Hard Light Productions Forums
Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Goober5000 on February 18, 2006, 03:19:33 pm
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Post your questions here and we will answer them... maybe. :drevil:
You get the first two for free:
Q: When is version 3.0 coming out?
A: This month, hopefully. :) 3.4 is out already. (http://www.hard-light.net/forums/index.php?topic=84358.0)
Q: When is ST:R coming out?
A: Soon. :nervous: Is out already. (http://www.hard-light.net/forums/index.php?topic=59120.0)
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hi,
ok here the questions:
any pre-chance list of 2.3 to 3.0 or feature list of 3.0 avaible?
and what is ST:R :confused:
Mehrpack
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Will it be available to download via either BitTorrent or at least some Non-Evil place (i.e. NOT FilePlanet or any other Must Register scumbag download place?)
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any pre-chance list of 2.3 to 3.0 or feature list of 3.0 avaible?
Here's what the readme currently says:
Updates in 3.0:
--Overhauled the Port to use the FS1 tables, including ships, weapons, sounds, and species.
--Added the revised and enhanced FS1 music table (SCP).
--Added the FS1 personas.
--Added the FS1 ranks (SCP) and medals.
--Reconverted the FS1 missions using the import feature in FRED2 Open.
--Restored the FS1 shockwave behavior (SCP).
--Added the following ships:
----*** *****
----*** ******
----*** ******* *********
----*** ******* *****
----**** ******* (*******)
----**** ******* (*******)
----*** * (*******)
----*** ******* (*******)
----*** *******
----**** *******
----** ******
----** ******
----****** *****
----******* *****
----****** ******** ****
----******* ******** ****
and what is ST:R :confused:
Silent Threat: Reborn. A complete rewrite of the original Silent Threat. Same plot, better missions. ;)
Will it be available to download via either BitTorrent or at least some Non-Evil place (i.e. NOT FilePlanet or any other Must Register scumbag download place?)
Yup. Straight from HLP, hopefully.
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hi,
thanks a lot and sound interesting.
ah ST:R = Silent Thread *smack me self* :lol:, thx.
Mehrpack
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Q: Will current projects being made with Port 2.3 be compatible with 3.0?
(Yes, I know we discussed this via PMs, but I'd thought I'd throw it out there for others :) )
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Q: Will there be a way to override existing campaign ships.tbl and weapon.tbl files with the ones in the new port? I'm playing the Shrouding the Light campaigns right now and have had to do a fair amount of table hacking to get the right ships weapons to get recognized for the right missions so that the game won't crash.
Q: How are you handling the voices on the ST:R campaign? all the original material from Violition or are you redoing that too for the missions?
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Q: Will current projects being made with Port 2.3 be compatible with 3.0?
(Yes, I know we discussed this via PMs, but I'd thought I'd throw it out there for others :) )
Ugh. :p Version 3.0 will be rebuilt from the ground up, so older campaigns won't really be compatible with it. The upside is that you'll be able to convert FSMs to FS2s very quickly with the SCP converter.
Q: Will there be a way to override existing campaign ships.tbl and weapon.tbl files with the ones in the new port? I'm playing the Shrouding the Light campaigns right now and have had to do a fair amount of table hacking to get the right ships weapons to get recognized for the right missions so that the game won't crash.
You can override tables with the Port just like with any other mod. If you're having trouble with the STL mods then you may have other stuff hanging around your folder that you're not aware of. Try reading karajorma's FAQ.
Q: How are you handling the voices on the ST:R campaign? all the original material from Violition or are you redoing that too for the missions?
The new messages will be voiced. I'm not sure if we'll redo the personas.
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Q: will the mainhalls be included?
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Q: will the mainhalls be included?
Maybe. I need to talk to Galemp about that.
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I tried to start redoing the mainhall tables myself, but I never quite got around to it.
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Update: Main halls have been included. :) If you use a SCP build after 3/1/2006 and include warble_fs1, they'll also play the FS1 music. :)
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Hello, I have a problem. It's a huge problem. I was a childhood fan of Freespace and Freespace 2. I have now been out of the community for over 5 years. Now all of a sudden I come back and there is this MASSIVE WAVE of information and builds and downloads and mods EVERYWHERE, and I do not even know where to start. Basically my question is, from what I have gathered this is a port of the FS1 game to the FS2 engine. I would like to play it. I have FS2 installed on my comp and nothing else. Can I play it? And how do I install it?
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Best place to start is here:
http://homepage.ntlworld.com/karajorma/FAQ/intro.html
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Q: Got any progress updates on ST:R? Preferably in the form of pretty screenshots. I like looking at pretty screenshots...
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Eh, might as well. In no particular order...
[attachment deleted by admin]
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Nice. You've updated "Hellfire" to include friendly cap-ship support, and you've increased the number of ships around Jotenheim. That looks like a mini-shipyard there.
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Sexy
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I agree with the two posts above.
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when i try to load freespace 3.6.7 open with the port 3.0.3 it says "cant load main hall galetae" or something like that what is wrong?
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Try a newer build, much newer, maybe the Team Loadout test build (http://www.hard-light.net/forums/index.php/topic,40022.0.html) I belive it is the most up-to-date.
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Q: Now that Import Background makes it so easy, are you going to be using lightspeeds nebulae?
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A: Eventually, but Import Background has nothing to do with it. :p
I'm going to add a "Substitute Background" feature that lets a new background override the default one, just like we have "Substitute Music" to override the FS2 music with FS1 music. That'll let us use the new backgrounds without breaking retail compatibility.
It might go faster if we had a recommended selection of backgrounds to quickly choose from. :)
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How much closer are you done to releasing ST:R? The wait is killing me. :p
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Yeah, will it be somtime this summer, or in the fall (again)
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Hopefully in 2006. Of course, last year I said hopefully in 2005. We'll see. :nervous:
By the way, I've created a wiki page (http://www.hard-light.net/wiki/index.php/Silent_Threat:_Reborn) about the campaign, at least until we get an official web page up. :)
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Here's a Q.
Q: I have installed FS2 Retail and applied the 1.02 patch. I've downloaded FS1 port 3.0.3 and all the other goodies files from the website for the FS1 port. I do not have original FS1.
Exactly what do I need to do to make FS1 Port 3.0.3 work with FS2 Retail? What folders do I need to create, if any? Which of the files go in which folders? the readme with 3.0.3 mentions copying/extracting stuff from FS1 _or_ downloading it from the FS1 Port site, but then fails to tell exactly what to do from there.
<end Q>
Since I haven't found a 'compleat newbie' guide to setting up this port, I tried dumping all the port's .vp files in the main freespace2 folder where FS2's are. That sorta works. I get the FS1 main hall, dunno if the music's different. Only the FS2 campaign is available. Ships are different but breifing text/voice/animation in the first training mission are from FS2. There's also the problem of the script wanting the player to go at max speed but expecting a max slightly slower than the ship can do so it never gets past that. (Is there a key that adjusts max speed in 1M/sec increments? Page up/down goes too much at a step.)
P.S. Reminds me of a Dune II game ROM I tried to get to work on a HP-48 calculator emulator. The instructions provided told the user every piece of info, how to load the ROM into the emulator etc, except for the most important instruction, what virtual button(s) on the emulator to click to run the ROM so it could be played. So the ROM was in the emulator's memory space and there it sat doing nothing no matter what buttons I clicked because the person who packaged the ROM assumed everyone would already know how to run it.
Think of telling a person who doesn't know what a car or a gas pump are how to fill the car's tank with fuel! Every little niggling detail has to be included because you cannot assume any prior knowledge on the part of the person doing the task. Wayyyyy back when in grade school, one of my teachers did stuff like this where pairs of students had to direct each other through a task, with the one doing it doing only and exactly what they were told. Much funny stuff happened! :) Dunno if anyone else learned the lesson, but it helped me a whole bunch in dealing with walking people through computer problems later. (I've 23 years experience as a computer (ab)user.) I also gained a rather low irritation threshhold for unclear/incomplete instructions. :ick: If you want to see what has to be among the finest examples of instructions for the total newbie, find a manual for the IBM PCjr. It tells the user _exactly_ what he needs to know, leaves nothing out and doesn't go off on tangents about how stuff's different on other IBM models.
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In order to work with retail, all the VPs must be put in the FreeSpace2 folder. Just remember to remove the VPs if you want to run a different mod later on.
To play the Port campaign, first make sure all the Port VPs are present and especially make sure the fsport-missions.vp is present. Then fire up FS2, create a new pilot, go to the campaign room, and select "The Main FreeSpace Campaign". Then go to the ready room and it'll start the campaign for you.
Retail doesn't support the FS1 music or the enhanced backgrounds, but you'll still be able to play the FS1 campaign with all the FS1 ships. :)
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Ah! This is what confused me!
FreeSpace Port 3.0 Mission Pack (904 kb) - All the missions from FreeSpace 1 and Silent Threat, including the standalone and multiplayer missions.
FreeSpace 1 Training (8.6 mb) - Overrides the mission pack campaign to add the training missions. Includes voice.
That and the much larger size led me to believe that it included the non-training missions too!
Perhaps changing the description to "Adds the training missions and voice." would make it clearer?
Q2: Can I have the FS1 port installed and still play regular FS2 or do I need to move the FS1 files when I want to play FS2 missions?
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Ah! This is what confused me!
FreeSpace Port 3.0 Mission Pack (904 kb) - All the missions from FreeSpace 1 and Silent Threat, including the standalone and multiplayer missions.
FreeSpace 1 Training (8.6 mb) - Overrides the mission pack campaign to add the training missions. Includes voice.
That and the much larger size led me to believe that it included the non-training missions too!
Perhaps changing the description to "Adds the training missions and voice." would make it clearer?
Ah! Okay, I see how that could be confusing. Sorry. Yes, I'll change the description.
Q2: Can I have the FS1 port installed and still play regular FS2 or do I need to move the FS1 files when I want to play FS2 missions?
Just remember to remove the VPs if you want to run a different mod later on.
Including unmodded FS2. :)
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can i use these together with the vp's?
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You mean, together with the FS2 vps?
Yes, but keep in mind you won't be able to play the FS2 campaign (or any non-FSPort campaign) while the FSPort vps are there.
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Hey goober I tried something that might help, I placed all the current mods I have in their own folders IE awakenings, COW, homesick etc. and put the port in the main FS2 folder along with what was already there from the scp, and when I want the FS1 or Silent threat I use the FS2 retail launcher, with my pilot, if I want he SCP mods, I use the launcher and select the mod I want, so fat the only problem I've had is no sound or weapons in Silent threat, but if I remember right I can fix that.
Just a thought for U guys to try.
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Hey goober I tried something that might help, I placed all the current mods I have in their own folders IE awakenings, COW, homesick etc. and put the port in the main FS2 folder along with what was already there from the scp, and when I want the FS1 or Silent threat I use the FS2 retail launcher, with my pilot, if I want he SCP mods, I use the launcher and select the mod I want, so fat the only problem I've had is no sound or weapons in Silent threat, but if I remember right I can fix that.
That is entirely the wrong way to do it. If you keep the FSPort vps in the FreeSpace2 folder, but use non-FSPort mods, you're going to get some very unpredictable results.
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Yea I'm starting to find that out with Awakenings .
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Ya know what goober I did it again LOL wound up uninstalling and reinstalling FS1
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The bad part is Goober was right, I had some really unexpected problems with the mods and the SCP both, so I wound up doing the uninstall/reinstall thing again with both FS1 and FS2, once again all mods working as advertised, only thing is I still have no sound with Silent threat LOL I have never had any voice with Silent threat, I can run the Main FS1 from training all the way to the end with no problems, but Silent threat has always been a silent movie for me LOL.
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Do you have OpenAL installed?
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Yep open al is installed, although it looks lie FS1 isn't anymore, just an empty folder there, could that have a little bit to do with it LOL.
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Quick question. Does the Lucifer in FSPort use Ses--...Sesque...that one guy's SSLBeam, or the original (*coughboringcough*) Shivan Super Laser? I noticed the SSLBeams are included in the mod.
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SSLBeams. The port also used to have its own version of the SSL, called the LuciferBeam. It looked quite cool but I like the SSLBeams better. And that's Sesquipedalian.
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Also, the LuciferBeams were ridiculously overpowered. They didn't match the original Shivan Super Lasers at all. I was pleasantly surprised, however, to find that Sesquipedalian's SSLBeams were a perfect match. :)
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They were "Carefully crafted and balanced to reproduce the Shivan Super Laser in true beam format."
The LuciferBeams were exactly the same as the LRed except for the looks, right?
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I don't know how the LuciferBeams were set up, TBH. Galemp would know. I don't care to make a beam table comparison, however. :)
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Greetings. I havent posted on this board due to the complete explosion of n00bs asking for help (thinks of JAD2 "I dunt no wot 2 do")
But can someone upload the Shah extensions? I want them but I cant be bothered to download the entire package. Thanks.
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Based on the number of threads on this subject, someone suggested to me to post this.
If you don't see any asteroids in the appropriate FSPort missions (such as mission 2, The Field of Battle, or mission 6, Paving the Way), and you're running FSO version 3.6.9, you need to enable the -jpgtga flag in the Launcher. Version 3.6.10 will have this flag enabled by default, so this problem should not be a problem after the next SCP release.
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I thought that 3.6.10 just converted all of the textures to .dds?
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That has nothing to do with the asteroid problem.
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I remember that other thread about this.......I knew it had something to do with Textures. :lol:
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It does, actually. Because if there are no jpg/tga textures, there is no reason for -jpgtga.
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Hi I am using vista and that doesn't support 2d rendering. I have managed to get the asteriods to show on the main freespace game but cannot on this. I think i have a corrupted launcher. Any idea as to how i can get them working.
PS. there is no jpeg option in the launcher so i can't turn them on.
Thx mat
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If it is the launcher go re-download it.
The asteroids are 3D.
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I tried downloading it agian but it did not help... and its still not working. Any idea as to what i can do to ge it working?
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Are you sure you are using the launcher.exe and not the Freespace2.exe? If you are, go to the features tab and under graphics you should find the "enable jpgtga" checkbox. Make sure this is checked. If you can'r find it on the launcher, which version of the launcher and which build of SCP are you using?
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Post-3.6.9, jpg and tga textures are enabled by default, so if you're running such a version that's why it's not showing up.
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Yeah i am using the 3_6_9 and i am running the launcher. The jpeg check box is just not showing up. I had a similar problem with freespace 2 though i fixed that through downloading an older launcher, which was suggested to me. Is this the reason it is not working?
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manual flags: insert -jpgtga...
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(http://img235.imageshack.us/img235/7326/jpgtgans3.png)
Like I said before you may have an outdated launcher. If this doesn't work get launcher 5.5c.
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http://fs2source.warpcore.org/exes/ <- Look for Launcher55c.rar (use WinRAR or www.7-zip.org to extract it to your FS2 directory and overwrite the old one).
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No really sry here but i still cannot get them. I am no tech specy so, i just downloaded said launcher and extracted it as you said. But again i've got no tick boxes ect that i can tick. The easy setup scroll down list is empty. The list type scroll down box is empty too. I have no idea what/if i can use the custom flag bit to fix it but i've left that blank. Someone mentioned i could get it to do manuel flags: could someone guild me through this plz.
Oh and something else not sure if this is important but when i quit the game i ge an error message saying unable to read flags. Does this have anything to do with it?
Thx,
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My suggestion is to delete anything in your FS2 folder and download it again. Use Turey's installer, it will get everything right first time.
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My suggestion is to delete anything in your FS2 folder and download it again. Use Turey's installer, it will get everything right first time.
Alternative solution: I will explain when I get home (give me 4-5 hrs from the time of this post)... But yes, re-downloading all 3.5 GB of data will, most likely, fix the problem.
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...Sorry about that... I was quite late, (my fault, too) and then I forgot to post a link to the work I did here. Look in my sig, under Troubleshoot FS2: MD5.
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That makes sense. No wonder I didn't see any asteroids in the Derelict campaign.
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:necro:
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It's a sticky it doesn't matter.... Does it?
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:bump:
OK. I have a question: What is the advantage of keeping retail compatibility?
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So that newbs will come and ask for help with problems, and get roped into FSO.
What is the point?
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Uhm...
:nervous:
Hey! Look, over there! Shiny!
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OK. I have a question: What is the advantage of keeping retail compatibility?
So that the Port will remain compatible with retail, naturally.
The goal of the Port is to allow FS1 to be played on FS2. Not FSO, FS3, or anything else. FS1 is retail-compatible; ST is retail-compatible; and we decided ST:R should be retail-compatible too.
Note that retail-compatible does not mean retail-restricted. The Port has FSO enhancements; they just won't work on FS2.
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Err ... OK ... thanks for the response, even though it still doesn't make a lot of sense, especially since using retail is about equivalent to living in a cave around here ... :nervous:
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Err ... OK ... thanks for the response, even though it still doesn't make a lot of sense, especially since using retail is about equivalent to living in a cave around here ... :nervous:
Some people are scared of installing new software, like game engines. Or they have low-end computers but fail to understand that the MediaVPs are not a requirement for FSPort. A simple mod for FS2 just might sound tempting.
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Well, y'know, retail won't change... so once you've pushed the retail-compatible fork to its max, perhaps you might wanna fork, if there's any benefit. I mean, the FS2 retail engine has limitations. Once the Port has improved to meet them, what's the point of continuing to be restrained by it? Also, if you push the FS2 retail engine to its max, the whole point of being able to run the Port on retail (ie, with lower-end computers) is prolly compromised anyways. But if it's possible to always allow retail compatibility, then I guess it works fine. Heh... it's going to be moot anyways as soon as a version of Windows becomes prevalent that won't work with Retail. Does Vista work with retail, when using compatibility for 95 or 98?
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Vista doesn't even work with FSO*, so that's a bad example.
But as I said, retail-compatible does not mean retail-restricted. We have plenty of FSO features in our projects. And now Galemp is working on an FS1-era HTL pack.
*Some people have reported running FSO on Vista. These people are either Microsoft corporate shills, or have been driven insane and are hallucinating.
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Vista doesn't even work with FSO*, so that's a bad example.
But as I said, retail-compatible does not mean retail-restricted. We have plenty of FSO features in our projects. And now Galemp is working on an FS1-era HTL pack.
*Some people have reported running FSO on Vista. These people are either Microsoft corporate shills, or have been driven insane and are hallucinating.
Apparently Woo is a corporate shill...
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Vista doesn't even work with FSO*, so that's a bad example.
But as I said, retail-compatible does not mean retail-restricted. We have plenty of FSO features in our projects. And now Galemp is working on an FS1-era HTL pack.
*Some people have reported running FSO on Vista. These people are either Microsoft corporate shills, or have been driven insane and are hallucinating.
Apparently Woo is a corporate shill...
There was that other option as well.
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Given what I know of Woomeister, I'd hazard that hallucinations are far more likely than him being a shill. :D ;7
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What's a shill?
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Probably a shill (http://en.wikipedia.org/wiki/Shill).
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*content deleted following testing* Pirate mission crash related to use of March 14th Xt build. Mission works fine under a 3.6.9 svn build.
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Forgive me if asking this is blasphemous (aka. fiddling with vanilla campaign content) but:
Q: Will there at any point be an attempt to clear up the node inconsistencies between FS1 and the FS2 Official Node Map via the Port? (eg. it is believed that a developer got Beta Cygni and Ribos confused during the Tatanis capture mission, so the above would mean changing the node in the Port version of the mission from from being to Beta Cygni to being to Ribos.)
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No, we don't really want to try and retcon the nodes. The inconsistencies are just a part of FS1, and we'll have to live with them.
Besides, all the briefings are voice acted. Heck, the Taranis briefing is a rendered cutscene. :p
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The Cutscene got it right but the mission didn't IIRC.
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Vista doesn't even work with FSO*, so that's a bad example.
But as I said, retail-compatible does not mean retail-restricted. We have plenty of FSO features in our projects. And now Galemp is working on an FS1-era HTL pack.
*Some people have reported running FSO on Vista. These people are either Microsoft corporate shills, or have been driven insane and are hallucinating.
I beg to differ. Personally, I picked up FS and FS2 from gog.com have been able to get both to run rather well on my computer, as well as upgrading to FSO. I happened to have been cursed with Vista 32-bit. The only major problem was getting FreeSpace 2 itself to work right... FSO works a great deal better.
-Thaeris
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Q: I use FSO 3.6.10 with the latest FSPORT release (3.1). Does the retail version of Free Space 1 contain
anything (e.g. voices, music), that FSPORT does not include, and that can be used with FSO/FSPORT?
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The authentic feeling of nostalgia, perhaps.
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The only thing we've been completely unable to reproduce is the backgrounds of FS1-- they were these weird gradients instead of the bitmaps FS2 uses. Really unique, I liked them.
Of course, with skyboxes...
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The only thing we've been completely unable to reproduce is the backgrounds of FS1-- they were these weird gradients instead of the bitmaps FS2 uses. Really unique, I liked them.
Yeah I want those back. :(
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From what I recall, there's still a small reference to the FS1 nebulae embedded in the code somewhere, but it's remained incomplete and/or deactivated. I'd assume that it would be possible to re-create the feature, if someone spent some time playing around with it.
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You guys could do it. After all, the FSPort and ST:R is more or less complete...right? :nervous:
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Vista doesn't even work with FSO*, so that's a bad example.
But as I said, retail-compatible does not mean retail-restricted. We have plenty of FSO features in our projects. And now Galemp is working on an FS1-era HTL pack.
*Some people have reported running FSO on Vista. These people are either Microsoft corporate shills, or have been driven insane and are hallucinating.
If by FSO, you mean all the nightly builds and what not as put out by the SCP, then you are quite wrong. I am neither hallucinating (due to insanity or other means) OR a corporate shill, and FSO runs just fine under Vista SP1 and the current Windows 7.
And under the exact same hardware, it runs on XP (32 and 64), Debian and Mac OS X (though it still has the same -no_glsl problems as a real Mac).
I think broad generalizations like that, especially coming from some one with as much time and status as you Goob, does not help things in any way and are far from constructive to _any_ project here on the HLP.
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It was a joke, see. Cause I'm not exactly a fan of Vista. :)
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It was a joke, see. Cause I'm not exactly a fan of Vista. :)
I don't like admins spreading misinformation.
If the administration were the Third Reich you'd be Goebbels5000...
(I apologize in advance if anyone is insulted by this comment, but then again I've seen far more offensive comments lying around here so go complain to Nuke and/or an0n)
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I'm a bit curious, Goober. Why did you ask for volunteers to test all the (k)nightly builds yesterday on IRC? You implied that if the subsystem bug wasn't fixed, ST:R would be delayed. What kind of scanning missions are there in ST:R?
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I'm a bit curious, Goober. Why did you ask for volunteers to test all the (k)nightly builds yesterday on IRC? You implied that if the subsystem bug wasn't fixed, ST:R would be delayed. What kind of scanning missions are there in ST:R?
Well in the trailer there was one part where the player was required to scan one of the Seraphim bombers, and considering that the Hades has a much more involved role in ST:R, maybe you have to scan it at some point :nervous:
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Hi every one of you.
Why mission when i must SCAN ( yeah again thread on scanning issue) pirates frighters of kappa wing ...
first is ok i get score for scanning it
but second i dont get score but i get on target status screen :scanned
and they escape with cargo containers.
maybe i drink too much caffe, maybe im just stupid, nevermind...
but give me advice how pass this part of that cloak and dagger mission.
Thx.
-T
Edit: OK... i beat this ... was easy .. shame on me...
BTW:Imo this is the most emotional and playable Campaign since im in to SCP gaming scene
very good work i love it :nod:
-nice com chats and other pilots, nice situations to solve i want pay for it :P
We need you people to make games in nowdays, couse what happen in this market is only shaders, Dx10 $$$ and nothing more...
i dream about remake of Frontier: First Encouter... but i suppose freespace engine is not capable to handle it...
or maybe?
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Scan two wings of Kappa, and then destroy the one that's hostile. Once you figure out the hostile wing, you don't have to scan anymore. Just destroy them.
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Thx for man i figured out that in this way...
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Maybe this was answered before:
1. I've never played FS1 through the FS-Port, but I want to give it a shot.
2. I'm a german speaking guy and I consider the german localisation of FS1 pretty solid (at least thats what I remember). And I like playing games in my mother language if it was done well.
So, it is in any way possible to play the FS1 campaign in FS-Port but with german voice acting, briefings and videos?
Forgive me if this sounds like a stupid question. I consider it a possibility because it works with FS2.
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I have never done this before, but this cries for it:
:necro:
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this cries for it
Being a stickied thread... no.
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Being a stickied thread, and a definitely on-topic post, it doesn't qualify for a necro. Please try again.
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To actually attempt to answer your question, Zombimode, you should be able to get the Port to read the German audio data, but it'd require quite a bit of fooling around with file extraction and/or mission editing. Someone on the Port team would be able to tell you the best way to go about it, and I'm sure one of them will post here eventually to give you a hand.
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Thank you for the answer, Mongoose :)
Thats what I had feared. Well then, I will play it in the english original then. Extensively moddifying files is way to much effort for such a minor question of preference.
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Being a stickied thread, and a definitely on-topic post, it doesn't qualify for a necro. Please try again.
Without attempting to sparkle a debate, all I'd like to humbly add are two words: 2 years.
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Doesn't matter. Stickied threads can't be necroed, as they are always considered "alive". Them's the rules.
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So, it is in any way possible to play the FS1 campaign in FS-Port but with german voice acting, briefings and videos?
You should be able to. As long as you still have the original German voice files (from your localized version of FS1) all the sound files should play with the Port.
The missions all still use the same *.wav files as the original, so there's no reason it shouldn't.
Cutscenes should work the same way, if they use the same names. If not, just let someone know what the names of the cutscenes are, and it's just a matter of editing the *.fc2 file to change the names.
Hope that helps. :)
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Yeah, on second thought, if all the audio/cutscene filenames match up, it won't be all that much hassle to get things working. Seeing the German text in-mission would require editing the mission files, though.
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Or adding localization support to the FSPort. Which is on our (long) to-do list.
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Someone noticed the Orion description on the Tech Room??
its actually the FS2 Orion description, it talks about beam and flak cannons.
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It shouldn't. Make sure your mod setup is correct.
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You get FS2 description of the Orion if you select FSport + FSport mediavps. And FS1 description if you select FSport only.
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There's this in mv_core-shp.tbm:
$Name: GTD Orion
+nocreate
$Species: Terran
+Tech Description: XSTR("For over 30 years, the GTD Orion class was the largest ship in the Terran-Vasudan armada. Over two kilometers in length, bristling with dozens of death-dealing turrets, the Orion is as awesome in repose as it is in battle. All GVTA Orions have been retrofitted with the latest anti-warship beam weapons, as well as flak and AAA turrets for dealing with fighters and bombers. The Orion's cavernous hangar bays easily accommodate more than two dozen fighter or bomber wings.", 3051)
$end_multi_text
That may be why the FS2 description is showing up, since mediavps_3612 is loaded in higher priority than fsport.
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Why does MV_Core have tech descriptions :wtf:
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Fixing typos IIRC.
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That may be why the FS2 description is showing up, since mediavps_3612 is loaded in higher priority than fsport.
I believe the problem is with FSport mediavps since FS2 description remains when 3.6.12 mediavps are excluded from the mod list.
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Ugh.
Are there any other ship descriptions in mv_core.tbm?
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Fixed in SVN by adding the FS1 Orion's tech description to the port MVPs. It will override the typo corrected FS2 one in MV_root-shp.tbm.
And nope, no other ship descriptions are in there, so the rest should be fine. (BTW, I couldn't see the typo but eventually found the log entry. The typo was just 'GVTA'. :p )
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:yes:
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What's wrong with Galactic Vasudan-Terran Alliance?
It's the same thing as the Galactic Terran-Vasudan Alliance for all intents and purposes, and should be used interchangably...
pyinb4zodhaters
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Jealous power-hungry terrans. :p
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More like Terran technology, really.
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It's just because we're saying it in a Terran language. I'm sure the Vasudan translate it by GVTA rather than GTVA in their own language.
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It's just because we're saying it in a Terran language. I'm sure the Vasudan translate it by GVTA rather than GTVA in their own language.
I thought that this was the correct explanation.
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:wtf:
I figured it was a proper or formal name. You don't just arbitrarily flip them around usually.. Does Spain call it the American-Spanish War? Or the French flip the Franco-American Alliance?
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... what is that Franco-American Alliance you're talking about ?
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Alliance between the US and France during America's Revolutionary War.
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Actually, I'm pretty sure that the Vietnamese called it the American War for one. . . so yes.
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I can see how wars would be switched.. bad example. But treaties and alliances? I'm skeptical of that. But this is a really retarded point to argue... so meh.
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http://en.wikipedia.org/wiki/Franco-German_Brigade: "(French: Brigade Franco-Allemande; German: Deutsch-Französische Brigade)"
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*shrug* I switched everything to "GVTA" in Scroll.
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Does FS Port require a joystick? When I launch it keeps telling me the ini file references a joystick and Knossos can't find it.
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No you should be able to play it with mouse/keyboard.
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The idea of playing a space sim with a mouse is even more alien and inscrutable than the Shivans themselves. :nervous: :nervous: :wtf:
I was born a joystick man, and I shall die a joystick man.
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I think there're quite a few people using the mouse; though I'm not one of them.
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Does FS Port require a joystick? When I launch it keeps telling me the ini file references a joystick and Knossos can't find it.
There have been some joystick coding problems in the past year or two, but these have been part of Freespace Open and are not related to FSPort. Try restarting Knossos, selecting the most recent build, and re-doing your joystick settings.