Author Topic: 3.6.10 Media VPs Discussion Thread  (Read 303893 times)

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Re: RELEASE: 3.6.10 Media VPs
First off these new mediavps are awesome.  :jaw: 

Although I'm also experiencing the problem with the Shivan beams.  I am using the advanced effects.  I thought this didn't happen when they were in use but I guess I was wrong.

Specs are:

Pentium 4 2.6GHZ with Hyper Threading
Ge Force 5200 FX(latest drivers)(not overclocked)
512 MB of RAM


Aurora Paradox
« Last Edit: December 10, 2008, 07:36:50 pm by Aurora Paradox »

 

Offline Androgeos Exeunt

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Re: RELEASE: 3.6.10 Media VPs
* Androgeos Exeunt skips nine pages of posts.

God, you guys are quick. :D

I'm trying to download everything at once now. How big is MV_Complete.7z?
My blog

Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?

 

Offline Droid803

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Re: RELEASE: 3.6.10 Media VPs
MV_Complete.7z is 347mb archived, about 1 GB extracted.
(´・ω・`)
=============================================================

 

Offline Stormkeeper

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Re: RELEASE: 3.6.10 Media VPs
1GB, give or take. At least, that's what FF told me.

=edit=

Damnit Droid. Beat me to the punch.
Ancient-Shivan War|Interview Board

Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 

Offline Goober5000

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Re: RELEASE: 3.6.10 Media VPs
Error: Training-2.fs2(line 265:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 675


Call stack:
------------------------------------------------------------------
    required_string_either()    parse_objects()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

occurs when I try to load Training-2, I don't really know what this error is, so I havn't tried anything

also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job
It means that that mission requires 3.6.10.

But since 3.6.10 isn't officially out yet, what is that mission doing in the mediaVPs?

 
Re: RELEASE: 3.6.10 Media VPs
OK, I finally got the 3.6.10's installed in a clean FreeSpace2. I launched the game launching the debug version to find out the problems and was able to get all the way to loading up a mission. Once it loaded and I clicked on the start to start the mission, I see what you initially see when a mission starts, but then everything freezes accept the music.

Oh and the mission I was using is the very last one before the Capella Star went Supernova. 
I hope ya'll can give me some ideas on what went wrong?

Thanks for all the hard work fellas, you guys rock! :)


Here is what my fs2 Open log says:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -img2dds
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 152 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13240 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 349
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.258 (0.258)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
WARNING => Ship class GTF Ezechiel not located in Ship_info[] in player file
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.264 (0.264)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ...  a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ...  a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX/TSB to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2536/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 561,  Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 45.309 (45.309)
Frame  0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  76.419
Frame  1 too long!!: frametime = 0.852 (0.852)
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 

Offline Herra Tohtori

  • The Academic
  • 211
  • Bad command or file name
Re: RELEASE: 3.6.10 Media VPs
First off this new mediavps are awesome.  Although I'm also experiencing the problem with the Shivan beams.  I am using the advanced effects.  I thought this didn't happen when they were in use but I guess I was wrong.

Specs are:

Pentium 4 2.6GHZ with Hyper Threading
Ge Force 5200 FX(latest drivers)(not overclocked)
512 MB of RAM


Aurora Paradox


That's interesting, because it might mean that there's something table-related in the Shivan beams that makes them fail instead of it being simply a texture issue... Could you post screenshot and a debug log about the issue?

Also, using the advanced VP might be a bit ambitious for that kind of hardware.


Quote from: Spidey
Error: Training-2.fs2(line 265:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .

File: PARSELO.CPP
Line: 675


Call stack:
------------------------------------------------------------------
    required_string_either()    parse_objects()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------

occurs when I try to load Training-2, I don't really know what this error is, so I havn't tried anything

Are you using a recommended build? That line shouldn't trigger any error if you are. It looks like an error that could happen when an older build doesn't fails at parsing the mission due to unexpected entry. I played that mission through without errors, too. Goober's comment seems to point in that direction as well, and I would be inclined to believe he knows what he's talking about... The latest 3.6.10 build would be Nightly r4989.


Quote
also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job

No, it's not really a great model. It looks good but it uses so many maps that it's a huge performance hog and it probably had more issues than have been reported in this thread yet, so despite valiant attempts at getting it into these VP's we were forced to drop it. It just didn't match the quality criteria, and fixing it properly was more than our resident modeling maestros had resources to do. Ask Vasudan Admiral more details about this if you want to know exactly why the model wasn't included in the final VP's, but rest assured it was a conscious choice, no matter how good the HTL Zephyrus looks (which I agree, it is a cool looking model but unfortunately that's not everything a model needs to be a good model...).
« Last Edit: December 10, 2008, 08:12:11 pm by Herra Tohtori »
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 
Re: RELEASE: 3.6.10 Media VPs
First off this new mediavps are awesome.  Although I'm also experiencing the problem with the Shivan beams.  I am using the advanced effects.  I thought this didn't happen when they were in use but I guess I was wrong.

Specs are:

Pentium 4 2.6GHZ with Hyper Threading
Ge Force 5200 FX(latest drivers)(not overclocked)
512 MB of RAM


Aurora Paradox


You may be correct.  I can provide a screen shot and a debug log when I have time to go through the mission again.  The beams do appear but they look extremely screwed up.  They appear multi-colored and over sized.  My hardware does quite well.  It does lag here and there but these new mediavps gave me a major performance boost.  More than I could have expected.  EDIT: It should be noted that this happened to me while playing the Derelict campaign and not the main FS2 campaign.  I'm currently on the last mission which is proving to be a challenge.

Aurora Paradox
« Last Edit: December 10, 2008, 08:24:09 pm by Aurora Paradox »

 

Offline Galemp

  • Actual father of Samus
  • Moderator
  • 212
  • Ask me about GORT!
    • Steam
    • User page on the FreeSpace Wiki
Re: RELEASE: 3.6.10 Media VPs
also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job

My Zef was more of an experiment in low-poly modeling with alpha channel maps than anything else. Like VA says, the POF is buggy as hell and causes more problems than it's worth to fix.

A few thousand more polies and some serious debugging of the transparency issues might bring it back up to speed but right now it's unusable.

Of course Herra beat me to it, but I thought you'd appreciate hearing it from the artist.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline achtung

  • Friendly Neighborhood Mirror Guy
  • 210
  • ****in' Ace
    • Minecraft
    • Freespacemods.net
Re: RELEASE: 3.6.10 Media VPs
Is download speed from FSMods good for everyone?
FreeSpaceMods.net | FatHax | ??????
In the wise words of Charles de Gaulle, "China is a big country, inhabited by many Chinese."

Formerly known as Swantz

 

Offline Androgeos Exeunt

  • Captain Oblivious
  • 212
  • Prevents attraction.
    • Wordpress.com Blog
Re: RELEASE: 3.6.10 Media VPs
Is download speed from FSMods good for everyone?

Pretty decent. It's better than some other sites of greater prestige.

At the rate I'm going, MV_Complete.7z can be done in about an hour.
My blog

Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?

 
Re: RELEASE: 3.6.10 Media VPs
sweet release...ill download as soon as i get my computer working again
the betas were great so i hope this will be even better

  

Offline Androgeos Exeunt

  • Captain Oblivious
  • 212
  • Prevents attraction.
    • Wordpress.com Blog
Re: RELEASE: 3.6.10 Media VPs
The betas would've been better if the glowmaps weren't screwy on my MacBook, which has an Intel graphics chipset.

However, since this is probably quite close to a final release, I'm sanguine that it'll work as well as the current 3.6.8 mediavps that are sitting in my computer.

High Max, can you confirm if the MV_Advanced and MV_Music are in MV_Complete?
My blog

Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?

 

Offline blowfish

  • 211
  • Join the cult of KILL MY ROUTER!!!!!!!!!!1
Re: RELEASE: 3.6.10 Media VPs
MV_Advanced is.  I am sure of that.  MV_Music was an old version, so you will have to get the VP separately.  Though IIRC it is the same version as in the Betas, so if you have that you can just use it.

 

Offline Androgeos Exeunt

  • Captain Oblivious
  • 212
  • Prevents attraction.
    • Wordpress.com Blog
Re: RELEASE: 3.6.10 Media VPs
Ooh, great, because I've already downloaded one-third of it in the past twenty minutes. I don't want to see my life go to waste.

I sure hope FSMods has enough bandwidth. Geocities got me spooked about overuse of bandwidth many years ago, which is why I worry so much about it now. :blah:
My blog

Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?

 

Offline Ransom

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Re: RELEASE: 3.6.10 Media VPs
Leave it to you to always be the one to quote me and often it be negative about me or my thoughts. Almost like you pick on me :D Not sure what your abbreviated *****y is supposed to stand for though. But it has to be an adjective since the words before it indicate that your intended word can't be you calling me something that is a noun. And your word can't be "crazy" since it is sensored and has six letters and can't be "insane" since it ends with a "y".
It was '*****y'. You've got the word filter on.

Quote
It sounds serious.
It's not. Not only do you seem to be ignoring the many people who are having no troubles whatsoever, apparently you've forgotten the issues people used to have with previous MVP releases. There are always bugs. It's part of the process. But in this case a majority of the problems people are having seem to be caused by not following instructions - the only significant recurring issue seems to be the Shivan beams. Batutta's right when he says this is the most bug-free MVP release in a long time.

It's understandable that you'd be annoyed that it's not working properly for you right off the bat, but the staff who worked on this are more than happy to fix everyone's problems in this thread. Your attitude is really not helping anyone.

 

Offline Androgeos Exeunt

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Re: RELEASE: 3.6.10 Media VPs
I get annoyed by so many things that I don't even are about getting annoyed anymore. :D

Oh, hey, Ransom, I read somewhere that you did the voice of Mackie in Derelict. Excellent work if that's true.
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Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?

 

Offline Zacam

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Re: RELEASE: 3.6.10 Media VPs
The betas would've been better if the glowmaps weren't screwy on my MacBook, which has an Intel graphics chipset.

However, since this is probably quite close to a final release, I'm sanguine that it'll work as well as the current 3.6.8 mediavps that are sitting in my computer.

High Max, can you confirm if the MV_Advanced and MV_Music are in MV_Complete?

EVERY thing is in MV_Complete, though I don't know why you are not directing that question to an FSU team member.

And if the animated glow maps are an issue, use the MV_AbolishAnimGlows.vp file to switch them off, that is what it is there for.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
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Re: RELEASE: 3.6.10 Media VPs
OK this is odd now.  Before I had tried running a recent nightly build with the 3.6.10 vp's and it would get very laggy for me.  However with those same vp's I had tried using the 3.6.9 build and it ran smooth as butter.  Other than a couple of models that didn't look as sharp as the rest,  I had better results with using the 3.6.9 build while at the same time was also using the 3.6.10 mediavps.  So now I am certain that whatever issues I had before was definitely a build issue and NOT the mediavps.  So can anyone explain that one for me?

specs: 2 GB ram, Pentium D CPU 2.80 GHz, Geforce 8800 GTS (640 MB)

 

Offline Androgeos Exeunt

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Re: RELEASE: 3.6.10 Media VPs
At the moment, I have a very small issue with the light effects off all ships. I had the very same problem with an earlier beta that, for some reason, causes the light to bounce off ships in patches. A couple of images are attached.

[attachment stolen by Slimey Goober]
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Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?