Author Topic: Release: MediaVPs 4.2.x - 18th of April 2020  (Read 13113 times)

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Offline mjn.mixael

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Release: MediaVPs 4.2.x - 18th of April 2020
RELEASE: MediaVPs 4.2 - 18th of April 2020

Older Release post for 3.6.10 Here
Older Release post for 3.6.12 Here
Older Release post for 3.7.2 Here
Older Release post for 3.8.x Here
Older Release post for 4.0.x Here
Older Release post for 4.1.x Here

Discussion Thread Located Here!

Step 1: Ensure you have a working installation of Freespace 2

The MediaVPs require a working installation of retail Freespace 2. If you do not have the retail Freespace 2, it can be purchased from Good Old Games for ~$6-10 USD

Step 2: Download the 4.2 MediaVPs themselves!

[DOWNLOAD] - Use Knossos:

Click below to get started. The latest revision is 4.2.x.



If you want to manually install individual packages, you'll need to write your own mod.ini and create the MediaVPs_42X folder in your FSO directory. Then use the link above and click "No, but I know exactly what I'm doing and I just want download links" and install those packages into the MediaVPs_42X folder. This method is not recommended.

Manual Installs: Get the latest SCP Build and Launcher

MediaVPs 4.2.x requires an FSO build 19.0 or greater!

  • Current Required Build is fs2_open 19.0
  • Launchers, if you don't have one already:
    • All platforms:  Knossos (combined launcher/installer/mod store) This is the recommended method. See Step 2.
    • All platforms:  wxLauncher
  • Both the fs2_open exe and Launcher exe should be placed in your root Freespace2 install folder. ie: "C:\Games\FreeSpace2"
  • Note that this is a HIGHLY recommended place to put your FreeSpace2 files, especially on Vista/Win7.

IMPORTANT:
  • It's a good idea at this point to also copy fs2_open DEBUG exe into your root Freespace2 install folder in case you later on encounter problems you need to ask about on the forums. This is because the debug builds will create the all important "fs2_open.log" file in "user\appdata\HardLightProductions\FreeSpace2\data" that should always be included in such posts. For more information, please check (all posts!) in The Freespace Troubleshooting FAQ thread in the Freespace and Freespace Open Support Forum

Play and enjoy! Also, please report any bugs you come across to the FSU Mantis!


Changelog

  • Hi-poly Myrmidon
  • Hi-poly Perseus
  • Hi-poly Ganymede
  • More weapon effects from Kestrellius, particularly for FS1 weapons
  • MorGy's enhanced sound environment + new effects
  • Several bugfixes
  • Add some missing textures to MV_Compatibility
« Last Edit: April 18, 2020, 09:24:35 pm by mjn.mixael »
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Offline mjn.mixael

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Re: Release: MediaVPs 4.2.x - 18th of April 2020
This update includes a new soundscape by MorGy. If you want your mod to take advantage of these features, here is a bit of a guide.

NOTE: MediaVPs has removed it's sounds.tbl and now uses a modular -snd tbm you can find in MV_Effects.

In addition to the below tutorial, this enhanced soundscape includes a few options that you'll need to add to your ships entries if you want to take advantage of them.

  • All fighters/bombers now use $Warpin Start Sound: MV_Fighter_Warp and $Warpout Start Sound: MV_Fighter_Warp.
  • All ships have a new $ExplosionSnd: MV_SIZE where "Size" matches the rough explosion size the ship should have. Here are your options.
    • MV_Tiny
    • MV_Small
    • MV_Medium
    • MV_Large
    • MV_Huge
    • MV_Massive
  • See the Wiki Ships.tbl Page for guidance on where these entries should be placed in your ships.tbl.
If your mod adds it's own sounds, see the below guide from MorGy on how to get your mod's sounds to match the MediaVPs soundscape.
Quote
This is a small tutorial to help you fit your sounds into the reworked soundscape mix of the MediaVPs.
As a general tip if your sound is heavy on high and mid frequencies your overall volume needs to be lower.
If your sound is heavy on low frequencies you need to set the volume higher. Low frequencies need more
overall volume to push through. If you have a sound that has rapid repetition like flak explosions you
want that to be lower in volume as well.


Here are the values to orient yourself with. If you use a volition equivalent style sound you can most likely
just set the volume to the same level although that also depends on the volume the source file has.

Primary Weapons:      0.30 - 0.40
Secondary Weapons:      0.40 - 0.60
Flak Launch:         0.30
Flak Impact:         0.35
Beam Sounds:         0.30 - 0.40
Electrical Arcs:      0.30
Fighter Engines:      0.30
Bomber Engines:         0.40
Cruiser Engines:      0.40
Capital Engines:      0.30
Turret Servos:         0.20 - 0.40 (size dependent)
Explosions:            0.60 - 1.00 (size dependent)
Missile Impacts:      0.40 - 0.60 (size dependent)
Beam Impacts:         0.60 - 0.80 (size dependent)

For more information on this look into the mv_effects-sdn.tbm.

If you want to get more variety out of even a single sound file use this: +Pitch: (0.97 - 1.02). It plays a sound
with a random but nearly unnoticeable pitch change each time which gives even a single sound file more variety.
This is great for weapons fire and other types of single off sounds like impacts, explosions, electric arcs etc.
I tend to avoid this for engines for example, because engines always keep the same pitch.

Okay let's talk about attenuation ranges. Changes here have been made to only a few things. These include:

Explosions:
   - Attenuation Start:       400 -  6000   (from tiny to massive)
   - Attenuation End:         4000 - 30000   (from tiny to massive)
   
Impacts:
   -Attenuation Start:          200 -  1000   (size based)
   -Attenuation End:         1000 -  3000   (size based)
   
Electric Arcs:
   -Attenuation Start:           50          (size based)
   -Attenuation End:          200         (size based)
   
Servo Motors:
   -Attenuation Start:            50 -   100   (size based)
   -Attenuation End:          100 -   400   (size based)
   
Warps:
   -Attenuation Start:          750 -  6000   (size based)
   -Attenuation End:         1500 - 20000   (size based)
   
For more information on this look into the mv_effects-sdn.tbm.

Here is an example what your own entry should look like so that you can take full advantage of all the new
features the soundset syntax has to offer:

$Name:   MV_LRBGreen    
+Entry: BT_BFGreen.wav
+Cycle type: sequential
+Preload: no   
+Volume: 0.40   
+3D Sound:   
+Attenuation Start: 2000 
+Attenuation End: 7000
+Priority: High
+Limit: 3
+Pitch: (0.97 1.0)

Please see the wiki entry snd.tbl for explanation.

This is just a baseline tutorial to help you align your own sounds with the new mix. You will still have to
test play how your sounds fit into the soundscape. There is just no way around that. As said initially whether
these values work or not also depends on the volume the source sound possesses. On that note don't EVER push
your volume past the dezibel fullscale 0 line. Your sound isn't louder. You just created regions that can not
be played and will lead to disruptive click sounds. Also setting a volume greater than 1.0 in a sound tbm is
pointless. It will be capped at 1.0 automatically by the code.

P.S. Don't use EFX, it only adds way to much reverb to all sounds and muddies the soundscape.

If you need further help with this you can contact me on discord or on the forum. discord is easier for first
contact though.

Best regards

morGy
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Offline mjn.mixael

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Re: Release: MediaVPs 4.2.x - 18th of April 2020
Updated to 4.2.1

-Fixes issues with the ml-16 that would cause mods with the weapon to crash.
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Offline mjn.mixael

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Re: Release: MediaVPs 4.2.x - 18th of April 2020
Updated to 4.2.2

-Fixes Sathanas MOI to prevent nucking futs Sath maneuvers.
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
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Offline mjn.mixael

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Re: Release: MediaVPs 4.2.x - 18th of April 2020
Updated to 4.2.3

-At the request of MorGy, set all bombs but Harbinger and Megabomb back to the retail impact sound
-Fill in the Myrmidon glows on the wingtips.
-Add some missing info for Isis (default armor)
-Shivans use Shivan missiles in SM2-10
-Add FS1 ships/weapons to flashy scripts
-Fixed Perseus dock path
-Credits updates
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.