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Community Projects => The FreeSpace Upgrade Project => Topic started by: mjn.mixael on January 01, 2014, 11:30:35 pm

Title: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 01, 2014, 11:30:35 pm
Starts here.
Title: Re: MediaVPs 2014 Discussion thread
Post by: General Battuta on January 01, 2014, 11:33:50 pm
YAY

e: jeez, that's kind of a mean way to put it  :(
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 01, 2014, 11:51:03 pm
Can I just say that that release post took waaaaaayy too long to get written.. it took all of my evening almost to get everything packed up, uploaded, and posted.

3.5 years in the making and MediaVps 2014 is finally out. I have a headache. Who's got some aspirin?  :p

Also, I hope you all like the new mod images I whipped up. Since Oddgrim remade almost all the zods out of nowhere, the zods get a little feature.  :)
Title: Re: MediaVPs 2014 Discussion thread
Post by: Hellzed on January 02, 2014, 03:25:01 am
The Linux installer script is now up-to-date : https://www.dropbox.com/s/vbcxbblkeedmhdr/mediavps_2014.fs2mod
(more details here : http://www.hard-light.net/forums/index.php?topic=86364.0)
Title: Re: MediaVPs 2014 Discussion thread
Post by: Luis Dias on January 02, 2014, 05:24:57 am
Congratulations on the release!
Title: Re: MediaVPs 2014 Discussion thread
Post by: Rodo on January 02, 2014, 07:31:13 am
Oh ****! Now i've got to wait till i get back home to download this.
Title: Re: MediaVPs 2014 Discussion thread
Post by: starwolf1991 on January 02, 2014, 09:20:06 am
Congrats! Damn glad to see this release. Looking forward to grabbing it when I am able to.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Mobius on January 02, 2014, 09:49:01 am
I love you guys.  :D
Title: Re: MediaVPs 2014 Discussion thread
Post by: est1895 on January 02, 2014, 02:18:36 pm
All the thanks Guys!!!!
This means that you will need to be sure about your mod.ini's and Launcher Mod selection to accommodate this change. We feel it is a good way to allow for existing mods to have a better amount of time in which to keep up.

What or how do I change the mod.ini?
Title: Re: MediaVPs 2014 Discussion thread
Post by: General Battuta on January 02, 2014, 02:40:49 pm
You edit it with a text editor to point to the new MediaVPs folder instead of mediavps_3612. But this will break a lot of mods.
Title: Re: MediaVPs 2014 Discussion thread
Post by: est1895 on January 02, 2014, 02:52:11 pm
So just change each Mods Media VP designation folder with a text editor?  This is really gonna sound stupid, but what kind of text editor?
Title: Re: MediaVPs 2014 Discussion thread
Post by: General Battuta on January 02, 2014, 03:06:02 pm
Open the mod folder you want to change. Open the mod.ini file in Notepad. Alter the 'mediavps_3612' field to the name of your mediavps 2014 folder. Save the mod.ini file WITHOUT CHANGING THE FILE EXTENSION.

You may break the mod by doing this.
Title: Re: MediaVPs 2014 Discussion thread
Post by: SF-Junky on January 02, 2014, 03:08:19 pm
Pix, pix, pix, pix, pix, pix, pix, pix, pix, pix, pix, pix. :)

(http://media.tumblr.com/tumblr_mbfosiXXHN1qzqdem.gif)
Title: Re: MediaVPs 2014 Discussion thread
Post by: CapellaGoBoom on January 02, 2014, 04:29:19 pm
awesome work! love the revamped nebulae! looking forward to DLing the moloch, iceni and demon when they get polished :)
Title: Re: MediaVPs 2014 Discussion thread
Post by: TParis on January 02, 2014, 05:46:54 pm
Thanks for the new release.  :yes: :) Can't wait to give it a try.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Yarn on January 02, 2014, 08:38:49 pm
It looks like the readme hasn't been completely updated. In case an update is possible, here are the errors that I noticed:

Quote
-> A working install of Freespace 2. If you do not have the retail Freespace 2, it (and Freespace 1 separately) can be purchased from Good Old Games for $6 USD:  http://www.gog.com/en/gamecard/freespace_2
FS2 is now $10 on GOG.com (although FS1 is still $6).

Quote
-> A working version of Freespace Open 3.6.12 and it's associated Launcher 5.5f. For more details here, see:  http://www.hard-light.net/forums/index.php/topic,47640.0.html
As you know, the 2014 MediaVPs aren't compatible with 3.6.12, and Launcher 5.5f is outdated (and not just because we have wxLauncher). Also, that URL points to an outdated installation guide.

Quote
1) Each mediavps zip-file contains a folder named as mediavps_3612, extract this folder to your FreeSpace2 folder. Usually C:\Games\FreeSpace2 or C:\Program Files\GOG.com\FreeSpace2 on Windows.

Note that anything in the data folder ("\FreeSpace2\mediavps_3612\data") will override the new media VP content, so be aware of this when adding 3rd party modifications.

2) Open the launcher and go to the MOD tab and click "Select MOD". From here select the 'mediavps_3612' folder and click ok.
This stuff should refer to "MediaVPs_2014", not "mediavps_3612".

Quote
==> Graphics List:

   Enable Specular
   Enable Glowmaps
   Enable Environment Maps
   Apply Lighting to Missiles
   Enable Normal Maps (If your system supports this)
   (Personal preference) Enable 3D Shockwaves (switches shockwaves from always facing the camera to spawning with random orientations)
The items in bold are obsolete and should be removed.

Quote
===== (6) Contact Info =====

Hard Light Productions:         http://www.hard-light.net
Freespace Wiki:            http://www.hard-light.net/wiki/
Game Warden:            http://www.game-warden.com
Freespace 2 Sector:         http://www.sectorgame.com/f2s/index.php
FreeSpace Source Code Project website:   http://scp.indiegames.us
FreeSpace Source Code Project forums:   http://www.hard-light.net/forums/index.php/board,50.0.html
FreeSpace Source Code Project Mantis:   http://lore.maxgaming.net/~scp/mantis/login_page.php
FreeSpace Upgrade Project Mantis:    http://www.hard-light.net/mantis/set_project.php?project_id=7
The bolded URL is dead and should be "http://scp.indiegames.us/mantis/my_view_page.php".


I also noticed that the description in mod.ini says "Freespace II - SVN MediaVPs". I'm pretty sure that it's supposed to say "Freespace II - 2014 MediaVPs".
Title: Re: MediaVPs 2014 Discussion thread
Post by: Veers on January 02, 2014, 08:55:42 pm
Can we also list the sizing of the files? or just the approximate total? :)
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 02, 2014, 09:27:43 pm
No one reads the readme, anyway. I'm not worried. I'm definitely not patching for just the readme. I'm hoping to not have to patch at all as that was the source of much confusion with 3.6.12.
Title: Re: MediaVPs 2014 Discussion thread
Post by: AdmiralRalwood on January 02, 2014, 10:05:20 pm
No one reads the readme, anyway. I'm not worried. I'm definitely not patching for just the readme. I'm hoping to not have to patch at all as that was the source of much confusion with 3.6.12.
You don't have to release a "readme patch", but you can just quietly update the download for MV_Root.7z; it's not like that one file being different will cause any versioning problems.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Bobboau on January 02, 2014, 10:17:11 pm
I thought we did bit torrent downloads? it's probably too late for it now, but that could have helped ease server strain.

I don't see a single package download link, is there supposed to be one? the language is a little ambiguous, but I'm guessing not.
Title: Re:MediaVPs 2014 Discussion thread
Post by: Bullhorn on January 03, 2014, 07:28:25 am
Veterans might not read the reader, but I sure as hell do.
With the lack of a unified installer GOOBER:-) I find it critical to Always read the reader,  for anything and everything FS2.

This really should be updated..
Maybe someone can correct it and write a simple NSIS to replace it,  and place it beside the main download links?

Bh
Title: Re: MediaVPs 2014 Discussion thread
Post by: Echelon9 on January 03, 2014, 08:07:30 am
I think there was a copy-pasta with the MD5 hashes provided for MV_Root.7z and MV_Root.vp.

Quote
MV_Root.7z
Required: The bare minimum required for running FSO, also contains the mod.ini, FSU-MVP.bmp and Readme.txt and sets up the mod folder
Download Link: FSMods :: MjnServ
7z MD5: 4413D7160848372D571AD3F91D08165D
VP MD5: C6BF81F89CF20A2AE868E88E1CB8E385

This is what I see (notice the 7z hash has been reported as the vp hash; not sure what the vp hash is):
Code: [Select]
$ openssl version
OpenSSL 1.0.1e 11 Feb 2013
$ openssl md5 MV_Root.vp
MD5(MV_Root.vp)= c7729dea15e7b23de1936cd79e5a036c
$ openssl md5 MV_Root.7z
MD5(MV_Root.7z)= c6bf81f89cf20a2ae868e88e1cb8e385

Title: Re: MediaVPs 2014 Discussion thread
Post by: Echelon9 on January 03, 2014, 08:26:48 am
Before I open a Mantis report, are any other users seeing this Assertion()?

Code: [Select]
WARNING: "main_hall_init() was passed a blank main hall name; loading first available main hall." at /Users/cliff.gordon/fs2open_0/code/menuui/mainhallmenu.cpp:414
ASSERTION FAILED: "!resize" at /Users/cliff.gordon/fs2open_0/code/graphics/gropengltexture.cpp:662

Occurs on OSX nightly build of 2 January 2014, when clicking on the Tech Room menu item immediately after selecting my pilot.

You'll see in my fs2open.log below, the techroom found an invalid IBX model for the first ship and was rebuilding immediately prior to the Assertion().

Code: [Select]
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX:  Warning!  Found invalid IBX file: 'fighter01.bx'
IBX: Starting a new IBX for 'fighter01.pof'.



[attachment deleted by an evil time traveler]
Title: Re: MediaVPs 2014 Discussion thread
Post by: Hellzed on January 03, 2014, 08:39:30 am
@Echelon9 : are you aware of issues with the Sathanas in the nebula (the SJ Sathanas is disappearing under certain distances and angles, appearing without fog occlusion for a few frames, the engine glows disappearing...) ? It make mission SM2-08 nearly unplayable...

Details here :
http://www.hard-light.net/mantis/view.php?id=998
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 03, 2014, 09:13:04 am
Hellzed, you need to relax a little bit there. You've claimed several times now that the mission is unplayable. However, I have played it during this release cycle. Several times. I have beat the mission and it's bonus objects several times including just now. The bug you are reporting is an issue and we will try to get it fixed. However, it is nothing more than a minor visual annoyance and does nothing to impeded the actual playability of the mission.

Before I open a Mantis report, are any other users seeing this Assertion()?

Code: [Select]
WARNING: "main_hall_init() was passed a blank main hall name; loading first available main hall." at /Users/cliff.gordon/fs2open_0/code/menuui/mainhallmenu.cpp:414
ASSERTION FAILED: "!resize" at /Users/cliff.gordon/fs2open_0/code/graphics/gropengltexture.cpp:662

Occurs on OSX nightly build of 2 January 2014, when clicking on the Tech Room menu item immediately after selecting my pilot.

You'll see in my fs2open.log below, the techroom found an invalid IBX model for the first ship and was rebuilding immediately prior to the Assertion().

Code: [Select]
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX:  Warning!  Found invalid IBX file: 'fighter01.bx'
IBX: Starting a new IBX for 'fighter01.pof'.

I couldn't reproduce this one.

I also fixed the readme, uploaded a new MV_Root.7z, and fixed the hashes on the release post.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Hellzed on January 03, 2014, 09:16:05 am
Must be my weird flight style, I keep crashing into an invisible Sathanas. Hull integrity drops fast on harder difficulty levels ;)
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 03, 2014, 09:17:56 am
I never found myself running into invisible models. I did see the Sath pop in an out, but it was always visible when I was close enough to hit it. I would like you to generate a debug log while playing that mission and attach it to the mantis report.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Lykurgos88 on January 03, 2014, 10:18:38 am
So far I'm liking very much the release version of MediaVP 2014. Your dedication for a game that is almost 15 years old is just remarkable  :yes:

Extra thanks for mjn.mixael for resetting Bloom saturation & brightness values and making the Crystal subsystem of Shivan Comm Nodes destroyable again. I just tested "Intro the Lion's Den" and was happy as hell  :D
Title: Re: MediaVPs 2014 Discussion thread
Post by: Talon 1024 on January 03, 2014, 12:49:13 pm
On the other hand, I think you guys should take a look at this bug (http://www.hard-light.net/forums/index.php?topic=71978) again, especially now that PCS2's bounding box bugs have been fixed.

I've attached a test mission to my post.

With retail, it is possible to hit the missile turrets without having your shots pass through them.  If you're using the mediavps, your shots will pass through the missile turrets if you aim at the middle or bottom.

[attachment deleted by an evil time traveler]
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 03, 2014, 12:55:06 pm
Issues not on Mantis are unlikely to get fixed. Harsh as it may seem, I'm kinda of putting my foot down on that. I just can't keep bookmarking posts with issues I need to check when I have a simple solution like Mantis available.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Zacam on January 03, 2014, 04:45:40 pm
FSMods links have been added to the Release Post.

I for one have been largely absent during a major portion of this cycle. I'd like to significantly commend Mjn.Mixal and Oddgrim for keeping things rolling along as they have and the fantastic work they've done in terms of modeling and texturing to boot. As well, a huge thank you and a Welcome to Admiral Nelson to the ranks of FSU.

And I have to agree: If you spot an issue and you haven't put it on the MediaVP's Mantis, you have my condolences.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Trivial Psychic on January 03, 2014, 07:54:12 pm
Nephilim thruster point is offset.  Bug 999 (http://www.hard-light.net/mantis/view.php?id=999)
Title: Re: MediaVPs 2014 Discussion thread
Post by: MetalDestroyer on January 04, 2014, 05:08:57 am
For those interested, I uploaded 2 vp.
- one that fix some eyepoint alignment
- one to enable cockpit view base on those eyepoint

For the eyepoint: http://www.mediafire.com/download/0bvwo9im45hzzpq/Freespace2SCP_mediavps2014_EyepointFix.zip
For the cockpit view enabled : http://www.mediafire.com/download/936b4dkbr70kbky/Freespace2SCP_mediavps2014_CockpitView.zip

Extract and past them directly into your mediavps_2014 or whatever you named it.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Trivial Psychic on January 04, 2014, 02:30:23 pm
Question:  Why hasn't the ships.tbl asteroid model been replaced with one of the high-poly better-mapped asteroids used in the field-generated asteroids?
Title: Re: MediaVPs 2014 Discussion thread
Post by: Echelon9 on January 05, 2014, 06:00:46 am
I also fixed the readme, uploaded a new MV_Root.7z, and fixed the hashes on the release post.
Great, the hashes all line up.
Title: Re: MediaVPs 2014 Discussion thread
Post by: deathspeed on January 05, 2014, 11:04:45 am
Noob question warning!  :)

I have never used a nightly build.  I get the difference between "SSE" and "NO SSE", but what is the difference with "Standard"? My CPU (Core 2 Duo E8500) does support SSE, SSE2, SSE3, SSSE3, SSE4.1, and EM64T according to CPU-Z. Do I want "SSE" or "Standard" build?  From the release thread for 3.7.0 I think maybe I need "standard" but I want to make sure.

Thanks!
Title: Re: MediaVPs 2014 Discussion thread
Post by: MatthTheGeek on January 05, 2014, 11:10:58 am
Our Standard is SSE2 since a year ago or so. You already know the compatibility of your CPU, so use this one.
Title: Re: MediaVPs 2014 Discussion thread
Post by: deathspeed on January 05, 2014, 11:27:03 am
Thanks!! I appreciate the quick response.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Hellzed on January 05, 2014, 11:32:50 am
@MatthTheGeek :
So let's say i want to ship widely compatible linux builds, how should I proceed ?
I know it is not currently possible to build a static linked fs2_open.

I was planning to make these builds :
3.7.0 amd64
3.7.0 i386
3.7.1 amd64 (nightly)
3.7.1 i386 (nightly)
3.7.1 amd64 (nightly+BP patch)
3.7.1 i386 (nightly+BP patch)

I would use Ubuntu 13.10 to build these.

Would it be ok, or should I do it in a completely different way ?
Title: Re: MediaVPs 2014 Discussion thread
Post by: Cobra on January 05, 2014, 12:18:13 pm
Just a quick thing I've noticed off the bat: the Poseidon has no normal, glows, or shine in-game.
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 05, 2014, 01:15:22 pm
Just a quick thing I've noticed off the bat: the Poseidon has no normal, glows, or shine in-game.

I cant reproduce that in the lab or in mission.
Title: Re: MediaVPs 2014 Discussion thread
Post by: coffeesoft on January 05, 2014, 05:04:19 pm
Congratulations  :yes:
Title: Re: MediaVPs 2014 Discussion thread
Post by: vafan13 on January 06, 2014, 12:07:28 am
Two questions:

1) how do I make the HUD bigger?  On my 1440p monitor it's tiny.  Oddly when playing FSport (w/fsport-mvps in addition to the 2014s) it's the correct size.

2) which resolution is used for the sobek/sathanas/rakasha, 2048?
Title: Re: MediaVPs 2014 Discussion thread
Post by: niffiwan on January 06, 2014, 04:33:23 am
1) how do I make the HUD bigger?  On my 1440p monitor it's tiny.  Oddly when playing FSport (w/fsport-mvps in addition to the 2014s) it's the correct size.

1440p  :eek2:

If you want to have bigger but blurry gauges, create this file with the contents below: mediavps_2014/data/tables/mv_root-hdg.tbm (ensure that windows doesn't add .txt or anything to the end of this file, and create the directories if they don't exist)

Code: [Select]
$Max Directives: 8
$Max Escort Ships: 13
$Scale Gauges: yes

Note: this is really getting into modding territory rather than a being user configurable option unfortunately.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Lykurgos88 on January 06, 2014, 08:44:03 am
1) how do I make the HUD bigger?  On my 1440p monitor it's tiny.

That is because recently the HUD scaling was removed entirely so all the HUD elements are now corresponding the original 768p size. So if you play the game at resolution 1024x768 (or 1366x768), HUD is exactly at the right size. The new HUD project is still on-going, so I expect that there are easier and better scaling options in the future. For now it seems you have to use the tbm -file niffiwan mentioned.
Title: Re: MediaVPs 2014 Discussion thread
Post by: vafan13 on January 06, 2014, 09:30:58 am
1) how do I make the HUD bigger?  On my 1440p monitor it's tiny.  Oddly when playing FSport (w/fsport-mvps in addition to the 2014s) it's the correct size.

1440p  :eek2:

If you want to have bigger but blurry gauges, create this file with the contents below: mediavps_2014/data/tables/mv_root-hdg.tbm (ensure that windows doesn't add .txt or anything to the end of this file, and create the directories if they don't exist)

Code: [Select]
$Max Directives: 8
$Max Escort Ships: 13
$Scale Gauges: yes

Note: this is really getting into modding territory rather than a being user configurable option unfortunately.

Thank you, it worked!  It's actually not blurry, at least not to a readily noticeable extent, other than the ship icons on the radar.  And yeah 27" of 1440p goodness. It's quite awesome to look at the capital ships with, particularly while there's fighting going on.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Sarkoth on January 06, 2014, 01:13:55 pm
Niffiwan, thank you for the workaround.

Vafan13, thank you for asking the very same question I was planning to ask myself.

On a total different note: I tried to imagine someone who plays FS at 1024x768 and who has FSO with mediavps_2014 installed at the same time. After contemplating about this for a while, I have to admit ... that I am utterly unable to even just imagine why anyone would be interested in the current mediavps without going at least full HD in resolution. The only exception to this being on a mobile device which has a fixed or limited resolution.
Title: Re: MediaVPs 2014 Discussion thread
Post by: AdmiralRalwood on January 06, 2014, 01:17:50 pm
On a total different note: I tried to imagine someone who plays FS at 1024x768 and who has FSO with mediavps_2014 installed at the same time. After contemplating about this for a while, I have to admit ... that I am utterly unable to even just imagine why anyone would be interested in the current mediavps without going at least full HD in resolution. The only exception to this being on a mobile device which has a fixed or limited resolution.
Just the other day, I was contemplating the utility of running FSO on a device with an 800x480 screen. I can easily imagine using the mediavps with it... although probably just MV_Root.
Title: Re: MediaVPs 2014 Discussion thread
Post by: MetalDestroyer on January 06, 2014, 01:31:45 pm
Two questions:

1) how do I make the HUD bigger?  On my 1440p monitor it's tiny.  Oddly when playing FSport (w/fsport-mvps in addition to the 2014s) it's the correct size.

2) which resolution is used for the sobek/sathanas/rakasha, 2048?

What ? how can you play on 1440p without issue ? Which build are you using ? When I'm trying to play with such resolution (ok, I use Downsampling techniques so I can get 1440p or higher), but after the loading screen, the game image is flickering. It wasn't the case, in earlier build (don't remember which one).
Title: Re: MediaVPs 2014 Discussion thread
Post by: Admiral Nelson on January 06, 2014, 01:38:02 pm
I also have a 1440p monitor.  I don't have to do anything, really, using 3.7.0 or later.  Just set the resolution in the launcher and I'm all set.  No flickering or other problems.  Everything looks great.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Sarkoth on January 06, 2014, 01:40:26 pm
Just the other day, I was contemplating the utility of running FSO on a device with an 800x480 screen. I can easily imagine using the mediavps with it... although probably just MV_Root.

Although I can understand the intriguing part about that, being able to say it runs at all ... The sheer idea of controlling the actual game, attaching a full keyboard or sufficient enough joystick or whatever preferred input device to whichever device you were thinking of, does seem quite impractical to me. Toying around to make FSO work on a Pandora (or something similar)? Sounds fun. PLAYING on a pandora (or something similar) ... probably not so much.

I'm not saying it can't or shouldn't be done. Personally, I just don't see any merit in doing it. (But then again, just running MV_Root by itself, for any particular reason, and thereby missing out on all the shiny stuff also seems very impractical to me. ;) )

But maybe the internet has just ruined me and I am just in for "Such shiny! More amaze! So wow!" when it comes to anything SCP / FSO related. *laughs*
Title: Re: MediaVPs 2014 Discussion thread
Post by: AdmiralRalwood on January 06, 2014, 02:07:40 pm
Although I can understand the intriguing part about that, being able to say it runs at all ... The sheer idea of controlling the actual game, attaching a full keyboard or sufficient enough joystick or whatever preferred input device to whichever device you were thinking of, does seem quite impractical to me. Toying around to make FSO work on a Pandora (or something similar)? Sounds fun. PLAYING on a pandora (or something similar) ... probably not so much.

I'm not saying it can't or shouldn't be done. Personally, I just don't see any merit in doing it. (But then again, just running MV_Root by itself, for any particular reason, and thereby missing out on all the shiny stuff also seems very impractical to me. ;) )

But maybe the internet has just ruined me and I am just in for "Such shiny! More amaze! So wow!" when it comes to anything SCP / FSO related. *laughs*
I am indeed referring to the Pandora, and if you want to know what it would play like, the reason I was considering it is because someone already ported FS2 (http://boards.openpandora.org/topic/13380-freespace-2/) (just not FSO, hence why I was pondering it).
Title: Re: MediaVPs 2014 Discussion thread
Post by: Sarkoth on January 06, 2014, 02:44:37 pm
I am indeed referring to the Pandora, and if you want to know what it would play like, the reason I was considering it is because someone already ported FS2 (http://boards.openpandora.org/topic/13380-freespace-2/) (just not FSO, hence why I was pondering it).

In that case my wild guess actually seems to have been spot-on. *g* I have to admit, the port looks remarkable. I still don't think it is really "usable" as in joyfully playable, but a remarkable feat indeed. ^^

Anyway, with the Hud now not looking like made for ants anymore, I can fully enjoy the 2014 mediaVPs. And I will. Right now, actually.
Title: Re: MediaVPs 2014 Discussion thread
Post by: OverDhill on January 06, 2014, 03:02:39 pm
Any chance we could get a list started as to what campaigns are compatible with MediaVPs 2014? Or is is it likely most will be broken?

Title: Re: MediaVPs 2014 Discussion thread
Post by: Mongoose on January 06, 2014, 04:29:23 pm
On a total different note: I tried to imagine someone who plays FS at 1024x768 and who has FSO with mediavps_2014 installed at the same time. After contemplating about this for a while, I have to admit ... that I am utterly unable to even just imagine why anyone would be interested in the current mediavps without going at least full HD in resolution. The only exception to this being on a mobile device which has a fixed or limited resolution.
I run at 1280x960 by necessity, and I still get my money's worth out of the MediaVPs. :)
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 06, 2014, 04:49:02 pm
Indeed. It is rather presumptuous to assume that the MediaVPs are only for those that have nice monitors. The MediaVPs provide a visual upgrade that is completely separate from the screen resolution.

Let's compare the Hades, for example. Both images at about 480x320.

(http://www.hard-light.net/wiki/images/Gtdhades-old.jpg)
(http://www.hard-light.net/wiki/images/thumb/GTDHades.png/480px-GTDHades.png)

One of these clearly looks better than the other and we didn't need HD res to see that.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Luis Dias on January 06, 2014, 04:51:50 pm
One of those looks like from the 80s, the other from the noughties, although the antialiasing seems to be helping on that.
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 06, 2014, 04:55:10 pm
We can do the same with the Mentu, or any number of MediaVPs upgraded ships. (Not to mention upgraded assets, like the newer nebula.)

(http://www.hard-light.net/wiki/images/Gvcmentu-old.jpg)
(http://www.hard-light.net/wiki/images/thumb/HTL_Mentu.png/480px-HTL_Mentu.png)

My point is that, the upgrade with the MediaVPs is very clear regardless of your screen resolution.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Sarkoth on January 06, 2014, 05:07:26 pm
I stand corrected.
Title: Re: MediaVPs 2014 Discussion thread
Post by: blowfish on January 07, 2014, 02:03:19 am
Any chance we could get a list started as to what campaigns are compatible with MediaVPs 2014? Or is is it likely most will be broken?

Unfortunately, the only way to know is to test them, which is why most campaigns are only guaranteed to be compatible with whatever mediavp release was out when they were released.

Of course, nothing's stopping you from trying any campaign with the new mediavps.  Don't be surprised when you encounter weird errors though :P .  But with a little bit of modding experience most of them are easily fixable.
Title: Re: MediaVPs 2014 Discussion thread
Post by: OverDhill on January 07, 2014, 06:01:39 am
Well that is sorta why I suggested a list. So if someone happens to test one and it works then others will know they can use it. I see Incursion was just released as a MediaVPs 2014 upgrade. There is a list on the site that lists what campaigns are polished and such. Maybe add to that list the ones that have been verified.




Any chance we could get a list started as to what campaigns are compatible with MediaVPs 2014? Or is is it likely most will be broken?

Unfortunately, the only way to know is to test them, which is why most campaigns are only guaranteed to be compatible with whatever mediavp release was out when they were released.

Of course, nothing's stopping you from trying any campaign with the new mediavps.  Don't be surprised when you encounter weird errors though :P .  But with a little bit of modding experience most of them are easily fixable.
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 07, 2014, 08:30:07 am
Feel free to start and manage such a list.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Macfie on January 07, 2014, 09:22:39 am
Well that is sorta why I suggested a list. So if someone happens to test one and it works then others will know they can use it. I see Incursion was just released as a MediaVPs 2014 upgrade. There is a list on the site that lists what campaigns are polished and such. Maybe add to that list the ones that have been verified.

I'd rather you started a new thread rather than adding to list.  The current list is only the campaigns that have been worked on by the FSCRP. 
I'm not really sure the FSCRP is the place for the list as you would need to create one for every MediaVP release.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Macfie on January 08, 2014, 02:48:35 pm
Please excuse the double post but I came up with a table that will allow use of the FSPort-mediaVPs with the MediaVPs 2014.
See this thread for details: http://www.hard-light.net/forums/index.php?topic=86514.0
Title: Re: MediaVPs 2014 Discussion thread
Post by: OverDhill on January 08, 2014, 03:33:33 pm
Actually maybe we could an asteric or something places in front of campaigns in this list that have been found to work with MediaVPs 2014

http://www.hard-light.net/forums/index.php?topic=58358.msg1177882#msg1177882


Well that is sorta why I suggested a list. So if someone happens to test one and it works then others will know they can use it. I see Incursion was just released as a MediaVPs 2014 upgrade. There is a list on the site that lists what campaigns are polished and such. Maybe add to that list the ones that have been verified.

I'd rather you started a new thread rather than adding to list.  The current list is only the campaigns that have been worked on by the FSCRP. 
I'm not really sure the FSCRP is the place for the list as you would need to create one for every MediaVP release.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Macfie on January 08, 2014, 03:56:00 pm
I would talk to Scotty and have the asterisk added to the Released campaign list: http://www.hard-light.net/forums/index.php?topic=70582.0
or added to the campaign list on the FreeSpace WiKi since these have most of the campaigns, where as the FSCRP only has a list of revised campaigns.
 
For the most part any campaign that works with the 3.6.12 mediaVPs will probably work with the  2014 mediavps. 
Any campaign that doesn't have special tables or models should work with any of the mediavps. 
With the upgrade  I previously mentioned for the FSPort, all of the campaigns that currently work with the latest FSPort and FSPort-mediavps should work.

With any campaign you want to use with the 2014 mediaVPs you will have to revise the mod.ini to Mediavps_2014 and use a recent nightly build.

Just as an aside I played through Blue Planet AOA using the latest BP AVX build without any major problems.
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 08, 2014, 05:48:57 pm
Well, that's not entirely true. Any campaign that used Arcadia extensions , for example, may have issues. I tried to make sure they would work, bit I can't guarantee it.
Title: Re: MediaVPs 2014 Discussion thread
Post by: OverDhill on January 08, 2014, 06:17:36 pm
Let me ask then.... would the campaign error on loading/launch or maybe in the middle of a mission if it used say for example Arcadia extensions?
Title: Re: MediaVPs 2014 Discussion thread
Post by: Dragon on January 08, 2014, 06:28:20 pm
It shouldn't, but since they require a model alteration anyway (additional dockports) that Arcadia would still be using a retail model, unless campaign was patched (in which case the patch should ensure there are no problems).
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 08, 2014, 07:13:42 pm
Not necessarily. If they required model alteration, but didn't create a new ship class, then it's possible that the MediaVPs 2014's tbm files will override and force the mod to use the new Arcadia model.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Dragon on January 09, 2014, 01:19:15 am
Well, if it's a really old mod (still using .tbl files instead of .tbm) then yes, this could happen. Otherwise, the Arcadia would be reverted to an old model because of the mod loading order.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Mobius on January 09, 2014, 12:53:23 pm
Code: [Select]
mv_effects-sdf.tbm(line 31):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type: Vasudan CM] .

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_7_0_NO-SSE.exe! <no symbol>
fred2_open_3_7_0_NO-SSE.exe! <no symbol>
fred2_open_3_7_0_NO-SSE.exe! <no symbol>

What's wrong here? I'm kinda lost, I haven't installed MVPs or played FreeSpace in ages, so I don't know what to do. Happens with both FSO and FRED2 Open.
Title: Re: MediaVPs 2014 Discussion thread
Post by: General Battuta on January 09, 2014, 12:58:24 pm
You're running 3.7.0. Follow the install instructions.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Kobrar44 on January 09, 2014, 12:59:19 pm
First of all: http://www.hard-light.net/forums/index.php?topic=86475.msg1727290#msg1727290 (http://www.hard-light.net/forums/index.php?topic=86475.msg1727290#msg1727290)

Quote
MediaVPs 2014 require an FSO build dated from 1st of January or later!

Current Required Latest is: fs2_open 3.7.1 Any dated 1st of January or later! (http://www.hard-light.net/forums/index.php?board=173.0)
Title: Re: MediaVPs 2014 Discussion thread
Post by: LaineyBugsDaddy on January 09, 2014, 04:49:45 pm
I have noticed that in the release thread, it says launcher 5.5g is incompatible with Windows 8. Why then have I been able to easily use it on Windows 8.1? I am running the Pro edition. It's a 90 day Enterprise trial, mind you, but I have been running the launcher on it. I did have what seemed to be an issue with it earlier, but I believe that was actually a sound card driver issue. I AM running an Audigy 2 Platinum sound card in this rig, so it's a little dated. Still, I have not been having launcher issues. So why is it stated that the launcher is not compatible?


--
There are only 10 kinds of people in the world;
those who understand binary and those who don't.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Luis Dias on January 10, 2014, 04:37:50 am
y u use 5.5g??

u most update to use wxlauncher so better!

http://www.hard-light.net/forums/index.php?topic=67950.0

also, (http://www.hard-light.net/forums/Smileys/HLP/welcome2hlpbb.gif)
Title: Re: MediaVPs 2014 Discussion thread
Post by: MatthTheGeek on January 10, 2014, 04:57:37 am
u most update to use wxlauncher so better!
Until wxLauncher is made portable, 5.5g is still objectively better.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Phantom Hoover on January 10, 2014, 05:46:17 am
is this some bizarro universe where the launcher that only runs on windows is 'portable'
Title: Re: MediaVPs 2014 Discussion thread
Post by: Sarkoth on January 10, 2014, 06:24:23 am
Until wxLauncher is made portable, 5.5g is still objectively better.

Since I switched from 5.5g to the wx launcher a week ago, I am haunted by not being able to make a final decision on my preferred light settings. How in the world is that supposed to be objectively better? The only thing I haven't done yet is fiddling with the values myself. Any suggestions for gritty but not too dark? So far the only results I am getting are either too bright or too dark. Not to speak of ships either looking like plastic or like way too polished chunks of metal. It's almost driving me insane.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Fury on January 10, 2014, 06:57:11 am
is this some bizarro universe where the launcher that only runs on windows is 'portable'
Portable != cross-platform
Portable as in no install required, just drop the single exe file into FSO dir and use. Copy FSO dir to network dir or external drive and have the launcher follow with all settings intact.

wxLauncher fails in this because it requires an install, contains multiple files and does not (even optionally) save settings to FSO dir.

Edit: Additional bother is when FSO dir contains DLL-files such as OpenAL32.dll but doesn't exist anywhere else in the system, wxLauncher barfs over until you either copy the same file over to where wxLauncher is installed or to some dir in system path (read: system32 or syswow64 if on 64-bit Windows).
Title: Re: MediaVPs 2014 Discussion thread
Post by: MatthTheGeek on January 10, 2014, 07:20:43 am
What Fury said. It's a widely known issue with wxLauncher, and pretty much a stopper for most of us here.

Thats also the reason I distributed the UDFM with 5.5g instead of wx. A small standalone like the UDFM should be a single copy-paste to install, without having to separately install a third-party software.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Eaglesix on January 10, 2014, 07:44:50 am
Hello there!

First of all - iam a guy who played FS2 back in the old days 1999-2002 and now after a long time iam excited and well surprised to see how much love you guys gave this game.

Ive Reinstalled, installed FSO (3.7.1, build from 1st jan 2014) and the mediavp_3612 and mediavp_2014 package and (to get started) 2 campaigns: Derelict and The Lighting Marshal.

The problem is that i cant get those 2014 media vps to work. Ive taken some screenshots of my settings & file structure and ingame technic room so that my data structure becomes obvious for you guys! Help is much appreciated!
In case youre wondering: Iam using the German Retail version of FS2... could that be a Problem?

regards



[attachment deleted by an evil time traveler]
Title: Re: MediaVPs 2014 Discussion thread
Post by: X3N0-Life-Form on January 10, 2014, 07:57:53 am
You need to uncompress all these .7z files in Mediavps_2014. You can use  7z (link to 7z installer) (http://www.7-zip.org/download.html)  to do that.

@Matth
It's a widely known issue with wxLauncher,
That's true, Fury has been pretty vocal on this.

Quote
and pretty much a stopper for most of us here
(emphasis mine) I'm gonna have to ask you to cite your sources on this one, 'cause there's quite a few of us (including me) that have been using wxLauncher for a while, and find it much better than old 5.5.

I get where you and Fury are coming from regarding the portable argument (that I consider perfectly valid, though Diaspora managed to include a portable wxL in their release), I'm just not sure that "most of us" prefer using 5.5g over wxLauncher, and vice versa.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Eaglesix on January 10, 2014, 08:00:16 am
My god, of course.... thank you i didnt checkt the file ending in my haste  :banghead:. Thanks for looking over it!
Title: Re: MediaVPs 2014 Discussion thread
Post by: MatthTheGeek on January 10, 2014, 09:54:58 am
though Diaspora managed to include a portable wxL in their release
They didn't. They had their own installer install it.

I'm not gonna whip up together a whole installer for something that should just be copy-pastable everywhere.
Title: Re: MediaVPs 2014 Discussion thread
Post by: X3N0-Life-Form on January 10, 2014, 10:38:16 am
Then how come I've been able to copy paste Diaspora to half a dozen computer and still be able to use the launcher? I iz confused.
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on January 10, 2014, 11:17:19 am
Launcher debate goes elsewhere plz. This is not the place.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Joker30 on January 12, 2014, 10:11:15 pm
1) how do I make the HUD bigger?  On my 1440p monitor it's tiny.  Oddly when playing FSport (w/fsport-mvps in addition to the 2014s) it's the correct size.

1440p  :eek2:

If you want to have bigger but blurry gauges, create this file with the contents below: mediavps_2014/data/tables/mv_root-hdg.tbm (ensure that windows doesn't add .txt or anything to the end of this file, and create the directories if they don't exist)

Code: [Select]
$Max Directives: 8
$Max Escort Ships: 13
$Scale Gauges: yes

Note: this is really getting into modding territory rather than a being user configurable option unfortunately.

Thank you, it worked!  It's actually not blurry, at least not to a readily noticeable extent, other than the ship icons on the radar.  And yeah 27" of 1440p goodness. It's quite awesome to look at the capital ships with, particularly while there's fighting going on.

Sorry for the noob question, but I too am running FS2 at 1440p and have the same issue of the tiny HUD - how do I create the mv_root-hdg.tbm file and place it in the right directory?
Title: Re: MediaVPs 2014 Discussion thread
Post by: DahBlount on January 12, 2014, 10:34:53 pm
1) how do I make the HUD bigger?  On my 1440p monitor it's tiny.  Oddly when playing FSport (w/fsport-mvps in addition to the 2014s) it's the correct size.

1440p  :eek2:

If you want to have bigger but blurry gauges, create this file with the contents below: mediavps_2014/data/tables/mv_root-hdg.tbm (ensure that windows doesn't add .txt or anything to the end of this file, and create the directories if they don't exist)

Code: [Select]
$Max Directives: 8
$Max Escort Ships: 13
$Scale Gauges: yes

Note: this is really getting into modding territory rather than a being user configurable option unfortunately.

Thank you, it worked!  It's actually not blurry, at least not to a readily noticeable extent, other than the ship icons on the radar.  And yeah 27" of 1440p goodness. It's quite awesome to look at the capital ships with, particularly while there's fighting going on.

Sorry for the noob question, but I too am running FS2 at 1440p and have the same issue of the tiny HUD - how do I create the mv_root-hdg.tbm file and place it in the right directory?

Your best bet is to use a text editor such as Notepad++. The directory is mentioned above but for clarification it is: C:\Games\Freespace2\mediavps_2014\data\tables\mv_root-hdg.tbm. "mv_root-hdg" is the file name you will end up with and it will be a ".tbm" file.
It is important to note that C:\ is the default Windows drive and I don't know if it will be the same on another OS.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Joker30 on January 12, 2014, 11:05:39 pm
1) how do I make the HUD bigger?  On my 1440p monitor it's tiny.  Oddly when playing FSport (w/fsport-mvps in addition to the 2014s) it's the correct size.

1440p  :eek2:

If you want to have bigger but blurry gauges, create this file with the contents below: mediavps_2014/data/tables/mv_root-hdg.tbm (ensure that windows doesn't add .txt or anything to the end of this file, and create the directories if they don't exist)

Code: [Select]
$Max Directives: 8
$Max Escort Ships: 13
$Scale Gauges: yes

Note: this is really getting into modding territory rather than a being user configurable option unfortunately.

Thank you, it worked!  It's actually not blurry, at least not to a readily noticeable extent, other than the ship icons on the radar.  And yeah 27" of 1440p goodness. It's quite awesome to look at the capital ships with, particularly while there's fighting going on.

Sorry for the noob question, but I too am running FS2 at 1440p and have the same issue of the tiny HUD - how do I create the mv_root-hdg.tbm file and place it in the right directory?

Your best bet is to use a text editor such as Notepad++. The directory is mentioned above but for clarification it is: C:\Games\Freespace2\mediavps_2014\data\tables\mv_root-hdg.tbm. "mv_root-hdg" is the file name you will end up with and it will be a ".tbm" file.
It is important to note that C:\ is the default Windows drive and I don't know if it will be the same on another OS.

Thanks, much appreciated! Got it sorted  :)
Title: Re: MediaVPs 2014 Discussion thread
Post by: OverDhill on January 13, 2014, 12:02:55 am
If you can change the gauge sizes can you also change the font sizes (for things like the HUD Message Display)?
Title: Re: MediaVPs 2014 Discussion thread
Post by: niffiwan on January 13, 2014, 12:09:42 am
yes but not easily, you'd need to add a new "larger" (bitmap) font to FSO and change the relevant gauge to use the new font.  i.e. firmly in modding territory rather than a user-configurable option
Title: Re: MediaVPs 2014 Discussion thread
Post by: Bullhorn on January 19, 2014, 05:53:21 pm
I'm  a little confused.

There are 3 different size fonts available in FRED2 (through the the subtitle sexps. Fascinatingly, font 2 is the largest.

On my 1920x1080 display the hub messages are tiny - seem to be using font 1.

Im not at my pc now;but,  does the hub table allow specifying which font to use, perhaps even per gauge?
This would allow me to increase the font,  WITHOUT needing a bitmapped version.

Bh
Title: Re: MediaVPs 2014 Discussion thread
Post by: niffiwan on January 19, 2014, 06:37:27 pm
If you're comfortable with modding and changing tables, you can indeed change the hud fonts, either globally or per gauge.  Check the wiki for details (http://www.hard-light.net/wiki/index.php/Hud_gauges.tbl).

Just beware, certain gauges rely on non-standard chars being in the font files (e.g. weapon select triangle, radar blips, and others that I can't recall) and IIRC, the retail font02 does NOT have these chars in it.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Grizzly on January 21, 2014, 01:19:31 pm
On a total different note: I tried to imagine someone who plays FS at 1024x768 and who has FSO with mediavps_2014 installed at the same time. After contemplating about this for a while, I have to admit ... that I am utterly unable to even just imagine why anyone would be interested in the current mediavps without going at least full HD in resolution. The only exception to this being on a mobile device which has a fixed or limited resolution.

There is quite the difference between vanilla and 3612, actually. Haven't tested it yet for 3614.
(What can I say, I was on a X1900 at the time :P).
Title: Re: MediaVPs 2014 Discussion thread
Post by: FF-Darkhalf on January 21, 2014, 02:18:59 pm
Awesome release! Been updating installation guides on another site and just curious about the OpenAL; it's obviously not needed anymore right ?
Title: Re: MediaVPs 2014 Discussion thread
Post by: General Battuta on January 21, 2014, 02:27:10 pm
Pretty sure it is. It's a core component of the FSO engine, not part of the MediaVPs.
Title: Re: MediaVPs 2014 Discussion thread
Post by: FF-Darkhalf on January 21, 2014, 03:53:14 pm
Ok thanks! Been wondering since it hasn't been listed anymore :)
Title: Re: MediaVPs 2014 Discussion thread
Post by: Macfie on January 21, 2014, 04:13:00 pm
See the official release thread for the Official FSO release.

http://www.hard-light.net/forums/index.php?topic=85435.0

Still requires OpenAL
Title: Re: MediaVPs 2014 Discussion thread
Post by: apemax on January 27, 2014, 01:54:44 pm
Another reason to go through the FreeSpace 2 campaign again. Nice one.  :)
Title: Re: MediaVPs 2014 Discussion thread
Post by: Mischief Maker on January 31, 2014, 09:02:01 am
One thing I'm a little confused by in the install directions.  Am I supposed to have BOTH the 2014 VPs and the 3.6.12 ones installed for mod compatibility?
Title: Re: MediaVPs 2014 Discussion thread
Post by: General Battuta on January 31, 2014, 09:03:55 am
Yes, in separate folders, retaining their default folder names.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Boomer20 on February 10, 2014, 07:28:15 pm
So I finally got around to getting the new MediaVPs. Nice work  :yes:
However I have noticed that when looking directly at suns, there is no blinding glare like it use to have, same occurs during supernovas with no glare at all.
Is this an intentional change or a bug?
I thought I'd ask first before mantising it.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Rga_Noris on February 10, 2014, 08:11:06 pm
I have a glare. What build are you using?
Title: Re: MediaVPs 2014 Discussion thread
Post by: Boomer20 on February 10, 2014, 09:40:55 pm
Nightly from 9th of February.
When i ran MediaVPs 3612 on the same build, the glare is there.
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on February 10, 2014, 09:55:15 pm
3.6.12 uses the old "Let's just whiteout the screen and call it glare" system. 2014 uses lightshafts. As coded, the systems seem to be mutually exclusive. If you really want the "OMG my screen is a pixel perfect white rectangle! Where's my target?!" system, you'll have to edit the post processing table to default lightshafts to off.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Boomer20 on February 10, 2014, 10:08:02 pm
So with the lightshaft system, what would i expect to see when the ship burns up in a supernova? Currently all i see is the "flames" coming off the ship as it burns up, no increase in light or anything.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Rga_Noris on February 10, 2014, 10:34:21 pm
.... SCreenshot Please
Title: Re: MediaVPs 2014 Discussion thread
Post by: Boomer20 on February 10, 2014, 10:59:05 pm
You will have to bare with me here, as my internet has been capped getting these .tga files converted to .png is taking a while.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Boomer20 on February 10, 2014, 11:31:32 pm
Okay so I've assembled several screenshots:
1.Just your normal staring at the sun.
2.During the Supernova
3.After the Supernova

[attachment deleted by an evil time traveler]
Title: Re: MediaVPs 2014 Discussion thread
Post by: hansebee on February 27, 2014, 08:54:54 am
I ***love*** the lightshaft sunglares! I also love the updated models, even after playing just a few missions of Macfie's updated "Incursion & Return to Sol" campaign posted on freespacemods. The new terran starbase model is superb, lifting one of the worst models of the game series out of the polygon mud

 :D :D :D :D :D :D :D :D :D
congrats and THANK YOU
Title: Re: MediaVPs 2014 Discussion thread
Post by: cahdoge on March 19, 2014, 10:45:01 am
I have a Problem kind os similar to that of Mobius

Code: [Select]
I installed the MediaVPs 2014 wanted to run them and got severl ploblems referring to the medals tbl.

medals.tbl(line 5):
Error: Required token = [#End] or [$Name:], found [+Callsign Position 1024: -1, 102] .

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

medals.tbl(line 9):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 81, 0]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

medals.tbl(line 14):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 703, 0]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

medals.tbl(line 19):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 244, 219]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

medals.tbl(line 24):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 360, 219]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>

and

medals.tbl(line 29):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 569, 219]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>

and

medals.tbl(line 34):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 686, 219]  instead.

kernel32.dll! WaitForSingleObject + 13 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

line 39

and

medals.tbl(line 44):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 268, 386]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

medals.tbl(line 49):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 395, 386]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

medals.tbl(line 54):
Error: Missing required token: [$Num mods:]. Found [+Position 1024: 528, 386]  instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

this goes on a looong time

and

mv_root-shp.tbm(line 175):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Briefing icon:].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

mv_root-shp.tbm(line 177):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [+Fade: fenrisfade].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

mv_root-shp.tbm(line 178):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [+Highlight: iconhighlight07].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>


and

mv_root-shp.tbm(line 189):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [$Briefing icon:].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
atioglxx.dll! DrvPresentBuffers + 3179900 bytes
<no module>! <no symbol>

so it also goes on till 200 and some more

mv_root-shp.tbm(line 217):
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [+Regular: orionicon].

kernel32.dll! WaitForSingleObjectEx + 43 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>







ther are always these bugs

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
AcLayers.DLL! <no symbol> or fs2_open_3_7_0.exe! <no symbol>


and I have no sound and no Joystick
 
Title: Re: MediaVPs 2014 Discussion thread
Post by: General Battuta on March 19, 2014, 11:10:20 am
You cannot use 3.7.0 to run the 2014 MVPs. You must have a recent nightly (3.7.1) build. Grab one from the Nightly Builds subforum.
Title: Re: MediaVPs 2014 Discussion thread
Post by: cahdoge on March 19, 2014, 06:08:22 pm
Thanks that helped  :p

I fixed the Joystic problem.
The sound problem is that the wxLauncher isn't recognising my sounddevice.
I'm triying to fix it by reinstalling OpenAL.

and, jep, it's fixed.
Title: Re: MediaVPs 2014 Discussion thread
Post by: bigchunk1 on March 30, 2014, 01:17:23 am
Just some general feedback on mediavps 2014 so far:

Excellent upgrade! Even on top of 2012, I see a lot of improvement in the look of the game.

Probably my favorite change is the new sunglare, it looks much more realistic now and just reminds me how broken and tacky looking the previous sunglares were. I never liked how retail did it but now it's great. The sunlight is more of a white gradient which overwhelms you the more you turn into the sun. So realistic now!

Another change I like is the nebula cloud effect on larger ships. There is a fading cover effect that looks like a capital ship is 'poking' through a cloud. It looks much more realistic now and makes the nebula missions much more enjoyable. There is an issue with this though: I'm not sure why, but large ships rarely and randomly flash into full view like the nebula is not there. Has anyone else seen this?

The new radar icons actually help you play the game more easily! I can immediately locate the bombers by looking at my radar and everything looks much cleaner. The size of the icons changes based on the direction of the targets and everything is surprisingly intuitive. Is this cheating? I don't care!

The new ship models look very nice. It's a noticeable upgrade from 2012. The vasudan ships though, they have vasudans in them! This makes little sense when playing the freespace campaign and you are flying a "Vasudan ship modified for terran use." Did they put me in an exosuit with a vasudan body like from the movie independence day? It's pretty immersion breaking. I understand why the artist did it because terran ships have terrans but It does not fit the story at all.

Also is the Lampry projectile a little large? Just a comment but that's neither here or there. It didn't bother me that much.

Lastly, let's not forget shadows and lighting. They go a long way to make this game look more photorealistic. I feel like this game, and most games of the time has suffered from fake looking environments due to bad lighting. With the addition of shadows and dynamic lighting everything looks so much more realistic. That's probably my assessment of this new upgrade as a whole, one great big leap towards photo realism. If you haven't installed these upgrades yet you really should.

Well that's all the feedback I have for now. Keep up the good work HLP!
 
Title: Re: MediaVPs 2014 Discussion thread
Post by: Lykurgos88 on March 31, 2014, 05:45:48 am
There is an issue with this though: I'm not sure why, but large ships rarely and randomly flash into full view like the nebula is not there. Has anyone else seen this?

Yup, it's a confirmed bug: http://scp.indiegames.us/mantis/view.php?id=3012

Although it's caused by SCP build, not by MediaVP upgrade mod.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Dragon on April 18, 2014, 06:57:46 am
Could someone update the asset thread? Quite a few ships listed as not done/WIP are, in fact, done.
Right now, from what I've gathered, there's very little of the unupgraded stuff.
Terran:
Hygeia
Argo
Hippocrates
Zephyrus
Myrmidon
Boadicea
Ganymede
Vasudan:
Bes (and container)
Ra
Shivan:
Rahu
Demon
Azrael
Mephisto
Asmodeus (both with associated containers)

I've seen some amazing WiPs on most of them. Demon and Zephyrus are being actively developed, Axem made an amazing Mephisto (dunno what happened to it) and both Argo and Hippocrates had models made at some point (untextured, though).
Title: Re: MediaVPs 2014 Discussion thread
Post by: Vidmaster on April 22, 2014, 09:03:13 am
Does the music.vp just contain higher quality stuff or the Daniel Wentz Remixes?
Title: Re: MediaVPs 2014 Discussion thread
Post by: Yarn on May 11, 2014, 07:39:56 pm
I noticed that the Shivan weapons are marked as player allowed. Is this intended? (If it's not, then I'll post this on Mantis.)
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on May 12, 2014, 01:14:32 am
It is intended as far as I know. Even if it wasn't intended, it would not cause any issues that I'm aware of.
Title: Re: MediaVPs 2014 Discussion thread
Post by: procdrone on May 12, 2014, 04:48:47 am
I would call this a feature rather then a bug.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Bobboau on May 12, 2014, 06:51:06 pm
Could someone update the asset thread? Quite a few ships listed as not done/WIP are, in fact, done.
Right now, from what I've gathered, there's very little of the unupgraded stuff.
Terran:
Hygeia
Argo
Hippocrates
Zephyrus
Myrmidon
Boadicea
Ganymede
Vasudan:
Bes (and container)
Ra
Shivan:
Rahu
Demon
Azrael
Mephisto
Asmodeus (both with associated containers)

I've seen some amazing WiPs on most of them. Demon and Zephyrus are being actively developed, Axem made an amazing Mephisto (dunno what happened to it) and both Argo and Hippocrates had models made at some point (untextured, though).

the number of Demons I've seen half or more finished...
Title: Re: MediaVPs 2014 Discussion thread
Post by: Rodo on May 12, 2014, 07:07:51 pm
It's the cursed ship.
Title: Re: MediaVPs 2014 Discussion thread
Post by: paromi on June 11, 2014, 06:35:53 am
I have a German version of Freespace 2 when im using the MediaVPs_2014 with fs open 3.7.2 rc1  ...all my text and the misson briefings audio are in english.... in cockpit audio is still in german but with english text.. how can i switch the game to be all german again.....Thanks
Title: Re: MediaVPs 2014 Discussion thread
Post by: Nyctaeus on June 11, 2014, 08:51:34 am
You probably have english root file. You have to download german root from here:
http://www.hard-light.net/forums/index.php?topic=85492.0
Replace english root file, with german one from the link above. Than... Well. Use your regedit :) ...and change the language in windows registy. I don't know where it is in other operational systems. In Win7 it's in: HKEY_CURRENT_USER -> Software -> Classes -> VirtualStore -> MACHINE -> SOFTWARE -> Wow6432Node -> Volition -> Freespace2.
Find "Language" entry and change it from "English" to "German". As I know, German is fully supported by MediaVPs.
Title: Re: MediaVPs 2014 Discussion thread
Post by: AdmiralRalwood on June 11, 2014, 09:32:14 am
Also,  3.7.2 RC1 is two release candidates out of date. 3.7.2 RC3 was recently released. I can't recall off the top of my head if any localization bugs were fixed between them, though...
Title: Re: MediaVPs 2014 Discussion thread
Post by: NeonShivan on July 29, 2014, 12:05:53 am
 :bump:

I do apologize for this bump but I can't seem to be able to download the MediaVPs, are the links down? If so, is there an alternative location I may receive the mediavps?
Title: Re: MediaVPs 2014 Discussion thread
Post by: AdmiralRalwood on July 29, 2014, 12:09:57 am
:bump:

I do apologize for this bump but I can't seem to be able to download the MediaVPs, are the links down? If so, is there an alternative location I may receive the mediavps?
Magnet link for the torrent:

magnet:?xt=urn:btih:E0D3A9B0B31B4F9F5177FC27A37FF41CE94337D4&dn=MediaVPs2014&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80%2fannounce&tr=http%3a%2f%2fwww.torrent-downloads.to%3a2710%2fannounce&tr=udp%3a%2f%2ftracker.publicbt.com%3a80%2fannounce
Title: Re: MediaVPs 2014 Discussion thread
Post by: NeonShivan on July 29, 2014, 12:18:55 am
Thank you
Title: Re: MediaVPs 2014 Discussion thread
Post by: ngld on July 29, 2014, 12:31:39 pm
You can also download from here: http://lovegrapes.hypnos.feralhosting.com/mvp2014/
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on July 29, 2014, 01:47:57 pm
The MjnServ mirrors are not down for me. My website is not even showing a traffic spike.
Title: Re: MediaVPs 2014 Discussion thread
Post by: Zacam on July 29, 2014, 03:17:20 pm
FSMod's links fixed and restored.
Title: Re: MediaVPs 2014 Discussion thread
Post by: ngld on July 29, 2014, 03:38:32 pm
Something's wrong with your DNS, mjn...
http://lunardigitalproductions.com/ works but http://www.lunardigitalproductions.com/ doesn't.
Title: Re: MediaVPs 2014 Discussion thread
Post by: mjn.mixael on July 29, 2014, 04:16:51 pm
Again.. the www.lunardigitalproductions.com worked for me.

*shrugs*
Title: Re: MediaVPs 2014 Discussion thread
Post by: Luis Dias on July 29, 2014, 04:34:21 pm
It works for me too. Are you using any proxies, ngld?
Title: Re: MediaVPs 2014 Discussion thread
Post by: ngld on July 29, 2014, 04:37:54 pm
Okay, this is weird. It works again. Oh well...

@Luis Dias: Nope, even a
Code: [Select]
dig www.lunardigitalproductions.com @8.8.8.8 failed for me.
Title: Re: MediaVPs 2014 Discussion thread
Post by: LaineyBugsDaddy on December 17, 2014, 01:22:30 pm
y u use 5.5g??

u most update to use wxlauncher so better!

http://www.hard-light.net/forums/index.php?topic=67950.0

also, (http://www.hard-light.net/forums/Smileys/HLP/welcome2hlpbb.gif)

Actually, it's more like welcome back. Used to go by CaptJosh. Last post on that account though was back in 2012. And actually, I did end up switching to wx because 5.5g finally crapped out on me. I wouldn't say it's better exactly. It supports everything 5.5g did. But I do get to use a common supported interface both on my windows and Linux machines, so that's a plus. Another plus is the profile option to quickly select a set of settings. An additional plus is the inclusion of common recommended lighting presets, as well as some quick feature presets in the Flag sets combobox.

The mod selection system I don't know that I like better though. On the old launcher, I could, IIRC, browse to a folder outside my root FS2 folder to load a mod if I wanted or for some reason needed to. (If I'm misremembering, I'm sure someone will feel free to point that out to me.) I think the option to select the root folder of your FS2 directory is odd. This launcher should be portable and just be able to be dropped in that root folder so such an option is simply not needed, though the ability to autodetect all available FS2Open binaries and put them in a combo-box is nice, along with being able to refresh the list. The long list of check-boxes for feature selection is also a curious choice, IMO. I rather liked the combo-box that let me select which set of options was visible to me. It made it easier to sort through.

Moving on to cross platform disparities I note the following: in windows, I can plug in my joystick after I start the launcher and have it scan for new joysticks at the click of a button. In Linux I just have a message that says I have to restart the launcher for that. I presume there is a reason, but I don't know it. Perhaps I'll ask ISS Mneur about that. Obviously in Linux it's harder to do text to speech, so this is, unsurprisingly missing in the linux version. Oddly enough, in linux, the Af and AA options are on the launcher while in Windows they are not.

Then there's the broken all around. wxLauncher does not, even though there is a place for it, pull the HLP news feed anymore, probably as a result of the new HLP site design. Perhaps an RSS arrangement might correct this.

Anyway, that's just my little review of the wxLauncher 0.9.4. I see good stuff, conflicting stuff, and broken stuff, with plenty of potential as it matures. I would not say it's better than launcher 5.5g other than it IS cross platform and Windows 8.1 compatible, but I can see it getting there. The old lancher had the advantage of being fairly mature software. wxLauncher is still working its way there, I think.
Title: Re: MediaVPs 2014 Discussion thread
Post by: technopredator on February 16, 2015, 12:50:40 am
The files are big fat size and I'm loving every byte of it, but not much bigger than the 3.6.12, but probably with improved everything, I'm glad it is still big to have all that improvement into the game, thanks a lot for your work, I'll enjoy it for sure;  downloading them ATM    :v:

BTW, I'm downloading from MjnServ and works OK, 160 KB/s (not Kb, KB).
Title: Re: MediaVPs 2014 Discussion thread
Post by: OverDhill on November 21, 2018, 02:07:33 pm
Quick question.  MVP is up to 3.8.2 can we delete 3.8.0 and 3.8.1 and have no issues?