs2_open_3_6_18_DEBUG.exe! gameseq_process_events + 237 bytes
fs2_open_3_6_18_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_18_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

I have also attached the debug log below.


Congrats guys! I had some time to play today, and I only have one question: who worked on the Scorpion and Shaitan? They did a pretty damn good job on the models.
I installed the update and went to the tech room to check out those models but didn't notice any difference at all... Could you please post some screens of those ships for comparison? Maybe there's something wrong with my install.

Here you go.

Shaitan
(http://imageshack.us/a/img6/3047/htlshaitan.jpg)

Scorpion
(http://imageshack.us/a/img838/9463/htlscorpion.jpg)



[attachment deleted by ninja]
Title: Re: FSPort 3.4 Discussion!
Post by: iVoid on April 18, 2013, 07:57:31 am
Thanks a bunch! Yeah, it seems there is nothing wrong with my install, now that I compared to the older models there's definitly a huge difference. Congrats to the team.
Title: Re: FSPort 3.4 Discussion!
Post by: Grizzly on April 18, 2013, 08:36:26 am
  • Dan Wentz's remixed FS1 soundtrack ;7
... I admit, I am tempted to set up FSO on my rig because of this. And this alone.

I am highly curious as to why one would not set up FSO on their rig.
Title: Re: FSPort 3.4 Discussion!
Post by: Fury on April 18, 2013, 09:09:49 am
Because one doesn't play FSO anymore? There are people like us, who did play FSO plenty enough and have moved on.
Title: Re: FSPort 3.4 Discussion!
Post by: MatthTheGeek on April 18, 2013, 11:39:45 am
FSO mods are a huge HDD space eater, that's one good enough reason to clean it up when you're not playing it enough.
Title: Re: FSPort 3.4 Discussion!
Post by: Satellight on April 18, 2013, 12:14:36 pm
First things first, thank you for the release  :yes: !

Is it possible to have an history of the modifications of the files ? I redownloaded "stu_fs1.vp" just now to check if the problem with the "brief 2_5_c" sound file was fixed (and it is), but an history will be pretty useful to have.
Title: Re: FSPort 3.4 Discussion!
Post by: Fury on April 18, 2013, 12:53:12 pm
FSO mods are a huge HDD space eater.
O rly
Try installing TERA, damn thing eats almost 50GB HDD space. And it's just one game. Luckily I spent about an hour in it and uninstalled with haste.
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on April 18, 2013, 03:30:11 pm
I feel like the new debriefing success music seems to be much like the improved version of demo version. Is this true ? (I might be wrong)
If by "improved version of demo version" you mean debrief01 from this pack (http://cp.nukelol.com/fs1music.zip), then the answer is "yes."

The FS1 credits music still sounds the same. Did it improve ?
Dan apparently never remixed this one. The FSPort MediaVPs music pack does include the version that he gave us, which is slightly different from the one used in the original game.

In the mission Evangelist, the mission crashes within some seconds after startup.
Played it on debug and I get the following error:
...

I have also attached the debug log below.
That mission appears to work fine for me, so it's most likely something on your end. Let's take a look at your log:

Code: [Select]
  -bloom_intensity 200-ambient_factor 5
That can't be doing anything good. Check your command line and make sure that there is a space between "-bloom_intensity 200" and "-ambient_factor 5".

Code: [Select]
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0x72221202
This isn't related to your problem, but I highly recommend redownloading this file because your version contains a corrupted file (I think).

Code: [Select]
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\fs2_primaries.vp' with a checksum of 0xbfadf6e9
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\Rak_Ultra.vp' with a checksum of 0x0ccbbc15
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\sathanas_bobbtmann_4096.vp' with a checksum of 0x8e4dc333
Found root pack 'C:\Users\Arpit\Saved Games\Freespace 2\mediavps_3612\SobekMod-FTW.vp' with a checksum of 0xcadfbfeb
You're missing the update files! Go to the MediaVPs release thread (http://www.hard-light.net/forums/index.php?topic=70736.0) and get the update files.

If none of that solves your problem, move or delete all the VP files in your mediavps_3612 folder that don't begin with "MV_".

If that doesn't work, move or delete all "data" folders in your mediavps_3612, fsport, and fsport-mediavps folders.

If the mission still crashes, move your FSO installation to a shorter directory, like "C:\Games\FreeSpace2". Long directories like that are known to cause problems.
Title: Re: FSPort 3.4 Discussion!
Post by: -Norbert- on April 19, 2013, 02:46:50 am
FSO mods are a huge HDD space eater.
O rly
Try installing TERA, damn thing eats almost 50GB HDD space. And it's just one game. Luckily I spent about an hour in it and uninstalled with haste.
I don't think FSO mods are that big by todays standards.
My FS2 folder, including MediaVPs and !!more than 20 mods!! has ~20 GB.

Here are a few sizes of commercial games for comparison:
The Witcher 2: 18.2 GB
Guild Wars 2: 18.4 GB
StarCraft 2 (plus HotS) 16 GB
Sacred 2 + Addon: 21.2 GB

I think I got way more enjoyment and playtime out of my 20 GB of FSO mods than of any of the similarly sized commercial products.
Title: Re: FSPort 3.4 Discussion!
Post by: Crybertrance on April 19, 2013, 04:49:16 am
TERA? Which mod was that? Can't say I've heard of it :nervous:
Title: Re: FSPort 3.4 Discussion!
Post by: The E on April 19, 2013, 04:50:36 am
It's not a mod, it's an MMORPG.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on April 19, 2013, 10:12:55 am
Anyways, I experienced no problems until the mission Evangelist.

In the mission Evangelist, the mission crashes within some seconds after startup.
Played it on debug and I get the following error:
Code: [Select]
Assert: team != -1
File: object.cpp
Line: 1864

fs2_open_3_6_18_DEBUG.exe! SCP_DumpStack + 344 bytes
fs2_open_3_6_18_DEBUG.exe! WinAssert + 194 bytes
fs2_open_3_6_18_DEBUG.exe! obj_team + 450 bytes
fs2_open_3_6_18_DEBUG.exe! num_ships_attacking + 57 bytes
fs2_open_3_6_18_DEBUG.exe! guard_object_was_hit + 837 bytes
fs2_open_3_6_18_DEBUG.exe! maybe_update_guard_object + 189 bytes
fs2_open_3_6_18_DEBUG.exe! ai_ship_hit + 1461 bytes
fs2_open_3_6_18_DEBUG.exe! ship_apply_local_damage + 348 bytes
fs2_open_3_6_18_DEBUG.exe! ship_weapon_do_hit_stuff + 400 bytes
fs2_open_3_6_18_DEBUG.exe! ship_weapon_check_collision + 1877 bytes
fs2_open_3_6_18_DEBUG.exe! collide_ship_weapon + 351 bytes
fs2_open_3_6_18_DEBUG.exe! obj_collide_pair + 2327 bytes
fs2_open_3_6_18_DEBUG.exe! obj_find_overlap_colliders + 417 bytes
fs2_open_3_6_18_DEBUG.exe! obj_sort_and_collide + 288 bytes
fs2_open_3_6_18_DEBUG.exe! obj_move_all + 1076 bytes
fs2_open_3_6_18_DEBUG.exe! game_simulation_frame + 1115 bytes
fs2_open_3_6_18_DEBUG.exe! game_frame + 471 bytes
fs2_open_3_6_18_DEBUG.exe! game_do_frame + 239 bytes
fs2_open_3_6_18_DEBUG.exe! game_do_state + 379 bytes
fs2_open_3_6_18_DEBUG.exe! gameseq_process_events + 237 bytes
fs2_open_3_6_18_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_18_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

I have also attached the debug log below.

I took a look at this issue last night, and this is a bona-fide SCP bug. :sigh:  Can you post a Mantis ticket?
Title: Re: FSPort 3.4 Discussion!
Post by: nickd0121 on April 19, 2013, 02:54:34 pm
Woops! Didn't know that.
Still though, this is awesome! Will try it out in the next few weeks  :)
Title: Re: FSPort 3.4 Discussion!
Post by: Arpit on April 20, 2013, 08:49:54 am
I took a look at this issue last night, and this is a bona-fide SCP bug. :sigh:  Can you post a Mantis ticket?

A SCP bug.  :eek2:

Hmmm. Sorry to ask , but I am very new here and don't know how to report SCP bugs in Mantis.

I have registered an account but what next I have to do is I don't know. (i.e. which category I have to report issue in, etc.)

I would be grateful if somebody helped me.  :)
Title: Re: FSPort 3.4 Discussion!
Post by: Satellight on April 20, 2013, 10:48:41 am
I took a look at this issue last night, and this is a bona-fide SCP bug. :sigh:  Can you post a Mantis ticket?

A SCP bug.  :eek2:

Hmmm. Sorry to ask , but I am very new here and don't know how to report SCP bugs in Mantis.

I have registered an account but what next I have to do is I don't know. (i.e. which category I have to report issue in, etc.)

I would be grateful if somebody helped me.  :)

Hello and welcome ! You can use these instructions (http://www.hard-light.net/forums/index.php?topic=82688.msg1479351#msg1479351) to know how to report bugs in Mantis.

Have a nice FreeSpace day  :yes:
Title: Re: FSPort 3.4 Discussion!
Post by: Arpit on April 20, 2013, 11:37:41 am
Thanks for the help. I have posted a Mantis ticket on this issue in category gameplay and with high priority. (I hope I haven't done anything wrong  :nervous: )

One thing I would like to ask is that if this is a bug in the 3.6.18 builds then in which builds would the fix come?

Would it come in the 3.7 builds which use a different pilot code?
Title: Re: FSPort 3.4 Discussion!
Post by: FreeSpaceFreak on April 20, 2013, 11:56:15 am
Thanks for the help. I have posted a Mantis ticket on this issue in category gameplay and with high priority. (I hope I haven't done anything wrong  :nervous: )

One thing I would like to ask is that if this is a bug in the 3.6.18 builds then in which builds would the fix come?

Would it come in the 3.7 builds which use a different pilot code?
Yep, most likely.
Title: Re: FSPort 3.4 Discussion!
Post by: mralexs on April 20, 2013, 08:44:32 pm
The mission where you have to capture the Ramses has an odd bug. the Avenger has a stock of -4
(http://img405.imageshack.us/img405/839/screen0005b.png)
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on April 20, 2013, 09:24:55 pm
The mission where you have to capture the Ramses has an odd bug. the Avenger has a stock of -4
Please post your debug log (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359).
Title: Re: FSPort 3.4 Discussion!
Post by: The Dagger on April 21, 2013, 07:37:23 am
The mission where you have to capture the Ramses has an odd bug. the Avenger has a stock of -4

This looks like Mantis 2802 (http://scp.indiegames.us/mantis/view.php?id=2802). I'll try to reproduced it latter.
Title: Re: FSPort 3.4 Discussion!
Post by: mralexs on April 21, 2013, 12:52:49 pm
Code: [Select]
Assert: (this_loadout_weapons[slot->wep[j]] >= 0)
File: missionscreencommon.cpp
Line: 1118
Attempting to restore the previous missions loadout has resulted in an invalid number of weapons available

fs2_open_3_6_18_DEBUG.exe! @ILT+76680(__RTC_CheckEsp)
fs2_open_3_6_18_DEBUG.exe! WinAssert + 238 bytes
fs2_open_3_6_18_DEBUG.exe! wss_maybe_restore_loadout + 1216 bytes
fs2_open_3_6_18_DEBUG.exe! common_select_init + 316 bytes
fs2_open_3_6_18_DEBUG.exe! brief_init + 508 bytes
fs2_open_3_6_18_DEBUG.exe! game_enter_state + 663 bytes
fs2_open_3_6_18_DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_18_DEBUG.exe! game_process_event + 318 bytes
fs2_open_3_6_18_DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_18_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_18_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Here is what it gives me when I run it in Debug
Title: Re: FSPort 3.4 Discussion!
Post by: AV8R on April 21, 2013, 05:12:00 pm
New port looks great, nice work guys. However I did find a slight issue with laser/reticle alignment - but strangely it only affects bombers. I included screenshots so you could see what I mean.

In order of most out of alignment:

1) Medusa - shoots over center reticle
2) Athena - shoots slightly above the center of the reticle
3) Ursa - generally looks OK

I checked out all of the fighters and they're spot on.
Title: Re: FSPort 3.4 Discussion!
Post by: AV8R on April 21, 2013, 05:16:39 pm
Sorry, better screenshots....

[attachment deleted by ninja]
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on April 21, 2013, 06:22:57 pm
New port looks great, nice work guys. However I did find a slight issue with laser/reticle alignment - but strangely it only affects bombers. I included screenshots so you could see what I mean.

In order of most out of alignment:

1) Medusa - shoots over center reticle
2) Athena - shoots slightly above the center of the reticle
3) Ursa - generally looks OK

I checked out all of the fighters and they're spot on.
The Athena has its second primary weapon mounted above the cockpit; the same is true for the Medusa's sole primary weapon. This contrasts with most ships, which usually have primary weapons mounted at or below cockpit level.

Code: [Select]
Assert: (this_loadout_weapons[slot->wep[j]] >= 0)
File: missionscreencommon.cpp
Line: 1118
Attempting to restore the previous missions loadout has resulted in an invalid number of weapons available

fs2_open_3_6_18_DEBUG.exe! @ILT+76680(__RTC_CheckEsp)
fs2_open_3_6_18_DEBUG.exe! WinAssert + 238 bytes
fs2_open_3_6_18_DEBUG.exe! wss_maybe_restore_loadout + 1216 bytes
fs2_open_3_6_18_DEBUG.exe! common_select_init + 316 bytes
fs2_open_3_6_18_DEBUG.exe! brief_init + 508 bytes
fs2_open_3_6_18_DEBUG.exe! game_enter_state + 663 bytes
fs2_open_3_6_18_DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_18_DEBUG.exe! game_process_event + 318 bytes
fs2_open_3_6_18_DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_18_DEBUG.exe! game_main + 782 bytes
fs2_open_3_6_18_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Here is what it gives me when I run it in Debug
That's not your debug log. Did you read the post that I linked to? The debug log is found in a file called "fs2_open.log".

You might be able to solve the problem by manually deleting your pilot file and starting the campaign from scratch. To do this, go to the data\players\single\inferno folder and delete all files that begin with your pilot's name.
Title: Re: FSPort 3.4 Discussion!
Post by: mralexs on April 21, 2013, 09:37:46 pm
Here is the log

https://dl.dropboxusercontent.com/u/39275059/fs2_open.log (https://dl.dropboxusercontent.com/u/39275059/fs2_open.log)
Title: Re: FSPort 3.4 Discussion!
Post by: Nikogori on April 22, 2013, 08:37:47 am
Hi,

Now I'm playing later stages of the game (Clash of the Titans) and I'm on the Bastion.
However, hanger deck seems the same as Galatea's.
I'm a newbie to the SCP. Maybe I missed something.

anyway, the game is great and I'm really enjoying it.

[attachment deleted by ninja]
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on April 22, 2013, 03:27:45 pm
Hi,

Now I'm playing later stages of the game (Clash of the Titans) and I'm on the Bastion.
However, hanger deck seems the same as Galatea's.
I'm a newbie to the SCP. Maybe I missed something.

anyway, the game is great and I'm really enjoying it.
Interesting. I'll have to investigate this. For now, I have a few suggestions:

Also, please redownload stu_fs1, tango_hi1_fs1, and tango_hi3_fs1. The versions of those files that you have contain corrupted files.
Title: Re: FSPort 3.4 Discussion!
Post by: Kolgena on April 22, 2013, 05:06:23 pm
I get 40 or so errors upon starting up FSPort, but am halfway through the campaign with no noticeable deficits. Debug log below: I can't even start the game with the debug build. Something about missing weapon classes.

Code: [Select]
==========================================================================
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 2 Open version: 3.6.19
Passed cmdline options:
  -fov .55
  -ogl_spec 30
  -spec_static 1.00
  -spec_point 0.48
  -spec_tube 0.6
  -ambient_factor 85
  -missile_lighting
  -nomotiondebris
  -no_emissive_light
  -soft_particles
  -post_process
  -bloom_intensity 75
  -fxaa_preset 0
  -fb_explosions
  -nolightshafts
  -cache_bitmaps
  -no_vsync
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod fsport_mediavps,fsport,mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\mv_fsport.vp' with a checksum of 0xeb1fe49a
Found root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\mv_fsport_music.vp' with a checksum of 0xeb795f15
Found root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi1_fs1.vp' with a checksum of 0x110c971c
Found root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi2_fs1.vp' with a checksum of 0xe3c8d13b
Found root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi3_fs1.vp' with a checksum of 0x5ddd28f7
Found root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi4_fs1.vp' with a checksum of 0x52d85c46
Found root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi5_fs1.vp' with a checksum of 0xf615f6be
Found root pack 'C:\Program Files (x86)\Freespace\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'C:\Program Files (x86)\Freespace\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'C:\Program Files (x86)\Freespace\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'C:\Program Files (x86)\Freespace\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'C:\Program Files (x86)\Freespace\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'C:\Program Files (x86)\Freespace\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Program Files (x86)\Freespace\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x6b831455
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\Rak_Normal.vp' with a checksum of 0x8da1a3a5
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\SathMod.vp' with a checksum of 0x42fb4bfa
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\SobekMod-Hi.vp' with a checksum of 0x83e4bc71
Found root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\Freespace\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\Freespace\fsport_mediavps\' ... 20 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\mv_fsport.vp' ... 544 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\mv_fsport_music.vp' ... 122 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport_mediavps\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Program Files (x86)\Freespace\fsport\' ... 0 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'C:\Program Files (x86)\Freespace\fsport\warble_fs1.vp' ... 111 files
Searching root 'C:\Program Files (x86)\Freespace\mediavps_3612\' ... 298 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\Rak_Normal.vp' ... 12 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\SathMod.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\SobekMod-Hi.vp' ... 11 files
Searching root 'C:\Program Files (x86)\Freespace\' ... 29 files
Searching root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\Freespace\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' ... 52 files
Found 48 roots and 18306 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Speaker/HP (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Definition Audio)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 3650
  OpenGL Version   : 3.3.11631 Compatibility Profile Context

  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_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 3.30
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_fsport-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'Sobek-shp.tbm' ...
TBM  =>  Starting parse of 'Rak-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'Sekhmet-shp.tbm' ...
TBM  =>  Starting parse of 'Sath-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'NewSeth-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mentu-shp.tbm' ...
TBM  =>  Starting parse of 'Ma'at-shp.tbm' ...
TBM  =>  Starting parse of 'boa-shp.tbm' ...
TBM  =>  Starting parse of 'artemistest-shp.tbm' ...
TBM  =>  Starting parse of 'Arcadia-shp.tbm' ...
TBM  =>  Starting parse of 'Amun-shp.tbm' ...
WARNING: "Unable to find WEAPON_LIST_TYPE string "Subach HL-7"  in ship: @PVB Amun's primary banks." at parselo.cpp:2719
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1378
Title: Re: FSPort 3.4 Discussion!
Post by: General Battuta on April 22, 2013, 05:09:25 pm
Something's calling FS2 weapon classes. Try clearing these out as a start

Code: [Select]
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\Rak_Normal.vp' with a checksum of 0x8da1a3a5
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\SathMod.vp' with a checksum of 0x42fb4bfa
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\SobekMod-Hi.vp' with a checksum of 0x83e4bc71
Title: Re: FSPort 3.4 Discussion!
Post by: Kolgena on April 22, 2013, 05:13:59 pm
Nope, same problem. Didn't expect it to work anyway, those vps's only contain table files to allow usage of their respective htl models (rakshasa, sathanas, sobek).

Oh, found a bunch of loose tables under mediavps_3612/data/tables. One of them's for the new Amun. hurrrrrr


Edit: yeah, that one table was the sole culprit of all 40 errors. Now... to find/make/beg for a tbm for the htl FS1 Amun.
Title: Re: FSPort 3.4 Discussion!
Post by: mjn.mixael on April 22, 2013, 05:21:58 pm
Wut.

The HTL Amun should have been in the latest FSPort-MediaVPs release. This is why the FSPort installation instructions tell you to delete, move, or rename your old FSPort installation.. who knows what you've done with it.
Title: Re: FSPort 3.4 Discussion!
Post by: Kolgena on April 22, 2013, 05:29:42 pm
Right, but a table file specific for FS1 should allow me to override the table in FS2 so that I can have the model in both mods, yes? If I deleted the file, FS2 wouldn't have an HTL Amun.
Title: Re: FSPort 3.4 Discussion!
Post by: mjn.mixael on April 22, 2013, 05:33:30 pm
That's correct because FS2 never had the Amun. Amun was in FS1 only and we don't carry it in the regular MediaVPs for that reason.
Title: Re: FSPort 3.4 Discussion!
Post by: Kolgena on April 22, 2013, 05:37:51 pm
...and so it doesn't. I thought there was a tech entry for it in retail FS2, but my memory is clearly lying to me. Thanks for clearing that up.
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on April 22, 2013, 08:04:54 pm
Hi,

Now I'm playing later stages of the game (Clash of the Titans) and I'm on the Bastion.
However, hanger deck seems the same as Galatea's.
I'm a newbie to the SCP. Maybe I missed something.

anyway, the game is great and I'm really enjoying it.
Interesting. I'll have to investigate this. For now, I have a few suggestions:
  • If you are using Windows Vista or later, move your FreeSpace 2 installation out of Program Files, preferably to E:\Games\FreeSpace2.
  • It's possible that your pilot file has been damaged somehow. I suggest restarting the campaign by following the instructions at the bottom of this post (http://www.hard-light.net/forums/index.php?topic=84359.msg1686137#msg1686137). Feel free to use cheats (http://www.hard-light.net/wiki/index.php/Cheats) to return to that mission more quickly.

Also, please redownload stu_fs1, tango_hi1_fs1, and tango_hi3_fs1. The versions of those files that you have contain corrupted files.
It turns out this is a code bug. I've got a fix and will submit it to Mantis shortly.
Title: Re: FSPort 3.4 Discussion!
Post by: Kolgena on April 22, 2013, 11:08:32 pm
In Doomsday, where the Galatea dies, my Medusa turret got swapped from a prom to an avenger after the red alert. Is this intentional or a bug?
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on April 23, 2013, 12:15:26 am
In Doomsday, where the Galatea dies, my Medusa turret got swapped from a prom to an avenger after the red alert. Is this intentional or a bug?
Those two missions define different weapons for the automatic turret. FreeSpace 2, including the retail version, does not appear to carry over the turret's weapon, instead using whatever the mission specifies, so what you describe is consistent with retail behavior.
Title: Re: FSPort 3.4 Discussion!
Post by: Kolgena on April 23, 2013, 12:32:42 pm
Good. Just checking, since I've never played retail FS1.

Am I supposed to get a medal if I let all 4 escape pods die? (mission where the Lucifer kills the Arcadia at the start)
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on April 23, 2013, 03:09:02 pm
Am I supposed to get a medal if I let all 4 escape pods die? (mission where the Lucifer kills the Arcadia at the start)
It looks like you get the medal for completing the "Defend Communications Station" objective, which is necessary for passing the mission. So, yes, you should get the medal, even if you lose the escape pods. (And yes, I also checked the mission from FS1 1.06; the same is true there.)
Title: Re: FSPort 3.4 Discussion!
Post by: Doko on April 30, 2013, 08:09:09 am
In the release thread http://www.hard-light.net/forums/index.php?topic=84358.0

Might want to order the files in alphabetic order to avoid confusion. Just thought I missed a file during downloading.
Title: Re: FSPort 3.4 Discussion!
Post by: Arkansaw on April 30, 2013, 11:15:47 am
Is anyone playing this on multiplayer? even without stats saving etc?
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on April 30, 2013, 12:12:36 pm
In the release thread http://www.hard-light.net/forums/index.php?topic=84358.0

Might want to order the files in alphabetic order to avoid confusion. Just thought I missed a file during downloading.

They're grouped by category.  Just compare the file dates and you shouldn't have a problem.
Title: Re: FSPort 3.4 Discussion!
Post by: Davros on April 30, 2013, 03:29:36 pm
A quick question
the instructions say "Place all the contents of these zipped file into games/freespace2/fsport-mediavps"
Should that be "games/freespace2/fsport/mediavps"

ps: shouldnt it be "games\freespace2\fsport-mediavps"
Title: Re: FSPort 3.4 Discussion!
Post by: Mongoose on April 30, 2013, 03:38:06 pm
No, you want them in the single folder "fsport-mediavps", with the folder name hyphenated like that.  And no snark with the backslashes. :p
Title: Re: FSPort 3.4 Discussion!
Post by: Davros on April 30, 2013, 03:50:01 pm
Ok thanks...
Title: Re: FSPort 3.4 Discussion!
Post by: starbug on May 02, 2013, 03:56:00 pm
Ok i am loving the new release but i have encountered a problem and noticed a few things. The problem i am having is the level Playing Judas, The Demon class Eva won't scan, i have replayed it 5 times and in none of them will the ship scan, also on some of the play through the Eva jumps out immediately as soon as it it arrives, others it wont. Also i have noticed the AI acting odd, a lot of the hostile fighters and bombers seem to like doing kamikaze runs, in the level were you scan sentry's and have to protect the Galatea, the all the shivan fighters in that mission just keep ramming the Galatea, until they blow themselves up, weird!

I downloaded all the files in the release thread, i am using the re comended fs2_open_3_6_18.

One other thing, what happened to the HOL textures for the Aten cruisers? i noticed in this releases they aren't used anymore, i liked them.

PS will you guys every do a cutscene showing the Lucifer attack on the tombough station, even if its a in-game cutscene?
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on May 09, 2013, 12:37:39 am
Ok i am loving the new release but i have encountered a problem and noticed a few things. The problem i am having is the level Playing Judas, The Demon class Eva won't scan, i have replayed it 5 times and in none of them will the ship scan, also on some of the play through the Eva jumps out immediately as soon as it it arrives, others it wont.
If a subsystem or turret is targeted, you need to be near that to scan the ship, so you may need to turn off subsystem targeting (Alt+S by default) to scan large ships like the Eva.

I have never seen the Eva jump out immediately, though. Has anyone else had this happen?

Also i have noticed the AI acting odd, a lot of the hostile fighters and bombers seem to like doing kamikaze runs, in the level were you scan sentry's and have to protect the Galatea, the all the shivan fighters in that mission just keep ramming the Galatea, until they blow themselves up, weird!
See my first post in this thread (http://www.hard-light.net/forums/index.php?topic=84533.0).

One other thing, what happened to the HOL textures for the Aten cruisers? i noticed in this releases they aren't used anymore, i liked them.
The HOL textures proved to be controversial, so none of the included missions use them now. They still exist for mission designers who wish to use them.
Title: Re: FSPort 3.4 Discussion!
Post by: Arpit on May 10, 2013, 09:14:04 am
Hi,

Now I'm playing later stages of the game (Clash of the Titans) and I'm on the Bastion.
However, hanger deck seems the same as Galatea's.
I'm a newbie to the SCP. Maybe I missed something.

anyway, the game is great and I'm really enjoying it.
Interesting. I'll have to investigate this. For now, I have a few suggestions:
  • If you are using Windows Vista or later, move your FreeSpace 2 installation out of Program Files, preferably to E:\Games\FreeSpace2.
  • It's possible that your pilot file has been damaged somehow. I suggest restarting the campaign by following the instructions at the bottom of this post (http://www.hard-light.net/forums/index.php?topic=84359.msg1686137#msg1686137). Feel free to use cheats (http://www.hard-light.net/wiki/index.php/Cheats) to return to that mission more quickly.

Also, please redownload stu_fs1, tango_hi1_fs1, and tango_hi3_fs1. The versions of those files that you have contain corrupted files.
It turns out this is a code bug. I've got a fix and will submit it to Mantis shortly.

No it is not a code bug or something, it's a campaign file error (The FSPort team forgot about Mainhall index(s).)

For Nikogori:
 
Do the following steps for fixing the error :-

1) Open the file fsport-missions.vp (using a VP editor program such as VPView32 which you can find here. http://www.hard-light.net/wiki/index.php/VPView32 (http://www.hard-light.net/wiki/index.php/VPView32)) and extract the main Freespace campaign (freespace.fc2) to Freespace2/fsport/missions (create the folder if you haven't).

2) Open FRED and open the campaign editor.

3) From there open the freespace.fc2 campaign file which you extracted.

4) Then you will see all the FSPort missions branched to each other on the right-hand side. Click on the missions you remember where the Bastion mainhalls are used and change the Main Hall Index (on left-hand side) to 1. (0 is for Galatea and 1 is for Bastion)

5) Save the campaign file. You will get your mainhalls working.
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on May 10, 2013, 01:42:05 pm
No it is not a code bug or something, it's a campaign file error (The FSPort team forgot about Mainhall index(s).)

For Nikogori:
 
Do the following steps for fixing the error :-

1) Open the file fsport-missions.vp (using a VP editor program such as VPView32 which you can find here. http://www.hard-light.net/wiki/index.php/VPView32 (http://www.hard-light.net/wiki/index.php/VPView32)) and extract the main Freespace campaign (freespace.fc2) to Freespace2/fsport/missions (create the folder if you haven't).

2) Open FRED and open the campaign editor.

3) From there open the freespace.fc2 campaign file which you extracted.

4) Then you will see all the FSPort missions branched to each other on the right-hand side. Click on the missions you remember where the Bastion mainhalls are used and change the Main Hall Index (on left-hand side) to 1. (0 is for Galatea and 1 is for Bastion)

5) Save the campaign file. You will get your mainhalls working.
It is a code bug, and it has been fixed in the latest nightly builds (http://www.hard-light.net/forums/index.php?board=173.0). The main FreeSpace campaign uses +Flags: to select main halls, the same method that retail campaigns use. Use a recent nightly build and you won't need to edit the campaign file.
Title: Re: FSPort 3.4 Discussion!
Post by: Arpit on May 11, 2013, 05:11:07 am
It is a code bug, and it has been fixed in the latest nightly builds (http://www.hard-light.net/forums/index.php?board=173.0). The main FreeSpace campaign uses +Flags: to select main halls, the same method that retail campaigns use. Use a recent nightly build and you won't need to edit the campaign file.
Oh sorry then. You are actually right. I have edited my previous post.

Just would like to ask but in which builds are the new main hall features coming where you will specify the mainhall to be used by changing the main hall index to main hall name ? (If i remember it was to be 3.7 but are they present in RC1 ?)

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

Just some days ago i had posted the Mantis ticket 0002847 reporting a crash on the mission Evangelist. It is now working perfectly for me. I extracted the mission file (sm2-09.fs2) and opened it in FRED. Then I first removed the Good Secondary Time event, saved it, tested it and then restored the event back and saved it. I don't know how but it is working. I had PM'd Goober5000 about this but it looks he didn't read the message. Also I saw that when you delete the backup file(sm2-09.bak) for mission and restart the campaign, it again crashes. Any solutions ?
Title: Re: FSPort 3.4 Discussion!
Post by: mjn.mixael on May 11, 2013, 06:18:18 am
It is extremely unlikely that your crashes were related to good-secondary-time or the .bak (which literally does nothing unless you are using FRED).

Looks like on Mantis they are working on the issue. Ripping your mission files and dicking around with them is likely not going to fix it if you don't know exactly what you are doing.
Title: Re: FSPort 3.4 Discussion!
Post by: Vidmaster on May 12, 2013, 06:12:29 am
Had a few bugs in the new Silent Threat. Still a lot of colliding transports in the pirate mission, colliding cruisers in the Hellfire one and a blocker bug in the "Save Krios's escape pods" missions: All escape pods but number 8 died and docking failed to trigger, it remained sitting "inside" the destroyer.

Other than that, it is a nice product once again.
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on May 12, 2013, 02:38:52 pm
Had a few bugs in the new Silent Threat. Still a lot of colliding transports in the pirate mission, colliding cruisers in the Hellfire one and a blocker bug in the "Save Krios's escape pods" missions: All escape pods but number 8 died and docking failed to trigger, it remained sitting "inside" the destroyer.

Other than that, it is a nice product once again.
Are you referring to Volition's Silent Threat or Silent Threat: Reborn?
Title: Re: FSPort 3.4 Discussion!
Post by: Vidmaster on May 13, 2013, 03:12:39 am
Reborn. Is "Hellfire" actually in the original one?
So, again I report the following bug: In STR's "Betrayed" (recent port and version), if all espace pods but pod 8 are destroyed, the mission blocks. Docking fails to trigger, the espace pod remains "inside" the destroyer and never vanishes.
Title: Re: FSPort 3.4 Discussion!
Post by: niffiwan on May 13, 2013, 07:23:16 am
Reborn. Is "Hellfire" actually in the original one?

Yeah, it even has 4x Shivan cruisers in it as well :)
Title: Re: FSPort 3.4 Discussion!
Post by: Mongoose on May 13, 2013, 01:05:34 pm
It's one of the few decent missions in the original, simply because there's no plot to it at all.  You just blow stuff up. :p
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on May 13, 2013, 11:37:28 pm
Reborn. Is "Hellfire" actually in the original one?
So, again I report the following bug: In STR's "Betrayed" (recent port and version), if all espace pods but pod 8 are destroyed, the mission blocks. Docking fails to trigger, the espace pod remains "inside" the destroyer and never vanishes.

Can you post your fs2_open.log?
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on May 15, 2013, 04:33:09 pm
Still a lot of colliding transports in the pirate mission,
If you're referring to the Kappa transports, the two wings are trying to dock with the same cargo container (i.e., both Kappa 1s try to dock with one container, both Kappa 2s try to dock with another, etc.). There's probably no easy way to fix this, unfortunately.

colliding cruisers in the Hellfire one
This is happening because all the cruisers are converging to one point. This should be simple enough to fix.

and a blocker bug in the "Save Krios's escape pods" missions: All escape pods but number 8 died and docking failed to trigger, it remained sitting "inside" the destroyer.
I was unable to reproduce this in 3.6.18 and a recent nightly, using cheats in both cases. As Goober said, do post a log.
Title: Request:
Post by: est1895 on May 19, 2013, 11:03:30 pm
Could someone put all the Core, Optional and MediaVPs into one file please.  ;7
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on May 20, 2013, 09:49:18 am
TBP discovered that merging all VP files into one giant VP file leads to instability.  Supposedly, FSO doesn't like to work with huge files.
Title: Re: FSPort 3.4 Discussion!
Post by: Grizzly on May 22, 2013, 02:17:56 pm
TBP discovered that merging all VP files into one giant VP file leads to instability.  Supposedly, FSO doesn't like to work with huge files.


putting the vps into one big .zip or .rar would be awfully convenient though.

Please?
Title: Re: FSPort 3.4 Discussion!
Post by: Mongoose on May 22, 2013, 03:08:27 pm
Wouldn't that just give the download that much more of a chance to interrupt or get corrupted along the way, meaning that you'd have to start the whole thing over from scratch?  At least with the separate downloads, if something screws up, you're not out the entire thing.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on May 22, 2013, 03:33:41 pm
That too.  Plus, if we fix a bug in a mission*, downloading fsport-missions.zip is easy and quick compared to redownloading some huge VP.

* This was more of a problem in the pre-3.0 days when many of the FSPort missions were created by hand in FRED2 with the original mission open in FRED1 as a reference.  With 3.0 we just run a converter.  Nowadays if we change something in a mission, it's usually to fix an actual bug, like the Taranis vs. Ramses battle.
Title: Re: FSPort 3.4 Discussion!
Post by: FUBAR-BDHR on May 22, 2013, 03:46:32 pm
TBP discovered that merging all VP files into one giant VP file leads to instability.  Supposedly, FSO doesn't like to work with huge files.

This isn't entirely true.  There was no real problem with the engine and large VPs.  The problem was with most of the VP utilities available at the time.  They couldn't handle files greater then 1GB.  For instance the only thing that could open the VP to view it was the build of VPView that shipped with TBP.  I believe it was the MediaVPs that had other issues with one large file. 
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on May 24, 2013, 10:39:57 pm
I've attached a version of Hellfire where the cruisers should not collide. Vidmaster, can you test this? EDIT: The revised mission is now committed to SVN.
Title: Re: FSPort 3.4 Discussion!
Post by: Kane Kaizer on May 31, 2013, 01:22:43 am
Hi everyone. I'm having a strange, minor yet still incredibly irritating problem with my FSPort. I recently used Turey's FSO installer (a complete install, as my old HDD with all of my old pilots and everything else died) and now I've started the FSPort campaign with MediaVPs, but my problem is that when I complete a mission and move on to the next one, both the music and briefing voice fail to play. If I go back to the main screen and click on the Ready Room and reload the mission, I get the music but still no briefing voice. The only way to fix it is to close the game after each mission and load it again from the launcher, which is... something of an inconvenience.

Any ideas?

Edit: Also, sometimes character voices (both in briefings and pilot messages) become really soft so that they're practically inaudible underneath the music and sound effects for a little while before returning to normal.
Title: Re: FSPort 3.4 Discussion!
Post by: Arpit on May 31, 2013, 02:57:40 am
Hi everyone. I'm having a strange, minor yet still incredibly irritating problem with my FSPort. I recently used Turey's FSO installer (a complete install, as my old HDD with all of my old pilots and everything else died) and now I've started the FSPort campaign with MediaVPs, but my problem is that when I complete a mission and move on to the next one, both the music and briefing voice fail to play. If I go back to the main screen and click on the Ready Room and reload the mission, I get the music but still no briefing voice. The only way to fix it is to close the game after each mission and load it again from the launcher, which is... something of an inconvenience.

Any ideas?

Edit: Also, sometimes character voices (both in briefings and pilot messages) become really soft so that they're practically inaudible underneath the music and sound effects for a little while before returning to normal.

Wait, Turey's FSO installer still works ?  :wtf:

Try the Preload mission game sounds flag in the launcher.

Looks like Dan Wentz's music is too overpowering.  ;7

EDIT : Also attach a debug log.(It is present in the Freespace 2/data folder named as 'fs2open.log'. Also you must play with a debug version of a build to generate it. It might prove useful for 'us'. (And by us I mean the FSPort team, the SCP team,etc. and not me.)
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on May 31, 2013, 03:07:38 am
Wait, Turey's FSO installer still works ?  :wtf:
It "works" in the sense that you may be able to run it and have it download files. However, it's also known to download incorrect and corrupted files and not fully install components. That's why its use is strongly discouraged.

Now, Kane Kaizer, we need you to post your debug log. Instructions are found here (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359). If you have never posted an FS2 Open debug log before, please read those instructions thoroughly.
Title: Re: FSPort 3.4 Discussion!
Post by: Kane Kaizer on May 31, 2013, 03:50:21 am
Oh, great. Something's wrong with the installer?  :blah:

Anyway, I tried preloading mission game sounds and it didn't work. Although sometimes the music does still work, the biggest problem is with the briefing voice pretty much never working after completing a mission. Somehow it even affects cutscenes.  :rolleyes:

I made that log. I also noticed that it doesn't seem to like my ships and weapons tables (I edited them to make the cap ship turrets shoot faster), but I don't think that has caused any problems.

[attachment deleted by ninja]
Title: Re: FSPort 3.4 Discussion!
Post by: Arpit on May 31, 2013, 04:40:49 am
It "works" in the sense that you may be able to run it and have it download files. However, it's also known to download incorrect and corrupted files and not fully install components. That's why its use is strongly discouraged.

Well it crashes on my computer so perhaps something interrupted or corrupted my installer.

Anyways, I am a total n00b on this subject, so I don't think I can suggest any solution for your problem, Kane Kaizer.  :)

However, you could try some things like changing the preferred playback device (in the Audio tab) from Generic Software on Speakers (Realtek High Definition) to Generic Software or enable EFX, etc.
Title: Re: FSPort 3.4 Discussion!
Post by: Kane Kaizer on May 31, 2013, 06:05:19 am
Ha. Changing the preferred playback device seems to have done the trick. I tried it earlier too, but apparently not to the right option. I just played through a couple of missions without having that problem, so hopefully it's fixed for good now. I never had that problem on my other HDD, so it caught me off guard. But hey, thanks for your n00b advice, Arpit.  :P

The only other "problem" I seem to be having now is that the pilot animations for messages seem like they drag on slightly too long, but I guess I can live with that one. :rolleyes:
Title: Re: FSPort 3.4 Discussion!
Post by: Arpit on May 31, 2013, 06:35:00 am
Glad it worked. I just actually forced you to change settings to match mine.  :P

I have experienced the 'other problem' you have in my JAD campaign very clearly.(Sometimes I see Command's animation when Alpha 1 is speaking just after Command's message.) So you are not alone.  :)
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on May 31, 2013, 02:24:33 pm
There are a few problems with your installation that I'd like to point out:

Code: [Select]
Found root pack 'C:\games\FreeSpace2\fsport\fsport3_4.vp' with a checksum of 0xc7c42ae7
The checksum of this file is incorrect. Download it again from the release thread (http://www.hard-light.net/forums/index.php?topic=84358.0) (get the one named "root").

Code: [Select]
Found root pack 'C:\games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
It looks like you didn't install the 1.2 patch. The patch can be found here: http://web.archive.org/web/20070312031237/http://www.pxo.net/files/fs21x-12.exe (http://web.archive.org/web/20070312031237/http://www.pxo.net/files/fs21x-12.exe). (If you can't download or install that for some reason, download and open this (http://homepage.ntlworld.com/karajorma/FAQ/Downloads/HotUv1.20Pack.rar) instead and copy Root_fs2.vp to your FS2 directory. You can use 7-Zip (http://www.7-zip.org/) to open it.)
Title: Re: FSPort 3.4 Discussion!
Post by: Kane Kaizer on May 31, 2013, 02:53:23 pm
Okay, I did that. Not sure if it was causing any problems or not, but better safe than sorry I guess.  :yes: Thanks.
Title: Re: FSPort 3.4 Discussion!
Post by: est1895 on August 02, 2013, 09:47:43 pm
Are there any patches for FSPORT 3.4?  If so, why are they not listed on the home page, for FSPORT 3.4?
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on August 02, 2013, 10:36:06 pm
Are there any patches for FSPORT 3.4?  If so, why are they not listed on the home page, for FSPORT 3.4?
No, there are no patches for FSPort right now.

The patch that I mentioned above is a retail patch that needs to be applied to most disc versions, regardless of whether FSO is used. (The GOG.com version is already patched to 1.2, so users of that version don't need to worry about that patch.)
Title: Re: FSPort 3.4 Discussion!
Post by: Lorric on August 08, 2013, 11:09:21 am
Excuse me, I have a quick question if you please. I've downloaded the top 5 files from here:

http://www.hard-light.net/forums/index.php?topic=84358.0

Are they what I need to move to 3.4 from 3.3, or do I need anything else? (I saw someone say somewhere the last two [Odeon + Warble] are unchanged.)
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on August 09, 2013, 12:03:45 am
Odeon, warble, and stu are, for all practical purposes unchanged.  I think just a single voice file got added to stu.  I don't remember if odeon and warble are completely unchanged or just nearly so.
Title: Re: FSPort 3.4 Discussion!
Post by: Lorric on August 09, 2013, 09:00:27 am
Odeon, warble, and stu are, for all practical purposes unchanged.  I think just a single voice file got added to stu.  I don't remember if odeon and warble are completely unchanged or just nearly so.
I ended up grabbing Odeon and Warble after putting this. They were created the same time as my Odeon and Warble, so they were the same.

So am I ready to go? I have everything I need? It's that enable/disable thing that makes me nervous you see. Why does this mod and this mod only require that thing?
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on August 09, 2013, 10:38:35 am
It's because this mod is designed to work with retail, although you're certainly not required to use it that way.  Read the instructions; they tell you how to use the enable and disable batch files properly.  Or, if you always use FSO, then you can disregard them.
Title: Re: FSPort 3.4 Discussion!
Post by: Lorric on August 09, 2013, 10:40:23 am
It's because this mod is designed to work with retail, although you're certainly not required to use it that way.  Read the instructions; they tell you how to use the enable and disable batch files properly.  Or, if you always use FSO, then you can disregard them.

Oh, I don't even need them with FSO? Nice. I always switched them on and off prior to playing FSport in the past.
Title: Re: FSPort 3.4 Discussion!
Post by: Grizzly on October 21, 2013, 05:09:05 pm
I like that, in ST:R's final mission, the new (extended) version of the FS_Mainhall theme picks up right as the command briefing gets to a certain stage. It's timed even more perfectly then the FS2_Credits theme in "Slaying Ravana"
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on October 21, 2013, 08:50:50 pm
I like that, in ST:R's final mission, the new (extended) version of the FS_Mainhall theme picks up right as the command briefing gets to a certain stage. It's timed even more perfectly then the FS2_Credits theme in "Slaying Ravana"

Now that's interesting. :)  I'll have to check that out.  It's even cooler because the original version of the FS Mainhall theme syncs up pretty well itself.
Title: Re: FSPort 3.4 Discussion!
Post by: mralexs on January 03, 2014, 10:59:10 am
 So for the :bump:

But I've started over on the campaign and I think either armor or the weapon damage values are kinda off, as the first attack wing in Out of the Dark, Into the Night completely RAPES my wing on medium difficulty
Title: Re: FSPort 3.4 Discussion!
Post by: Macfie on January 03, 2014, 11:38:55 am
Are you by any chance using 3.6.18?
Title: Re: FSPort 3.4 Discussion!
Post by: Trivial Psychic on January 03, 2014, 11:50:50 am
I've heard read it mentioned that the new 2014 MediaVPs are not compatible with the current FS-Port release and its associated releases such as ST:R and VI. If this is the case, can you provide us with any loose time-frame for when we can expect an updated version?
Title: Re: FSPort 3.4 Discussion!
Post by: mralexs on January 03, 2014, 03:15:14 pm
Are you by any chance using 3.6.18?

I'm using 3.7.0
Title: Re: FSPort 3.4 Discussion!
Post by: Eaglesix on February 01, 2014, 02:14:34 pm
I SOLVED THIS MYSELF THERE: http://www.hard-light.net/forums/index.php?topic=85547.0
(keeping the post for the records)

Hey there,

I think ive stumbled upon a minor issue but id like to report anyway:

Its about your "showcase" for the FS1 Medals - i dont know if its supposed to be ported too but i guess so, since the background is red (as it is green in FS2).. but somehow the "medals dont match" (see screenshot, this is not the commendation medal which you would get in the first missions its the FS2 SOC Medal).

My configuration is:
FSO 3.7.0 (tried also 3.7.1)
FSPort using all vps and mediavps from the Release Thread as described
mediavps_3612 (tried also mediavps_2014)
Tried to activate silent thread reborn (as it has some vps also)
as i installed FSO and started the main campaign ive created a new pilot.
using German Retail FS2 version (if that makes any difference)

I realised this thing as i took a look at the medals-wiki site where minj reworked the appearance of those medals (those seem to be in mediavp_2014 as i test it with my vanilla FS2 Campaign pilot)  http://www.hard-light.net/wiki/index.php/Awardable_Medals
However i was wondering if there is a way to get those reworked images working for FSPort.

regards,

[attachment deleted by an evil time traveler]
Title: Re: FSPort 3.4 Discussion!
Post by: skor_sax on March 18, 2014, 01:51:03 pm
i have a lot of problem running in wxlaucher....... any know solution???
Title: Re: FSPort 3.4 Discussion!
Post by: niffiwan on March 18, 2014, 06:57:24 pm
i have a lot of problem running in wxlaucher....... any know solution???

That's a little short on detail, can you provide any more information about what is going wrong?  A screenshot would be useful if it's a visual issue.
Title: Re: FSPort 3.4 Discussion!
Post by: Ghost on April 19, 2014, 03:18:14 pm
Here's a question: I see that Operation Templar and Silent Threat each have a multiplayer co-op campaign. I was wondering whether if there is a Freespace 1 co-op main campaign somewhere that I missed while installing everything, and if not, if anyone has plans to make one.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on April 20, 2014, 01:05:41 am
There isn't, and we don't... mostly because of the length of the campaign.  (Even the Silent Threat multiplayer campaign was broken up into four three-mission arcs.)
Title: Re: FSPort 3.4 Discussion!
Post by: epmode on June 08, 2014, 08:57:49 am
I've been trying to download FSPort 3.4 but it looks like the hosting server has been down for at least a day.  I'm posting here just in case you don't already know.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on June 08, 2014, 12:30:57 pm
Yes, the servers have been getting hammered ever since the Steam release.  Thanks for the heads-up... hopefully things will calm down in a few days.
Title: Re: FSPort 3.4 Discussion!
Post by: Rusty_M on June 15, 2014, 05:02:48 am
Still unable to get in. Steam must have really boosted the popularity of this. That can only really be a good thing, I suppose.
Title: Re: FSPort 3.4 Discussion!
Post by: mjn.mixael on August 29, 2014, 09:45:52 am
Just realizing this.. pretty lame you guys didn't include the HD Cutscenes in your installer files.

And did you ever do whatever fancy pants bageesus you wanted in order to make the upgraded mainhalls work? Let's make all the things complicated, as I recall.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on August 29, 2014, 11:32:34 am
Whoops... we'll have to add the HD cutscenes.  Thanks for catching that.

The upgraded main halls should work with the next version of the Port, which we intend to release in the near future.  We'll incorporate them into the Installer for ease of setup.
Title: Re: FSPort 3.4 Discussion!
Post by: Yarn on August 30, 2014, 10:08:30 pm
Goober, weren't you going to add +Substitute Main Hall or something similar? It doesn't look like you've done so yet.
Title: Re: FSPort 3.4 Discussion!
Post by: Goober5000 on September 01, 2014, 06:31:16 pm
HD Cutscenes have been added to the Installer, and the +Substitute Main Hall field has been committed to FSO.  Actual editing of the campaign file will need to wait because Penguinness SVN is currently down. :sigh:
Title: Re: FSPort 3.4 Discussion!
Post by: knossosfs2 on September 13, 2015, 04:04:22 pm
 :bump:

It's been a while since I visited these forums, but I just got a new computer and figured that I should reinstall Freespace. I am unable to download the Missions, Sparky, and Stu files from the provided links, as I am getting a 404 for each link. Can anyone else confirm this? Thanks in advance
Title: Re: FSPort 3.4 Discussion!
Post by: AdmiralRalwood on September 13, 2015, 04:07:45 pm
:bump:

It's been a while since I visited these forums, but I just got a new computer and figured that I should reinstall Freespace. I am unable to download the Missions, Sparky, and Stu files from the provided links, as I am getting a 404 for each link. Can anyone else confirm this? Thanks in advance
I don't get 404s from the downloads in the FSPort 3.5 release post (http://www.hard-light.net/forums/index.php?topic=89121.0).
Title: Re: FSPort 3.4 Discussion!
Post by: knossosfs2 on September 13, 2015, 04:26:46 pm
When did this happen?! Thanks for the reply, downloading now.