Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Zacam on August 06, 2010, 10:04:24 pm

Title: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on August 06, 2010, 10:04:24 pm
Starts here.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: sigtau on August 06, 2010, 10:11:58 pm
Well, anyway, aside from all of that, I'm glad we got these things out finally.  Helping out FSU is actually fun for me, and I'm glad to have taken part  :yes:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 06, 2010, 10:12:40 pm
Who didn't read anything in the post and went straight for the download links?

/me raises hand
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rodo on August 06, 2010, 10:24:28 pm
what?

where?

*looks for the download thread*
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 06, 2010, 10:32:52 pm
what?

where?

*looks for the download thread*
look up
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Maverick on August 06, 2010, 10:34:38 pm
Who didn't read anything in the post and went straight for the download links?

/me raises hand

*raises hand* Guilty as charged, i think i was the first to finish the dl of the files, go go fios!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 06, 2010, 10:34:52 pm
Could all mods somehow be notified that they need to update their mod.inis to point to mediavps_3612?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: sigtau on August 06, 2010, 10:38:44 pm
Could all mods somehow be notified that they need to update their mod.inis to point to mediavps_3612?

...

Didn't you just shoot this idea down in IRC?  "We can't update every mod ever" or something like that?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 06, 2010, 10:51:18 pm
Could all mods somehow be notified that they need to update their mod.inis to point to mediavps_3612?

...

Didn't you just shoot this idea down in IRC?  "We can't update every mod ever" or something like that?

r u a moron

We can't notify every mod ever. But since it's a necessary step we're obligated to notify as many mods as we can.

Blue Planet for instance currently has a mod.ini pointing to mediavps. It would break the whole campaign if not updated to point to mediavps_3612.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: sigtau on August 06, 2010, 11:43:30 pm
r u a moron

No, I'm just really ****ing tired tonight.

I see your point, anyway.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 06, 2010, 11:44:23 pm
No, I'm just really ****ing tired tonight.
Have some POWER DRINK
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Jeff Vader on August 07, 2010, 12:21:51 am
Could all mods somehow be notified that they need to update their mod.inis to point to mediavps_3612?
(http://omglol.kerrolisaa.com/1/4668.gif)
There's this one question that is on a rampage in my head: Why? Why a change in the folder name? Apparently this is part of some scheme, but as cool as version numbers are, it's just that... bah, never mind. Confused people are bound to appear at an alarming rate. Hope someone has time and patience for them.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 07, 2010, 12:24:01 am
Could all mods somehow be notified that they need to update their mod.inis to point to mediavps_3612?
(http://omglol.kerrolisaa.com/1/4668.gif)
There's this one question that is on a rampage in my head: Why? Why a change in the folder name? As cool as version numbers are, it's just that... bah, never mind. Moar work ahead. Hope someone does it.

I am told it is because the current MediaVPs have removed a number of obsolete assets to improve efficiency and that this could break mods which referenced the old MVPs.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 07, 2010, 12:25:40 am
Also scripting elements and stuff might be unfriendly.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Jeff Vader on August 07, 2010, 12:33:43 am
Sooo... the idea is that people keep their old MediaVPs, install these new ones and then know how to switch between them?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 12:39:33 am
Mod dir has different name because many ship textures were removed, weapon effects were removed, a lot of scripting features were added and much more stuff like that. Every one of those have high chance of breaking existing mods. Mod developers should test, fix and update their mods. Updates should include new mod.ini which points to mediavps_3612.

End-user should do absolutely nothing more than download mediavps and mods. End-user does not need to know how to switch between them or anything of the sort. That task is handled by mod.ini's which are updated in due time by mod developers.

Case in point. BP: AoA would have thrown debug errors about missing textures and weapon effects if used directly with these new mediavps. Not only that, but flashy explosion scripts would have conflicted and created unwanted behavior.

Now, what would have happened if new mediavps would have used old mod dir and BP staff didn't have update prepared? A lot and lot of support requests. That's what. Now, even if you download new mediavps, you can still play unupdated AoA without any issues whatsoever provided you don't delete old mediavps mod dir.

3.6.10 mediavps have been out for so long that people take compatibility with mediavps for granted. Nobody seems to remember how much missions, campaigns and mods broke when new mediavps up to 3.6.10 were released.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: blowfish on August 07, 2010, 01:10:39 am
Sooo... the idea is that people keep their old MediaVPs, install these new ones and then know how to switch between them?

Yes.  In short, new mediavps may have changes which will break old mods.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: sigtau on August 07, 2010, 01:21:12 am
Last question: Does that mean we'll have to keep active downloads of 3.6.10 MVPs up, or will we ever make compatibility patches in the future?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 01:26:53 am
3.6.10's need to stay around until mods update to 12's, however long that may take. Forcing them to update is not any less helpful than forcefully breaking the mod though.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: headdie on August 07, 2010, 01:45:15 am
quick question about the new folder scheme what happens if someone wants to play say BP with the new Mediavps so you are loading both 3.6.10 and version 3.6.12. I understand that there is an issue with not being able to sort the mess when you have conflicting assets with the same name so it loads them at random?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 07, 2010, 01:49:26 am
quick question about the new folder scheme what happens if someone wants to play say BP with the new Mediavps so you are loading both 3.6.10 and version 3.6.12. I understand that there is an issue with not being able to sort the mess when you have conflicting assets with the same name so it loads them at random?

Blue Planet has released a mandatory update that provides compatibility with the 3.6.12 MVPs. (Well, mandatory to play War in Heaven.) 3.6.10 is not required for BP.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 01:50:21 am
quick question about the new folder scheme what happens if someone wants to play say BP with the new Mediavps so you are loading both 3.6.10 and version 3.6.12. I understand that there is an issue with not being able to sort the mess when you have conflicting assets with the same name so it loads them at random?
Eh? :wtf:

If you play old, unupdated AoA, it's mod.ini points to "mediavps". If you play new, updated AoA, it's mod.ini points to "mediavps_3612". AoA update was released a short while ago.

There's no conflict whatsoever.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: headdie on August 07, 2010, 01:57:47 am
ok so BP was a bad example but the question still stands what happens if you run both
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 01:59:48 am
I don't understand your question at all. If mod.ini points to "mediavps", it uses 3.6.10 mediavps. If mod.ini points to "mediavps_3612", it uses 3.6.12 mediavps.

You don't run both of them at same time unless you for some reason put both of those in mod.ini, which is not recommended or supported.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 07, 2010, 02:01:49 am
ok so BP was a bad example but the question still stands what happens if you run both

If you try to get an old mod to point to the 3.6.12 MediaVPs, I don't know. Maybe something bad. If you try to get it to point to both, I imagine everything will asplode.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Klaustrophobia on August 07, 2010, 02:19:21 am
ok, stupid question from a non-coder/modder.

for 3.6.12, why couldn't we just add/update to the 3.6.10 MVPs, leaving old assets alone and thus theoretically maintaining compatibility for all mods?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: headdie on August 07, 2010, 02:23:33 am
I ask because i cant justify the full 3.6.12 download atm due to my 5 gig data limit which I often hit regardless of downloads like this so I'm trying to figure out if I can use them together in a 3.6.10.5 kind of style.  but my usage patterns have changed this month so i might be able to do it towards the end of the month.

@ Klaustrophobia
It looks like the old issue of FSO being unable to differentiate between conflicting assets with the same file name seems to remain so if you have 2 cains 1 mvp3.6.10 and 1 mvp3.6.12 with the same file name the game don't know which is which and at best loads one at random and there are a few asset changes like textures which could negatively affect the look of some mods calling on mvp3.6.10 textures for models they weren't originally made for
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Klaustrophobia on August 07, 2010, 02:35:56 am
i would guess that a mod calls up the model called "Cain" from the MVPs, and whatever gets returned gets tossed into the game and rendered.  if this be the case, the new MVPs need simply replace any models/assets that were updated, add any new ones, and then the old could be left alone, free for the mods to still call up.  if a model that has been updated gets called by an old mod, presto, automatic upgrade.

now someone who actually knows how this works tell me how wrong i am.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 07, 2010, 02:39:26 am
i would guess that a mod calls up the model called "Cain" from the MVPs, and whatever gets returned gets tossed into the game and rendered.  if this be the case, the new MVPs need simply replace any models/assets that were updated, add any new ones, and then the old could be left alone, free for the mods to still call up.  if a model that has been updated gets called by an old mod, presto, automatic upgrade.

now someone who actually knows how this works tell me how wrong i am.

Tell me too, because honestly this is the approach I'd expected. Except, thinking about it...I think some of the new stuff in the MVPs, like the scripting stuff, might actively break mods that aren't prepared to work with it...
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 02:49:06 am
for 3.6.12, why couldn't we just add/update to the 3.6.10 MVPs, leaving old assets alone and thus theoretically maintaining compatibility for all mods?
1) Bloat, complexity and maintenance.
2) It is extremely difficult for mediavps to maintain 100% backwards compatibility with earlier releases of mediavps even if old assets are not removed.
3) Mediavps 3.6.10 was not fully compatible with mediavps 3.6.9. Neither was mediavps 3.6.9 fully compatible with earlier release and so on. They forcefully broke a lot of mods when they were released.
4) This is the easiest and most robust solution to mod compatibility until FSO/FSU can together come up with a better system, without sacrificing on high quality standards of mediavps.

I ask because i cant justify the full 3.6.12 download atm due to my 5 gig data limit which I often hit regardless of downloads like this so I'm trying to figure out if I can use them together in a 3.6.10.5 kind of style.  but my usage patterns have changed this month so i might be able to do it towards the end of the month.
In that case you will probably miss out on a lot of mod releases, not just mediavps. These include newly released update to BP: AoA and very soon to be released BP2: WiH.

@ Klaustrophobia
It looks like the old issue of FSO being unable to differentiate between conflicting assets with the same file name seems to remain so if you have 2 cains 1 mvp3.6.10 and 1 mvp3.6.12 with the same file name the game don't know which is which and at best loads one at random and there are a few asset changes like textures which could negatively affect the look of some mods calling on mvp3.6.10 textures for models they weren't originally made for
Huh? You're mistaken. There won't be conflicts between assets of same name, loading priority handles that. If your mod.ini has line secondarylist = mediavps_3612,mediavps; then all assets in mediavps_3612 have priority. But it's not quite as simple as that, issues arise in modular tables at the very least. And that assumption is being really generous. I really, really don't recommend mixing different versions of mediavps.


For the sake of mod compatibility, mediavps would become dirty, complicated and really difficult to maintain in the long run. Nobody wants that, least the FSU staff. Robust and clean mediavps are the best for mods. Even if that means keeping more than one version of mediavps installed. Mods using mediavps as dependency is not a right. It's a privilege. Don't take it for granted.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Klaustrophobia on August 07, 2010, 03:02:46 am
on a different note, is there a changelog/list of new features somewhere?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 03:16:01 am
Not official list as far as I know, but I'll list the most notable ones that I can remember from top off my head.
- New Hatshepshut, Cain and Lilith
- Updated Fenris, Leviathan
- New explosion effects
- Flashy explosion script and new effects for it
- Flaming debris script
- Improvements to missile and bomb effects and visuals
- New particlesmoke
- New trails and afterburner trails
- sigtau's sound effects
- Turret base rotation and elevation sounds, turret barrel rotation and elevation sounds
- Animated glowmaps were moved away from MV_Advanced to separate MV_AnimGlows because they're bigger resource waste than rest of MV_Advanced.
- Weapon hull piercing effects
- And lots more that I can't remember
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: blowfish on August 07, 2010, 03:55:04 am
As a general rule, DO NOT try to play a mod with any version of the mediavps other than the one it was designed for unless you REALLY, REALLY know what you are doing.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: carbine7 on August 07, 2010, 05:16:56 am
Just to let you guys know, the MD5 sums seem to have been reversed for the root and assets VPs, as a scan of the VP will return the .zip's posted checksum. Opposite is true for the respective folders. Also, only the mirror version of the RadarIcons VP will return the correct checksum, as the FSMods version will fail and is not reversed like the two VPs above. These issues seem to cause the all-in-one download to fail also.

Either that or my MD5 checker is borked....


EDIT: It also appears that the RadarIcons VP is not included in the complete package download. Is this intentional or was it simply left out by accident?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: c914 on August 07, 2010, 05:38:38 am
My media VP got about year or more - now I'm wondering how FS will look with new ones XD
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Colonol Dekker on August 07, 2010, 06:24:36 am
What a nice surprise to wake up to.



Now. . . . . . . .The obvious unspoken question remains.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: T-LoW on August 07, 2010, 06:53:56 am
Now. . . . . . . .The obvious unspoken question remains.

What is the Matrix?



Great release! Now testing mods for compatibility :)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: FreeSpaceFreak on August 07, 2010, 07:23:20 am
Q: With the flashy deaths script and configs now in the MVPs, how can a mod use it with custom ships and explosions? Do we just override the three config files in MV_Effects, or is there more to it?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 07, 2010, 07:24:20 am
Yes. You need to write your own config files.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: starbug on August 07, 2010, 07:47:07 am
These are great but i have encountered a couple of problems, and it seems to on only the vasudan maps. The Aten just shows up as a black model picture attached and several textures will not show up, for example i have the GVD Tempeth destroyer installed and the following textures won't appear on the model CapVTile3a, CapVTile2a and Capital01-04a.

[attachment deleted by ninja]
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 07:50:36 am
Aten shouldn't be using those maps as far as I know, but I cannot confirm it at this time. Those maps belong to the old Hatshepshut destroyer and were removed, these maps do not exist in new mvp's.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 07, 2010, 07:51:35 am
Please provide an fs2_open.log. On my end, the Aten shows up just fine.

And those maps should exist in retail.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Satellight on August 07, 2010, 07:55:07 am
ok so BP was a bad example but the question still stands what happens if you run both

If you try to get an old mod to point to the 3.6.12 MediaVPs, I don't know. Maybe something bad. If you try to get it to point to both, I imagine everything will asplode.

 :lol: :lol: :lol:

Will be a pleasure to experiment if you want to kill someone.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: starbug on August 07, 2010, 07:57:37 am
Ok i seem to have got it working, i deleted the mediavp folder and did a re-install and it seems to be working. So if i want the glow-maps for the old hat maps for other ships, i'll need to get the ones from the media 10vps?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 07, 2010, 07:59:04 am
Yes.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mobius on August 07, 2010, 08:12:17 am
*sigh*

Was it really necessary to remove upgraded versions of those retail textures? The number of normal mapped canon models is increasing, and that is a very good thing for us all, but getting rid of retail maps kind of damages user-made ships. One of the coolest things about MVPs, IMHO, is how they make old and low poly custom models look better.

If I got it right, most (if not all) user-made Vasudan ships would see their texture quality drop back to retail levels? :(
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 07, 2010, 08:26:08 am
Remember, those textures are still available in the .10 mvps.

I think what we are going to do is to release a vp with the unused maps that got removed from the main vps. That should take care of these compatibility issues.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on August 07, 2010, 08:31:25 am
Remember, those textures are still available in the .10 mvps.

I think what we are going to do is to release a vp with the unused maps that got removed from the main vps. That should take care of these compatibility issues.

Thats good to hear.  With all the available mods and campaigns that have been released it is unrealistic to expect all the creators to go back and modify their campaigns, especially given that in many cases the creators are no longer around.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: T-Man on August 07, 2010, 08:38:28 am
So let me check i'm understanding this right; 3.6.10 and 3.6.12 MediaVPs are incompatible, so you need to make them seperate Mods, which is clean but mods that refer to the MVPs in their mod.ini files no longer work, right?

Would it not be possible to have the system that refers mods to the MVP's as a seperate mod? As in essentially the mod.ini and settings would be in an empty folder named "mediavps" and then its primarymod and secondary mod entires would refer to the latest version of the MVPs (which would be in their own folders with the numbers as you have done here). The upgrade team could then just update the mod.ini file with each upgrade, and mods wouldn't need to change anything.

If you mean that actuall file names are changing than the above probably wouldn't work (and sorry for wasting your time), but it just came to mind as a way of getting around the constantly changing number in the mod name if that is what will break stuff.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 07, 2010, 08:45:53 am
The way it would work right now is like this: You have the 3.6.10 mvps in a "mediavps" folder. Next to it, you have the .12 mvps in a "mediavps_3612" folder. Once you have confirmed that a mod works with the new mvps, you can change its mod.ini to point at the new ones.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mobius on August 07, 2010, 09:22:10 am
I think what we are going to do is to release a vp with the unused maps that got removed from the main vps. That should take care of these compatibility issues.

That should definitely be done, IMHO... :yes:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 09:26:47 am
I think what we are going to do is to release a vp with the unused maps that got removed from the main vps. That should take care of these compatibility issues.
Mediavps, as any other individual mod is fluid. You cannot expect unused assets to be kept around just for convenience of other mods. If mod wants to be .12 compatible, developers should copy the maps from .10 to their mod or keep using .10 mediavps and not update to new ones at all.

While optional vp-file for deprecated assets at first sounds good, you need to remember that mod compatibility is not only about assets that got removed. It is also about assets that got changed or added. It still does not ensure compatibility with old mods.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 07, 2010, 09:28:47 am
Fury, that's not the point.

It's a bit of convenience that we can and IMHO should provide to make the transition easier.

There is no point in pissing off developers for no reason. Really.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 07, 2010, 09:30:45 am
I am developer myself and I'd be against that idea. But that's just me.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Qent on August 07, 2010, 09:40:01 am
MV_Root_3612 seems to have the MD5s for the zip and vp switched.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Satellight on August 07, 2010, 09:54:35 am
Just tried "surrender Belisarius !" with the new mediavps and the new explosions and GVD Psamtik are just mother****ing EXCELLENT  :eek2:

On that point (the explosions), you've done a amazing work guys  :yes2::nod::yes: (I don't mean the others enhancements are bad  :D)

Effectively, it could be a little bit difficult for new users to understand the good-using-procedure of MediaVps, but the release post, the FreeSpace Wiki, or the step-by-step installation instruction are very useful. I'm not very clever (and not native english speaker)  :D and I can play, so...

Thank you very very very much ! Continuez comme ça les gars !

Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rodo on August 07, 2010, 10:15:07 am
The full download does not contain the radar icons, probably intentional rather than a miss, but still letting you know guys.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Droid803 on August 07, 2010, 01:00:28 pm
Ungh, if I'm going to have to go through and figure out exactly what I need from the Old mediavps that isn't in the new one, I'm just going to remove dependancy of all my mods on the Mediavps to begin with!

Since now I'm forced update my modpack every time a new mediavps comes out anyway, might as well save myself the headache and remove dependency altogether and import the updates that I want, rather than figure out what dependencies are broken that I need. One of the few reasons a modder has to keep dependancy on the mediavps is that whenever new things are developed, the modpack gets updated along with it, with little work required. If we're going to have to do a massive overhaul every time...that kinda defeats the purpose of using the MediaVps in the first place when I can just rip all the assets I need and never worry about it breaking because it was updated behind my back.

Unless of course, I was horribly mistaken as to what mediavps dependancy means in terms of a modpack, in which case I'll just remove dependancy altogether anyway.

Makes it easier for the end-user too...

tl;dr: I wish someone would tell me exactly what was removed, cause finding it out myself would probably take just as long as removing dependancy on the mediavps altogether...
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 07, 2010, 03:24:18 pm
How compatible is this with FSPort?

In addition, what am I risking (aside from unplayable missions) when I rename secondary mods to mediavps_3612 instead of mediavps?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on August 07, 2010, 04:01:45 pm
Any/all MD5 Hash listings in the Release post have been scoured any any incorrect entries have been corrected. My apologies for any confusion.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on August 07, 2010, 04:19:26 pm
How compatible is this with FSPort?

FSPort 3.1, FSO 3.6.10, and their respective Media VPs all play well together.

FSPort 3.2 and FSPort MediaVPs 3.6.12 are coming as soon as I can find somewhere to host over 1 GB of files.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: blowfish on August 07, 2010, 04:25:21 pm
How compatible is this with FSPort?

In addition, what am I risking (aside from unplayable missions) when I rename secondary mods to mediavps_3612 instead of mediavps?

Missing textures and/or effects, potential loadout problems for pre-3.6.10 MVP mods, and probably some other stuff.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fenrir on August 07, 2010, 04:29:56 pm
How compatible is this with FSPort?

FSPort 3.1, FSO 3.6.10, and their respective Media VPs all play well together.

FSPort 3.2 and FSPort MediaVPs 3.6.12 are coming as soon as I can find somewhere to host over 1 GB of files.
Megaupload?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 07, 2010, 06:41:31 pm
Ungh, if I'm going to have to go through and figure out exactly what I need from the Old mediavps that isn't in the new one, I'm just going to remove dependancy of all my mods on the Mediavps to begin with!

Since now I'm forced update my modpack every time a new mediavps comes out anyway, might as well save myself the headache and remove dependency altogether and import the updates that I want, rather than figure out what dependencies are broken that I need. One of the few reasons a modder has to keep dependancy on the mediavps is that whenever new things are developed, the modpack gets updated along with it, with little work required. If we're going to have to do a massive overhaul every time...that kinda defeats the purpose of using the MediaVps in the first place when I can just rip all the assets I need and never worry about it breaking because it was updated behind my back.

Unless of course, I was horribly mistaken as to what mediavps dependancy means in terms of a modpack, in which case I'll just remove dependancy altogether anyway.

Makes it easier for the end-user too...

tl;dr: I wish someone would tell me exactly what was removed, cause finding it out myself would probably take just as long as removing dependancy on the mediavps altogether...
Couldn't you just as easily use a debug build to find what is missing?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Darklord42 on August 07, 2010, 08:07:05 pm
FSPort 3.2 and FSPort MediaVPs 3.6.12 are coming as soon as I can find somewhere to host over 1 GB of files.

Quick somebody get this man some server space!  :D
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Droid803 on August 07, 2010, 08:59:05 pm
<snip>
Couldn't you just as easily use a debug build to find what is missing?
I could do the exact same thing to figure out what I'd need to completely remove dependancy, and if I do that, I'll never have to do it again.

Why do something just to have to do it again later, when you can do the same thing and never do it again?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 07, 2010, 09:25:06 pm
I'm not so sure that it'd be feasible to put out a patch that guarantees complete backwards compatibility, but why can't we have a VP with just the removed assets from 3.6.10? If what Galemp says is true, making a patch like that seems to cause minimal pain for quite a bit of gain.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mongoose on August 07, 2010, 10:40:24 pm
Mediavps, as any other individual mod is fluid. You cannot expect unused assets to be kept around just for convenience of other mods. If mod wants to be .12 compatible, developers should copy the maps from .10 to their mod or keep using .10 mediavps and not update to new ones at all.
The thing is, Fury, you keep talking about "developers" in the present, active sense, of people who are still around to update the mods they released.  However, that doesn't do much good for the mods out there that have been released for years now, mods whose creators are long gone from the community.  Instances like the Restoration Project aside, there are going to be plenty of older mods out there that never get touched again, and whose use with the MediaVPs now involves additional complication from a user standpoint.  I was honestly surprised to see the recommendations to install the 3.6.12 MediaVPs alongside the 3.6.10 set, as the reason for them seems to contradict what I always saw as the whole MediaVP concept: a drop-in replacement of retail content that duplicates and improves on the original assets.  Having users keep two sets of VPs around sort of begs the question of how big you expect a FS2 installation should be; there have to be people out there whose HD space comes at a premium.  Even putting that aside, at the very least, I think The_E's suggestion is an absolute necessity to alleviate any number of support headaches down the line.

On a much lighter subject, yay new shiny goodness! :D
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Jessnec on August 07, 2010, 10:45:51 pm
Welll... :nervous:

Thanks for new mediavps!  :D

 :warp: :warp:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 07, 2010, 10:47:23 pm
Btw, bloom post proc looks like sex with the new explosion effects. (using default bloom multiplier)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rodo on August 07, 2010, 11:02:39 pm
VA problems in "A lion at the door" and other missions seems finally fix0red!  :yes: :yes:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: SC4RY_Z0MB13 on August 08, 2010, 02:42:44 am
Awesome release.  Headz off to ya.
and FSPort 3.2 Soon? 0.0 Epic times...
 :headz:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on August 08, 2010, 04:33:33 am
I love the missile effects and trails, and hit effects.
Too busy splashing TEV scum to make a detailed post. :nervous:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: T-LoW on August 08, 2010, 04:39:00 am
I love the missile effects and trails, and hit effects.
Too busy splashing TEV scum to make a detailed post. :nervous:

Let's hope so, by Ubuntu!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: TParis on August 08, 2010, 05:27:37 am
Fantastic release guys, great new explosion effects and I love those beam cannons cutting through those damn Shivan ships <3

Is there a way to activate the old trails?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Det. Bullock on August 08, 2010, 07:03:45 am
Is it possible to use the installer or I have to install them manually?

(with the manual installation I always mess up with somenthing)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 08, 2010, 10:35:31 am
The instructions in the release thread aren't that hard to follow. I'd try them out, then come back here if things start exploding in unpleasant ways.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: sigtau on August 08, 2010, 10:36:39 am
Oh man, postprocessing is so sexy now.  :eek2:

Now, if only we could get antialiasing working.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 08, 2010, 10:43:58 am
Easy. Go to registry: HKLM>System>CurrentControlSet>Control>Video>(random string)>0000>DALNonStandardModesBCD1

Add resolutions 2x and 4x your native. (ie, 3840x2160, 7680x4320), restart your computer, set FSO to run at those resolutions.

Voila! Instant full screen super sampling anti aliasing.


(That was a joke btw. More than likely your gfx driver will fail if you crank it up to a resolution like that. If it doesn't, you won't have playable frames. Also, in general, adding nonstandardmodes that are higher than the default highest resolution isn't a great idea unless you know what the card's capable of)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 08, 2010, 11:42:37 am
That wasn't funny.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on August 08, 2010, 12:01:45 pm
[Queen Victoria]We are not amused.[/Queen Victoria]
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 08, 2010, 12:31:46 pm
I tried :(

The registry hack is legit though. Useful for using intermediate resolutions when a lower one runs really well, but the next higher one is just a smidge too much a hit on performance. For example, previous to me applying it on my own machine, my resolution jumped from 1366x768 to 1920x1080 with no in-betweens.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Madcat on August 08, 2010, 12:54:08 pm
Thank you very much for all the work everyone.
I just played "Surrender Belisarius" as well and the visuals exceeded my expectations by far!  :nod:

I had the Nighteyes effect package installed just last week and thought the new effects would be along those lines, but... hot damn!  :D
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: PeterX on August 08, 2010, 01:49:30 pm
To now i´ve problem to show up with the SF Dragon.  :wtf: It´s definitifely on the right place and the hud is locking it correctly as taget. :yes:
But the model of the SF Dragon is totally invisable.  :rolleyes: The rest of the MVP´s is phenomenal :D :cool:
I would see the Dragon as HTL too.
Peter
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: sigtau on August 08, 2010, 09:54:47 pm
That's a known problem with the FSPort.  I haven't had trouble with Dragons in any other campaign.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on August 09, 2010, 12:34:00 am
No invisible Dragons here. But then FSPort 3.1 doesn't support the latest Media VPs. Wait a few more days.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Klaustrophobia on August 09, 2010, 01:36:24 am
should performance have dropped significantly with the new MVPs?  I was always able to run maxed on 3.6.10 with mv_advanced and everything with absolutely zero slowdown, but now my framerate is dropping noticably when the screen gets a little busy.  system specs:  amd 5600+ @~3.2 ghz, 2gb ram (win xp 32bit), HD4850.  i would have thought this was sufficient horsepower to run maxed out cleanly.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: PeterX on August 09, 2010, 03:44:11 am
The SF Dragon isn´t only in FSport invisible. The first time i´d saw this issue in tech room of the main campaign of FS2.
Can it be that i ´ve to upgrade my graphic drivers?
Peter
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 09, 2010, 05:48:14 am
should performance have dropped significantly with the new MVPs?  I was always able to run maxed on 3.6.10 with mv_advanced and everything with absolutely zero slowdown, but now my framerate is dropping noticably when the screen gets a little busy.  system specs:  amd 5600+ @~3.2 ghz, 2gb ram (win xp 32bit), HD4850.  i would have thought this was sufficient horsepower to run maxed out cleanly.

Yes, the new mediavps are significantly more taxing than the .10 ones. Try removing mv_advanced from the load path to see if it works better then.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 09, 2010, 05:57:17 am
Yes, the new mediavps are significantly more taxing than the .10 ones. Try removing mv_advanced from the load path to see if it works better then.
I don't really know if "significantly" is the right word. From my own experience the different when comparing only mediavps is rather minimal. On the other hand, I don't know how lower-end PC's do.

Klaustrophobia's PC specs are AMD 5600+ 2gb ram, ati hd4850 so he shouldn't have much/any problems with MV_Advanced.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Det. Bullock on August 09, 2010, 08:18:31 am
Well, I have an Athlon XP 64 3200+, 2gb ram, ATI Sapphire x1650 pro 512mb AGP and I didn't encounter any performance issues.  :nervous:

Besides, it is finally possible to activate the wireframe targeting computer, having those unpostprocessed models in the target box was a bit disturbing.
I also tried the radar icons, they are useful but they wolud be better if the radar was a bit bigger.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Aardwolf on August 09, 2010, 12:58:47 pm
If this hasn't been said before, it needs to be said, and if it has, it needs to be said again:

The 3.6.10 splash image was just that much awesomer. This new one is just too plain.

I mean, yeah I like my logo (and I can only assume I'm credited somewhere for it), but on a plain black background with the little SCP thing in the corner? It's not that awesome.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 09, 2010, 01:02:19 pm
No it wasn't. :p
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Angelus on August 09, 2010, 02:31:43 pm
If this hasn't been said before, it needs to be said, and if it has, it needs to be said again:

...This new one is just too plain.

I mean, yeah I like my logo (and I can only assume I'm credited somewhere for it), but on a plain black background with the little SCP thing in the corner? It's not that awesome.


I for one, agree. :yes:
The second one i created was million times better, then the current one.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Droid803 on August 09, 2010, 03:12:09 pm
No it wasn't. :p

Yes it was!

Old one back please?
/me does cute puppy look.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 09, 2010, 04:46:01 pm
Someone put up all the submissions and open a community poll.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Angelus on August 09, 2010, 04:59:11 pm
Someone put up all the submissions and open a community poll.


No.
It's not worth the effort, just for an image that you see only for 2 or sec, imo.

Here's the second one:

(http://i653.photobucket.com/albums/uu258/_Angelus_/FS2%20Ships/FSUNewSplashalt.png)


you can find more wips here:

http://s653.photobucket.com/albums/uu258/_Angelus_/FS2%20Ships/
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 09, 2010, 05:01:30 pm
That is infinitely better than what we have now!

Except pull the HLP logo, it's silly just floating.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Angelus on August 09, 2010, 05:03:17 pm
That is infinitely better than what we have now!

Except pull the HLP logo, it's silly just floating.

Which is what everyone said in IRC back then...  :P
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on August 09, 2010, 07:58:25 pm
The second one is hideous. It is an abomination of graphic design. It is the vomitous of an untrained mind, and compounded by the availability of tools so corrupted as to make the true craftsman doubt his sanity. It alone is sufficient to undo all the work we as artists have invested into this project.

It is never to be seen again in these forums. Depart, now, from my presense.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 09, 2010, 08:01:28 pm
The second one is hideous. It is an abomination of graphic design. It is the vomitous of an untrained mind, and compounded by the availability of tools so corrupted as to make the true craftsman doubt his sanity. It alone is sufficient to undo all the work we as artists have invested into this project.

It is never to be seen again in these forums. Depart, now, from my presense.

The font should be the same color across 3.6.12 and the placement is a bit wonky, and the HLP logo should go, but otherwise I think it's pretty good...
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 09, 2010, 08:07:03 pm
eh...

You have to remember that the FSO logo will be in the upper left corner. That means the whole screen will be unbalanced and heavier on the left more than it already is. Also, the background of F.S.U is an actual screenshot. That just looks really bad... I mean, somehow all that empty black space and a decidedly unimpressive GTVA logo manage to dwarf the only pretty thing on screen, which is also obscured by text.

It also has a made-in-mspaint vibe to it, though it obviously was made in PS or FW. I just don't know if I could call it good.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Darklord42 on August 09, 2010, 10:13:43 pm
I know this is simply a comment from the peanut gallery and we are simply talking about the splash screen,  but I for one agree completely and is my one complaint with the new Media VPs.  Not to offend all your work Angelus, but these two screens are REALLY bland and uninteresting.  I mean, the Freespace2 logo is fine great for the logo of the FS2O exe, but for as long as I can remember, the splash screen has always been preview for the player of what to expect, showing off some of the hard work the SCP and FSUP has put into this project. Each version progressively getting more and more amazing with each new VP set.  I feel your splash screens don't reflect the overall character of the 3.6.12 set and what I feel as its most obvious, in your face, feature which is its vast improvements in effects. (Not to diminish it's other great accomplishments) The screen used, I feel, is a bit of a let down, especially after the Inspiring Awesomeness that was the 3.6.10 splash screen.  I personally would have preferred that been reused for this set.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Droid803 on August 10, 2010, 01:11:23 am
Oh hey look who's here to save the day:
I made one that looks awesome!\
See all those post-processing shaders on?!

(http://img.photobucket.com/albums/v423/kc1991/2_PreLoad.png)

In all seriousness, look at this one, and the current one, and tell me the current one looks cooler.

Don't fix what ain't broken!

At the very least, the new one should be something in this vein, not just some logo with some (sucky) text slapped on or a miniscule picture.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: mjn.mixael on August 10, 2010, 01:37:56 am
Maybe something with BEAMS...?

This would not be a final version... it's 1:30AM.. I've had 2 beers and am ready for bed.. I'm surprised I took the time to even TRY to capture this shot.



[attachment deleted by ninja]
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 10, 2010, 01:43:24 am
Personally, I still prefer the .12 splash over those in above posts. :nervous:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 10, 2010, 01:43:41 am
Oh hey look who's here to save the day:
I made one that looks awesome!\
See all those post-processing shaders on?!

(http://img.photobucket.com/albums/v423/kc1991/2_PreLoad.png)

In all seriousness, look at this one, and the current one, and tell me the current one looks cooler.

Don't fix what ain't broken!

At the very least, the new one should be something in this vein, not just some logo with some (sucky) text slapped on or a miniscule picture.

Actually this one's always seemed really ugly to me somehow. It's kind of weird and blurry and...stuff.

Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: [Wolf]Maverick on August 10, 2010, 02:41:01 am
Hi i made one myself, of course this is only WiP und first Version:

(http://img3.imagebanana.com/img/azcpf351/FSULogoWiP1.jpg)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 10, 2010, 02:42:31 am
Sorta okay but that skybox is not in mediavps. Mediavps has no other skyboxes than starfield, which is kinda shame.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 10, 2010, 02:53:04 am
Sorta okay but that skybox is not in mediavps. Mediavps has no other skyboxes than starfield, which is kinda shame.
Yeah I was wondering how ****ing awesome it would be for the retail missions to get some skybox love. I mean LightSpeed's nebulae are great and all but they're looking quite dated nowadays.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: petar91 on August 10, 2010, 05:41:18 am
Hi,

Thanks very much for this new release, with BP WIH it's awesome !!

i have a question, i like the post-processing effect but it AA doesn't work with postprocess effect, is it the same for you  (i have nvidia 8800) ?? is there a solution for it ?

(i search all over this forum and i see screenshots with bloom and no aliasing effect....how ??)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 10, 2010, 05:48:23 am
Hi,

Thanks very much for this new release, with BP WIH it's awesome !!

i have a question, i like the post-processing effect but it AA doesn't work with postprocess effect, is it the same for you  (i have nvidia 8800) ?? is there a solution for it ?

(i search all over this forum and i see screenshots with bloom and no aliasing effect....how ??)
I believe this is a known problem.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 10, 2010, 05:49:30 am
Yep. You can either have post-processing, OR antialiasing, but not both at the same time.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Angelus on August 10, 2010, 07:20:46 am
Well, the current one was originally made by sigtau, i only changed it a bit.
We did get exact instructions on IRC by Zacam, e.g. no assets from the media vps on the splashscreen, font, textcolour of FSU, textcolour for Mediavps, a.s.o.

Herra Tohtori Requested something completly different, something like this, with a bit of artistic freedom on my end, but with assets from the mediavps:                          

(http://i653.photobucket.com/albums/uu258/_Angelus_/FS2%20Ships/NewSplash5.png)


this was an very early WIP, but was discarded almost instantly on IRC by other FSU team members.



The one i previously posted, was also a WIP and i made it because i had two contradicticting "guidelines" on how it is supposed to look.
So i thought, screw that, let's make something that's completly different from the other two approaches.
I did get only positive comments on IRC ( the only thing that was critized was the glow around the plate and the earth bitmap on the plate - too low res).


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


None of the other posted splash screens look good ,imo.
While the 3.6.10 one was sure far better then the one currently used, it's not giving anything what one can expect.
How could it? It's totally blurred!
In my opinion Assets shouldn't be shown at all on the Splashscreen.
All that belongs there is, the FSU Logo, the mediavps text and number and the SCP logo.


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



The second one is hideous. It is an abomination of graphic design. It is the vomitous of an untrained mind, and compounded by the availability of tools so corrupted as to make the true craftsman doubt his sanity. It alone is sufficient to undo all the work we as artists have invested into this project.

It is never to be seen again in these forums. Depart, now, from my presense.


thx, i always appreciate constructive criticism.  :P
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 10, 2010, 08:43:39 am
I really don't like the red lines and the clearly partitioned space. It lacks both fluidity and elegance.


...Not as good as Galemp. :(
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on August 10, 2010, 11:35:14 am
Oh hey look who's here to save the day:
I made one that looks awesome!\
See all those post-processing shaders on?!

*Pic*

In all seriousness, look at this one, and the current one, and tell me the current one looks cooler.

Don't fix what ain't broken!

At the very least, the new one should be something in this vein, not just some logo with some (sucky) text slapped on or a miniscule picture.
Except that Thoth isn't HTL. :P
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Droid803 on August 10, 2010, 12:04:16 pm
Ungh, could you please not have the "FSU MediaBPs 3.6.12" text? Or at least reduce the number of blending options you put onto it.

I like [Wolf]Maverick's, though. It has synergistic colors. It's got some jpg artefacts and could use some blur/anti-aliasing but otherwise looks good. Who cares if the skybox isn't in the mediaVPs. Rainbow text and the logo isn't either... Seriously, you'd rather show absolutely nothing than something cool?

Angelus, that one suffers from Logo Overload. Logo Overload sucks. It makes it look like we have sponsors demanding us to slather their logos all over everything without any thought to if it'd even look good there or something. The red lines don't help either (Oh look, we're partitioning off AD SPACE!)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mobius on August 10, 2010, 12:44:03 pm
http://www.hard-light.net/forums/index.php?topic=70846.0

Take a look, The E has just found a minor problem in the MVPs.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: FreeSpaceFreak on August 10, 2010, 01:15:07 pm
I think it makes sense for the splash screen to show off some cool new feature, like Darklord42 said above. The 3.6.10 splash screen was cool, it did justice to the normal maps (which were one of the main new features of that release).
Notable upgrades in the current MVPs are the HTL Hattie and Cain/Lilith; perhaps a close-up battle between these two could make a good base for a splash screen?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on August 10, 2010, 08:48:45 pm
Regarding the Splash Screen:

For the next release (whenever that happens to be) I advise people to watch for a WANTED: Graphics Project. MediaVP Splash Screen (http://www.hard-light.net/forums/index.php?topic=70220.0) topic to show up. Because the only people who did answer to it, got what little interaction was provided and made it happen.

I don't see that anybody did anything about it until now, after the fact.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Droid803 on August 10, 2010, 08:57:35 pm
I presumed that noone responded because they though the old one was fine and didn't need to be changed!
I guess I should have just responded and posted the old one to make that an option :/
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Nehemiah on August 10, 2010, 08:58:58 pm
http://www.hard-light.net/forums/index.php?topic=70846.0

Take a look, The E has just found a minor problem in the MVPs.

What is a fiction viewer?

On another note, are the mediavps mirrored anywhere yet?  FSMods is dang slow with all you people trying to download it as well from the same location.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on August 10, 2010, 08:59:26 pm
I presumed that noone responded because they though the old one was fine and didn't need to be changed!
I guess I should have just responded and posted the old one to make that an option :/

...

Seriously, if the request is for a splash screen to which there is already one, should it not occur that perhaps a COMPLETELY DIFFERENT one is being requested?

...

Seriously.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Scourge of Ages on August 11, 2010, 02:17:07 am
Awesome MVPs guys.

However. I thought mjn.mixael's new HTL missiles were supposed to make it in here, or are they not ready yet?
Also, while the new missile trails are as excellent as I had hoped, it's slightly disconcerting to see that the Harpoon and Trebuchet seem to have been Shivanized.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on August 11, 2010, 02:40:56 am
Original retail trail of both of those was red. Though I suppose effects could be changed from 06 to 02 in the future.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Scourge of Ages on August 11, 2010, 03:24:16 am
Original retail trail of both of those was red. Though I suppose effects could be changed from 06 to 02 in the future.
Well no kidding. I guess I just got too used to playing with .9 and .10 for all these years.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: X3N0-Life-Form on August 11, 2010, 09:00:49 am
At first I was "whouou, shiny new effects"
then "Now that's what I call explosions"
but in the end "Argl can't move when they explode"

This is kinda problematic : I have a massive drop of performance whenever there is fire or explosions.
Is there anyway to deactivate then new explosion effects, or at least decrease their number when a fighter explodes/gets damaged ?
Or perhaps something to do with the nvidia control panel that would make the graphic card handle it better ?

Systems specs :
    Intel Q6600 (4*2.4 GHz)
    nvidia GeForce 8800 GTS 320 MB
    4 GB RAM (800 MHz)
    XP x64 pro
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 11, 2010, 09:07:21 am
What are your control panel settings right now? your specs look like they should be able to handle the effects fine. I have a core2 2.4Ghz, 3650 HD mobility, and I handle the effects fine  at 1920x1080 no AA no AF maxed game/launcher.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 11, 2010, 09:09:50 am
Are those the post-processing shaders I see in the VPs?

Are those on by default, or do I need to keep the tbl file from before in /data, or am I imagining things and I need the old shaders as well?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: mjn.mixael on August 11, 2010, 09:17:40 am
Just double checked, the post-processing shaders ARE in the MediaVPs.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on August 11, 2010, 11:36:22 am
I like having the armored Leviathan, breaks the monotony a little more like the small changes between the Cain and Lilith.
I noticed on the Tauret its nebula trails are a bit off.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: mjn.mixael on August 11, 2010, 12:38:30 pm
I was skeptical of the leviathan, but turns out I like it. Makes way more sense too.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: BlackDove on August 11, 2010, 05:20:55 pm
I have a question. I don't know if this is the place to ask/report individual problems with the latest MVP's, but I don't see any other thread dedicated to that.

For below: 1920x1080, full detail;

3.6.10 media VP's, all options on, no problem, 60 FPS constant.

3.6.12 media VP's, all options on EXCEPT Environment Mapping, 60 FPS constant.

3.6.12 media VP's, all options on, INCLUDING Environment Mapping, 0 FPS, the game can't push a single frame, I have to ctrl+alt+del to get out of it.

I was wondering if the environment mapping was changed so much with this release, to be so taxing this time around, or do I maybe have a problem that could be fixed so I can run them?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on August 11, 2010, 05:39:19 pm
BlackDove: What is the video card and drivers used and what Executable version?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on August 11, 2010, 06:11:11 pm
I dunno if it's just this version, but the SGreen glow is far too big, it's both wider and taller than an Aeolus while the actual beam is less than 1/5th of the diameter. It may be like this with other beam glows too, though I haven't seen any as close as the SGreen.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: BlackDove on August 11, 2010, 06:25:44 pm
BlackDove: What is the video card and drivers used and what Executable version?

Inferno 3.6.12r SSE2 (my CPU supports it, but the same thing happens with non SSE build, and the non inferno build), 8800 GTS 320 (again, 3.6.10 worked flawlessly) and driver version 257.21 (no problems in any other games or anything).

I should also clarify, when I flip env mapping on, I can go to the tech room and all that jazz. It all renders beautifully. But when I try to enter a mission, it will barely render the first frame. Problems start during the loading of a mission, any mission, first mission of the FSO vanilla campaign, a BWO mission, doesn't matter, same result. After the long loading procedure (insanely long compared to having env mapping flipped off, or using 3.6.10), the mouse cursor will twitch on the CBR and BR screens. I alt tabbed to see if I was memory leaking or anything; nothing out of the ordinary. CPU is fine at 20-30% and memory has a full free gig to use.

Just odd. I mean, my computer is ****, but it does render the game flawlessly otherwise at 60 FPS without a hitch on any part during missions or otherwise with all the features turned on in all the situations as I described in my previous post. Just the new 3.6.12 env mapping will completely kill it.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 11, 2010, 06:29:42 pm
Can you post a debug log? I mean, it sounds more like a renderer issue to me than anything else, and I don't think there have been many changes there.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: BlackDove on August 11, 2010, 06:33:14 pm
I'm updating my drivers to the latest nvidya has to test it again, and I'll give you the debug log when I'm done.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: BlackDove on August 11, 2010, 07:02:24 pm
Actually scratch that, with the latest nVidia drivers, even with env mapping, the game runs at 60fps. Loads quickly again too.

Guess the drivers were the issue.

Thanks for the help. Hah.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: naddahere on August 11, 2010, 07:09:29 pm
Hey I'm not getting the posted md5 for MV_Maximum_3612.7z after downloading it twice. I got FACF36C14493AAE7CC5D84CB8C1C46A4 both times. Also after unzipping it looks like MV_Assets.vp has its md5 sums reversed as I got the MD5 for the zip file. Can anyone else verify?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: naddahere on August 11, 2010, 07:12:31 pm
Does anyone know of a torrent for the files?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Iss Mneur on August 11, 2010, 07:36:50 pm
Hey I'm not getting the posted md5 for MV_Maximum_3612.7z after downloading it twice. I got FACF36C14493AAE7CC5D84CB8C1C46A4 both times. Also after unzipping it looks like MV_Assets.vp has its md5 sums reversed as I got the MD5 for the zip file. Can anyone else verify?
I have the same MD5 sum on my MV_Maximum_3612.7z, and mine seems to be working fine (ie it extracted correctly and seems to be working correctly as I have played some of WiH).
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on August 12, 2010, 04:41:09 pm
I think what we are going to do is to release a vp with the unused maps that got removed from the main vps. That should take care of these compatibility issues.

Will this happen soon?
If not would it be possible to get a list of dropped maps?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Edi on August 13, 2010, 03:45:02 pm
Using the RC Inferno build currently, will my pilot file and saves be compatible?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Scourge of Ages on August 13, 2010, 03:47:23 pm
Using the RC Inferno build currently, will my pilot file and saves be compatible?
I was also using the RC before the final release, and my pilot and saves were still completely compatible. It might not be the best idea for whatever weird unpredictable reason, but it seems to work.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 13, 2010, 03:47:54 pm
That's more of a question for the 3.6.12 release thread in the SCP board (which this isn't), but the answer is no. You can't use pilot files created with non-Inferno builds.

Also, you should NOT use any of the Release Candidate builds, there's a final one available.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Edi on August 13, 2010, 03:51:57 pm
That's more of a question for the 3.6.12 release thread in the SCP board (which this isn't), but the answer is no. You can't use pilot files created with non-Inferno builds.

Also, you should NOT use any of the Release Candidate builds, there's a final one available.
Thanks, and sorry about the confusion. Downloading the new one right now, will finish tomorrow. I have not used a non-Inferno build, because of the instructions I got earlier this month.
Title: MediaVPS
Post by: CommanderDJ on August 14, 2010, 08:13:14 am
Oh, man, so much shiny awesomeness! Thanks for all your effort, guys! Amazing work! Although some of the models that appear in the target box (lower left hand corner of the screen) don't seem to match up to the in-game ones. Like, they're the same ships and all, but... I dunno, instead of being black, the shivan ships are an annoying sort of grey. Is this supposed to happen?

But seriously, the new explosions are so shiny and flashy and shiny and awesome... AND SHINY! I LOVE SHINY THINGS!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: MatthTheGeek on August 14, 2010, 09:22:44 am
It's probably a lightning issue.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 14, 2010, 10:43:18 am
Matt's probably right.

The model in target box uses default lighting settings (low emphasis on anything except emissive and ambient light) while the thing you actually see flying around uses whatever custom lighting tags you've set. If you have -no_emissive_light as a tag, Shivan ships (and all ships, actually) will probably look a lot darker than their target view.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Aardwolf on August 14, 2010, 03:08:49 pm
It's probably a lightning issue.

Lighting. Not the same as lightning. Get is straight.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on August 14, 2010, 04:14:30 pm
It's probably a lightning issue.
Lighting. Not the same as lightning. Get is straight.
It. Not the same as is.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on August 14, 2010, 04:18:42 pm
It's probably a lightning issue.
Lighting. Not the same as lightning. Get is straight.
It. Not the same as is.

(http://www.thefunnybox.com/wp-content/images/owned15863.jpg)

but anyway, folks
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Aardwolf on August 14, 2010, 04:39:24 pm
It should be a snail, not a cat.

Actually, since an Aardwolf is not quite a "dog" (in the domesticated-pet sense), perhaps it should be a slug, or some other mollusk.

[/continued digression]
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: MatthTheGeek on August 14, 2010, 04:51:44 pm
Come on, not native English speaker, remember ? That's not fair :D
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Chief Wiggum on August 14, 2010, 05:23:00 pm
What's the bloom multiplier command?

thanks ^_^

******BLOOOOOOOM********
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Angelus on August 14, 2010, 05:27:43 pm
What's the bloom multiplier command?

thanks ^_^

******BLOOOOOOOM********

add this line to the features tab, custom flag field:

-bloom_intensity 80  ( values between 0 and 150 )
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Chief Wiggum on August 14, 2010, 05:30:03 pm

add this line to the features tab, custom flag field:

-bloom_intensity 80  ( values between 0 and 150 )

Many thanks!

Odd note: The game seems to crash when running Minefield (Firefox nightly) in the background. Other than that, I'm so happy to have post-processing effects.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rodo on August 14, 2010, 05:46:59 pm
Odd note: The game seems to crash when running Minefield (Firefox nightly) in the background. Other than that, I'm so happy to have post-processing effects.

Actually I experienced something like that myself... I was loading a video on chrome while playing the "blade itself" missions from BP WiH and I got a crash... I thought it was because of the textures making the system go crazy and all that so I droped FS, when I got back to chrome the flashplayer pluggin had failed.. weird.

I'll test it later on, see if that happens again, just to check.

Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Scourge of Ages on August 14, 2010, 06:01:00 pm
Is there a list of all the new stuff included in .12?
So far, I know of the Hattie, Cain/Lilith, missile trails, explosions, beam piercing, flashy deaths, and that's all I know about.
What other ships or effects got a noticible change or upgrade?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Angelus on August 14, 2010, 06:05:42 pm
Is there a list of all the new stuff included in .12?
So far, I know of the Hattie, Cain/Lilith, missile trails, explosions, beam piercing, flashy deaths, and that's all I know about.
What other ships or effects got a noticible change or upgrade?

new shine maps for the ships and burning debries
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: CommanderDJ on August 14, 2010, 07:57:48 pm
Matt's probably right.

The model in target box uses default lighting settings (low emphasis on anything except emissive and ambient light) while the thing you actually see flying around uses whatever custom lighting tags you've set. If you have -no_emissive_light as a tag, Shivan ships (and all ships, actually) will probably look a lot darker than their target view.

I see. I'm assuming there's no way to change it so the target box uses custom tags as well, as otherwise it probably would have been done by now, yeah? Oh well, if that's the only quarrel I can find with the MVPs (which it is) then it's a small price to pay and they are truly amazing! w00t! Now excuse me, I'm off to watch the Colossus defeat a Sathanas.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 14, 2010, 10:22:52 pm
There probably is a way at the cost of a little bit of processing power.

Mainly, I don't see the point. The target box gives you a lit up target so you can see its orientation and exactly what it is. If it gave you a model lit similarly to what you often see in missions, which is a pretty dark silhouette, it'd be akin to saying "Name that Pokemon!" when you really need to know the class and orientation to figure out which turrets are facing where.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on August 14, 2010, 11:46:02 pm
Leviathan has armored plates in some sections, and both the Fenris and Leviathan have glowpoints now. HTL Tauret and Bakha, multipart turrets make mechanical noise when rotating or adjusting angle, the Ursa has a normal map (Unless that was just WiH), HTL Dragon, that's all I can think of. There's probably a lot of other changes that you'd have to look deep for.

The Ulysses still has that missing strip of texture on the front.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on August 15, 2010, 12:43:00 am
both the Fenris and Leviathan have glowpoints now.
I did those! :D
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on August 15, 2010, 01:06:51 am
And I say good job, gives it more life. :)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Nerdicon on August 15, 2010, 01:14:27 am
Now all we need is an update to FSPORT and we're all set  ;7
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on August 15, 2010, 04:10:05 am
It's on its way.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Nerdicon on August 15, 2010, 01:37:56 pm
Sweet.  Great job guys. I wish I had 1/10th of your talent. 
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Aardwolf on August 16, 2010, 12:40:11 am
I liked the less-spikey glowpoints from older mediavps releases... especially for large glows, like the big ones on the sides of the Fenris.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Jouzin on August 16, 2010, 04:32:06 am
This new version 3.6.12  is great. So shiny :) and debris looking great with the flames :)  Great work guys. Thank you for this.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mongoose on August 19, 2010, 04:15:57 am
The Ulysses still has that missing strip of texture on the front.
Heh, you're right, it does.  That thing's managed to stick around for an impressive length of time. :p
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: WhiteFox on August 19, 2010, 04:57:40 pm
Hm...
I dont know what i am doing wrong,  but Freespace doesnt work.
I have 2 Computer,  XP and Windows 7 - Same Hardware.

I installed OpenAL, Freespace 2 (new installed), and downloaded with the Java-Downloader the 3.6.12-Files. I have installed the Launcher 5.5f , and did ALL steps from the Install-Notes on this Website. It dont work :(   I have tried all Options in the Launcher,  some other Retail-Files (Freespace.exe) and I have installed ALL new !  - No option, After i click on "Run"  it takes 5 Seconds and crashes "The Program isnt responding and have to be closed"

 (my translation from german into english, sry is not good, as i know ^^ )
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 19, 2010, 04:59:42 pm
Delete the file called multi-mission-pack.vp. Should that not fix it, consult the FSO FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0), generate an fs2_open.log, and make a new post in the FSO Support board (http://www.hard-light.net/forums/index.php?board=151.0).
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: WhiteFox on August 19, 2010, 05:08:17 pm
Damn !  o.o  it worked !!!   I invested about twelve hours for that solution ?! xDD   Im so happy.  THANK YOU !! ^^
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Klaustrophobia on August 19, 2010, 05:29:42 pm
Delete the file called multi-mission-pack.vp. Should that not fix it, consult the FSO FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0), generate an fs2_open.log, and make a new post in the FSO Support board (http://www.hard-light.net/forums/index.php?board=151.0).

mine works just fine with this VP in the fs2 directory.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 19, 2010, 08:47:07 pm
...

Which should tell you one thing. That your multi-mission.vp isn't corrupted.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Tigerchen on August 24, 2010, 02:23:15 am
I hope this is also the post where we can say thank you to all who helped getting this going.

Yesterday at 9 pm I had a very good game with somewhat *rusty* graphics.

2 hours later I had a very good game with awesome graphics effects and everything. You even managed to write a walkthrough for the installation that even I could understand  :D

So great job everyone I am really looking forward to get additional campaigns and mods from this page.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on August 24, 2010, 12:08:55 pm
Er.

Since the Hatchepsut thread got locked, I'm going to bring  up the issue here. I remember Zacam (or somebody) saying that they would take a look at getting the model's glow maps fixed. Is that still happening?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: FoeHammer on August 25, 2010, 10:26:08 pm
Is it just me or have beams gotten bigger?  Specifically, I'm referring to the size of the "pre-beam" plasma glow that you see before the beam actually fires.  Personally I find some of the larger beams to get a little rificulous, sometimes enveloping large portions of the ship and making it harder to pinpoint where the beam is coming from.  Just my two cents.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mongoose on August 26, 2010, 12:13:14 am
I know at least one of the beam glows is going to get tweaked down a bit, so I don't think you're the only one.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mebber on August 29, 2010, 08:13:02 am
Strange. I installed the new build, launcher an mediavp (the complete one), and now the ships look somehow much less shiny. Previously, the surface of ships glazed, but now they look more matt. I tried the 3.6.10 vp's after that, but nothing changed so i guess it's something i set wrong in the launcher itself. Problem is i've got no idea what... the graphic features are all on, and i use the custom flags named in the m_vp release thread...  

Edit1: I almost forgot to congratulate you guys, the new vps are great.  Especially the new Lilith/Cain looks awesome!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on August 29, 2010, 08:15:00 am
Please post an fs2_open.log. Instructions for this can be found in the last post in this thread (http://www.hard-light.net/forums/index.php?topic=56279.0).
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mebber on August 29, 2010, 08:22:46 am
Here:

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: 3.6.12
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
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -no_vsync
  -ballistic_gauge
  -rearm_timer
  -3dwarp
  -snd_preload
  -mod mediavps_3612
  -fps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'D:\Games\FreeSpace2\mediavps_3612\' ... 1 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'D:\Games\FreeSpace2\' ... 37 files
Searching root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 1777 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 18 roots and 13873 files.
Setting language to German
TBM  =>  Starting parse of 'mv_core-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!
Initializing OpenGL graphics device at 1024x768 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     : NVIDIA Corporation
  OpenGL Renderer   : GeForce GTX 285/PCI/SSE2
  OpenGL Version    : 3.3.0

  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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 3.30 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 241
TrackIR Init Failed - 1
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
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'
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)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sun Aug 29 15:20:55 2010
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Erkhyan on September 02, 2010, 06:55:48 am
Okay, my reaction to the new 3.6.12 vps was pretty much ecstatic. The first time I saw a capital ship blow up, I told myself "Wow, with that kind of quality I'm glad that's not my computer going up in flames..."

The only issue I ever met was that putting hardware textures to the max in the options causes horrible graphical issues and drops the fps rate to a single digit. Everything looks wonderful in the second highest setting, though.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on September 12, 2010, 04:03:19 pm
I just noticed something strange, and was wondering if this is intentional behavior:

When you just do enough damage to kill fighters, they drift about for a short time before exploding. However, upon exploding, a fireball will always spawn itself at the location the fighter hit 0% hull. This can look strange if the fighter is clipping about at a fair pace before dying.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Qent on September 12, 2010, 04:12:08 pm
I noticed that too. I thought it was supposed to look pretty or something.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Nighteyes on September 12, 2010, 05:13:22 pm
its a bug, I mentioned it but nobody seems to care enough to fix it... can look pretty strange at times, especially with a fast moving target...
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on September 12, 2010, 09:37:43 pm
I've never seen that happen before.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on September 12, 2010, 10:01:02 pm
I've never seen that happen before.

Load up massive battle 1 (or 2, since that one has shivan fighters) and kill some myrmidons or erinyes with primaries only. If they're going fast enough when they die, and they're far enough away from you, you'll see what we mean.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on September 13, 2010, 01:42:48 pm
Even with tripled speeds I've never seen it.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: FreeSpaceFreak on September 13, 2010, 01:47:02 pm
AFAIK, that's caused by the flashy deaths script showing the flash (in the MVPs, that's exp04 for fighters) at the location where the ship reached 0% hull. Hence, if the ship does a death roll, the explosion will appear off. If you play with the 3.6.10 MVPs (which don't use the script), you'll see that all explosions are in the right spot.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on September 13, 2010, 03:18:23 pm
Even with tripled speeds I've never seen it.

Not game speed. Fighter movement speed. And yeah, only in 3.6.12 is this seen.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on September 13, 2010, 10:02:20 pm
Considering the game speed goes in multiples of two and thus cannot be tripled it should be pretty obvious I was talking about fighter speeds. :doubt:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Tiponey on September 23, 2010, 02:19:40 pm
This release is AWESOME. Thanx for all your good job. It's bern a long time since i haven't play FS2. I haven't tried any old campaigns for now but Blue Planet is very cool !
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Lucika on October 10, 2010, 05:22:09 am
After a lengthy delay of actually playing FS and not just making my campaign or my LP of SGWP2 (http://www.hard-light.net/forums/index.php?topic=68847.0), I'd like to kindly ask which campaigns are able to use the .12 mvps right now apart from BP: WiH, ASW and - I presume - the original FS2 campaign. :)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Jeff Vader on October 10, 2010, 06:16:38 am
which campaigns are able to use the .12 mvps right now apart from BP: WiH, ASW and - I presume - the original FS2 campaign. :)
The latest incarnation of FSPort.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on October 10, 2010, 12:35:54 pm
The latest incarnation of FSPort.

...and Vasudan Imperium. :nervous: There's also the recently released Vagasso's Dirge.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: FreeSpaceFreak on October 10, 2010, 04:09:40 pm
And all of the FSPort-dependent campaigns, and those like TVWP that work independently of the MVPs.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Member! on October 12, 2010, 11:58:42 am
Wow, fantastic work everyone..
thank you thank you thank you!!!!!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on October 12, 2010, 02:25:53 pm
I noticed the GTF Tauret model (fighter2V-02) doesn't look right.  The cockpit canopy is opaque and the cockpit can not be seen.  In comparing the model in the MediaVP_3612 with the model that was released prior to the 3.6.12 media VPs, I noticed the one in the Media VPs has a texture labeled NoGlass while the original release of the tauret has the texture labeled Glass
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on October 12, 2010, 02:36:16 pm
I noticed the GTF Tauret model (fighter2V-02) doesn't look right.  The cockpit canopy is opaque and the cockpit can not be seen.  In comparing the model in the MediaVP_3612 with the model that was released prior to the 3.6.12 media VPs, I noticed the one in the Media VPs has a texture labeled NoGlass while the original release of the tauret has thr texture labeled Glass

Hang on, the Tauret had a cockpit?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on October 12, 2010, 02:38:10 pm
The Tauret doesn't have a modeled cockpit... does it? o_O
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on October 12, 2010, 02:42:10 pm
Yes, according to the model it has a cockpit.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on October 12, 2010, 02:54:16 pm
Confirmed that it does. Use transparent or wireframe view with the ship lab. It houses a very very rectangular zod though :D

Soz, someone needs to go back and map glass over the thing now.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on October 12, 2010, 06:26:26 pm
Well, see...I didn't want people going on about they didn't want to see a vasudan shape in the cockpit if they were flying it as a terran. Or the insightful request of "have 2 copies, one with each for each side!"

So, I just put a texture over the glass.

And there you have it.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on October 12, 2010, 08:30:33 pm
Fair enough. I didn't think of that.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on October 12, 2010, 09:28:20 pm
Well, see...I didn't want people going on about they didn't want to see a vasudan shape in the cockpit if they were flying it as a terran. Or the insightful request of "have 2 copies, one with each for each side!"

So, I just put a texture over the glass.

And there you have it.

There are two versions

[attachment deleted by admin]
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Droid803 on October 12, 2010, 10:53:23 pm
I figured that a Vasudan costume would be provided to all Terrans flying in Vasudan wings in the officer exchange program, and vice versa.

Ya know, cause noone ever complains about there not being any Vasudans in Terran fighters.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: ssmit132 on October 13, 2010, 01:50:28 am
Well, see...I didn't want people going on about they didn't want to see a vasudan shape in the cockpit if they were flying it as a terran. Or the insightful request of "have 2 copies, one with each for each side!"
Ya know, cause noone ever complains about there not being any Vasudans in Terran fighters.
This. For example, in Proycon Insurgency you play as a Vasudan and fly a Pegasus (which has a cockpit with a Terran in it).

Personally I don't think it's that big of a deal if there isn't a seperate version of Vasudan fighters with Terrans in them.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on October 13, 2010, 02:51:11 pm
There are two versions

Right, but there are not 2 table entries to provide a Terran one for Terran Pilots and the Vasudan one for Vasudan Pilots. Which is a level of complexity (that while possible) that is annoying to have to deal with. That's what I was getting at.

As the only alteration is to the texture space in PCS, folks can feel free to substitute the model in favor for a cock pitted one if they so choose. But as for what was put in the MediaVPs (while it was a shame to do so, those are nice cockpits) at the time it wasn't felt to be a recommended solution to try and put both of them in.

This is, of course, not set in stone by any means. This is simply an outline of where and how the decision was made.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Scourge of Ages on October 13, 2010, 02:58:45 pm
As the only alteration is to the texture space in PCS, folks can feel free to substitute the model in favor for a cock pitted one if they so choose. But as for what was put in the MediaVPs (while it was a shame to do so, those are nice cockpits) at the time it wasn't felt to be a recommended solution to try and put both of them in.
cock pit /= cockpit.
Thank you for your time.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on October 13, 2010, 03:09:59 pm
Why wasn't the same logic applied to the Thoth and the Bakha?  Both of these have vasudan cockpits?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on October 13, 2010, 04:42:56 pm
How absurd. We shouldn't even have to consider officer exchange programs in the Media VPs. If there's a modeled cockpit, let us see it!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on October 13, 2010, 05:28:50 pm
Why wasn't the same logic applied to the Thoth and the Bakha?  Both of these have vasudan cockpits?

That is a very good question. I find I don't have an answer. (Other than they possibly were not provided with an either/or option and only were provided as vasudan-only models)

Tauret will be updated accordingly for the next version.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on October 14, 2010, 07:39:21 am
All the nameplates for the GTSC Faustus vessels are messed up.  In the mediavps_3612, the texture name for the nameplate was changed from "science01-name" to "nameplate".  This means the ship nameplate created for any Faustus previously will not work with the mediavps_3612 and all the affected missions will need to be revised. 
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: jr2 on October 14, 2010, 08:56:36 am
Hmm.

/random idea:

Have the splash screen show a random shot from the screenshots directory, and / or include several preloaded splash screens with it.  Superimpose the SCP 3.6.12 info on top of the screenshots.  Thoughts?  Good? :)  Bad?  :nervous:  Ugly?  :warp:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on October 14, 2010, 09:02:16 am
All the nameplates for the GTSC Faustus vessels are messed up.  In the mediavps_3612, the texture name for the nameplate was changed from "science01-name" to "nameplate".  This means the ship nameplate created for any Faustus previously will not work with the mediavps_3612 and all the affected missions will need to be revised. 

I wouldn't say they're "messed up" but you are quite correct. The old Retail Orion-style nameplate texture is no longer used, so these science vessels will appear without nameplates. The Faustus now uses the same nameplate style as every other high-poly ship.

All FS2 and FSPort missions have been updated. This is just one of those things that project leads ought to do if they want full 3.6.12 compatibility.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on October 14, 2010, 09:07:54 am
Tauret will be updated accordingly for the next version.

Any chance of a patch before then? I don't know where the SVN is.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on October 14, 2010, 10:39:12 am
I wouldn't say they're "messed up" but you are quite correct. The old Retail Orion-style nameplate texture is no longer used, so these science vessels will appear without nameplates. The Faustus now uses the same nameplate style as every other high-poly ship.

All FS2 and FSPort missions have been updated. This is just one of those things that project leads ought to do if they want full 3.6.12 compatibility.

yes, but it would be nice if the project leads were informed of these changes.  I don't see anything in the readme file that would tell a project lead about the change.
The old retail Orion-style nameplate texture will still work, you just have to go in and redo the texture replacement in fred to use nameplate instead of science01-name.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rodo on October 14, 2010, 01:56:24 pm
I wouldn't say they're "messed up" but you are quite correct. The old Retail Orion-style nameplate texture is no longer used, so these science vessels will appear without nameplates. The Faustus now uses the same nameplate style as every other high-poly ship.

All FS2 and FSPort missions have been updated. This is just one of those things that project leads ought to do if they want full 3.6.12 compatibility.
This applies for Orion destroyers as well?, I mean I can now use simple nameplates for orion destroyers and not a moddified capital05 file?

if so, WIN.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on October 14, 2010, 02:05:23 pm
I think it only applies to the Faustus.  The old Orion nameplates still show up on the Orions
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on October 14, 2010, 09:57:07 pm
All the nameplates for the GTSC Faustus vessels are messed up.  In the mediavps_3612, the texture name for the nameplate was changed from "science01-name" to "nameplate".  This means the ship nameplate created for any Faustus previously will not work with the mediavps_3612 and all the affected missions will need to be revised.  

I wouldn't say they're "messed up" but you are quite correct. The old Retail Orion-style nameplate texture is no longer used, so these science vessels will appear without nameplates. The Faustus now uses the same nameplate style as every other high-poly ship.

All FS2 and FSPort missions have been updated. This is just one of those things that project leads ought to do if they want full 3.6.12 compatibility.

Uh....the Faustus _never_ used the "old orion style" unless by that you mean they had a baked in background. The image dimensions were completely different to an Orions (or by extension, any other vessels, the only reason the Orion one is distinct is because it HAS to have a baked on under-surface to the map) and it is different in .12 than it was in .10 and not just in terms of name.

This applies for Orion destroyers as well?, I mean I can now use simple nameplates for orion destroyers and not a moddified capital05 file?

if so, WIN.

No, for that to apply to the Orion as well, the existing Orion needs to be re-converted and re-wrapped (at a minimum) or we need a different model.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Galemp on October 15, 2010, 05:22:55 pm
The old retail Orion-style nameplate texture will still work, you just have to go in and redo the texture replacement in fred to use nameplate instead of science01-name.

Not really. The new nameplate is at a different aspect ratio, so not only will it be stretched but the background texture won't match. It'll look horrible. Just make new nameplates, they're much easier to do than the previous style.

I mentioned the revision in the internal forum, sorry I didn't say anything about it out here.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: origin on October 18, 2010, 01:54:18 pm
I finally upgraded to mediavps 3.6.12 and now the ship thrusters only show the glow that is seen from the back of the ship.  So whats the deal?  Do I need to change something obvious?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on October 18, 2010, 01:57:30 pm
Screenshots please. And an fs2_open.log on top.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: origin on October 18, 2010, 04:08:37 pm
Screenshots please. And an fs2_open.log on top.

Thanks E!  I solved the problem - just knowing that you would slap the bejesus out of me for a stupid error, made me look closer and I found my stupid error.

Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: origin on October 18, 2010, 08:36:21 pm
You should be able to replace the preload splash screen and the loading screen by simply putting new ones in the interface flile in your mod folder, right.  It seems to not work that way now...

Edited:  solved
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on October 19, 2010, 12:15:19 am
•Tauret now has a visible modeled cockpit, my bad
Quote by Zacam

It would appear you are still bad.  The fix is not in the Update.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on October 19, 2010, 02:17:52 am
Try it again.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on October 20, 2010, 01:29:44 am
I don't like the current "patching" scheme. It always assumes people have all the mediavps vp-files and use them all the time. It's kinda silly approach when so much trouble is put into making those main vp-files optional and then patch just assumes you have all of them.

I think creating separate patch vp-files for each main vp-file would be better. You can include them all in single and separate downloads like the main vp-files. While not necessarily a problem with 3.6.10 and 3.6.12 patches per-se, but these current patches don't take into account that certain vp-files have files that override files in other vp-files.

While a minor issue, the 3.6.12 patch already breaks cache files in the core vp-file. People who only play using the core vp-file and patch, now have to regenerate all cache files when playing with antipodes 6 or trunk. This probably happens most often in multi. People either set up different mod dir for multi, or simply rename the vp-files to disable them. This results in caches being generated again into data dir. And when they enable the vp-files again, caches will have to be generated yet again. This becomes endless cache generation loop if same mod dirs are used to play both single- and multiplayer.

Not to mention that those who play only with core and patch vp-files, now have maps and models from assets as well as a tbm from effects. This likely results in inconsistent visuals and in the case of tbm, might even cause debug errors due to missing files.

Personally I'd do away with patches entirely and just update the main vp-files. Sure, people will have to download a lot more when updates are released. But let's face it, it's by far the simplest method and mediavps updates aren't released that often.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on October 20, 2010, 09:54:34 am
That solution is also a lot more idiot friendly. A person could find all the up-to-date files in one post without having to look around for additional details on how to get patches working and where the patches are.

It's also a lot harder to maintain, and for people who don't have great bandwidth, a lot more expensive.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on October 20, 2010, 09:57:52 am
Actually, it's far easier to maintain. Yes, people who don't have much bandwidth will be screwed, but someone always will be.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: jr2 on October 20, 2010, 10:33:49 am
Err.. isn't there a way to have a program extract the current vp, replace the patched files, and re-package it into a new vp?  And back the old vp up optionally?  Seems the better solution to me.

1) Copy vpfile.vp to old-vpfile.old and delete vpfile.vp
2) Extract vpfile.old  to a tempdir
3) Overwrite with new patch files
4) Package into vpfile.vp

-OR-

1) Copy vpfile.vp to old-vpfile.old and delete vpfile.vp
2) Write new patch files to vpfile.vp
3) Package contents of old-vpfile.old into vpfile.vp, skipping existing files

-OR-

1) Write new patch files into vpfile.vp, overwriting existing files (not sure if this is possible)

EDIT:

Could probably use the 7-zip engine since it's open source and .vp files are basically uncompressed .zip files (how true is that?  Is that actually the case or is it a different format entirely?)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on October 20, 2010, 01:07:23 pm
I don't think so
- Too prone to errors, particularly user ones
- No decent cross-platform patch framework exists that is idiot proof. Xdelta tools do exist, but making use of it idiot-proof would be difficult.
- VP-files aren't zip-files, the format is proprietary format by V.

A patch file that would be usable in windows, mac and linux would be good alternative for those who don't want to re-download the main vp-files. However, for windows and mac users you'd need idiot-proof GUI that works with a few clicks of a mouse. I haven't encountered any such solution.

However, there does exist a good patcher for windows. VPatch. http://www.tibed.net/vpatch/
Mac users would be left out though and linux users would need xdelta patches.

It'd be just a mess and most of all, support nightmare.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on October 20, 2010, 01:14:18 pm
Err.. isn't there a way to have a program extract the current vp, replace the patched files, and re-package it into a new vp?  And back the old vp up optionally?  Seems the better solution to me.

1) Copy vpfile.vp to old-vpfile.old and delete vpfile.vp
2) Extract vpfile.old  to a tempdir
3) Overwrite with new patch files
4) Package into vpfile.vp

-OR-

1) Copy vpfile.vp to old-vpfile.old and delete vpfile.vp
2) Write new patch files to vpfile.vp
3) Package contents of old-vpfile.old into vpfile.vp, skipping existing files

-OR-

1) Write new patch files into vpfile.vp, overwriting existing files (not sure if this is possible)

You really don't want to do something like this. The potential for corruption is just too big imho.
 
Quote
EDIT:

Could probably use the 7-zip engine since it's open source and .vp files are basically uncompressed .zip files (how true is that?  Is that actually the case or is it a different format entirely?)

No. VP files are not related to zip files in any way.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on October 20, 2010, 08:00:56 pm
Err.. isn't there a way to have a program extract the current vp, replace the patched files, and re-package it into a new vp?  And back the old vp up optionally?  Seems the better solution to me.


This is only good if you want to conserve HDD space by killing redundant files. It sucks for about everything else. It has all the problems of our current VP patching solution and then some.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Iss Mneur on October 20, 2010, 08:11:54 pm
Could probably use the 7-zip engine since it's open source and .vp files are basically uncompressed .zip files (how true is that?  Is that actually the case or is it a different format entirely?)

Yes I know this has been answered already, but I thought I would clarify it some more.  A .vp file is the same idea as a .zip in that it stores a bunch of different files including their path and name (and uncompressed as was already mentioned), but that is the only similarity a .vp has with a .zip, how the data is actually stored is completely unrelated to a .zip file.

Regarding the other ideas, delta patching the game data is a endgame plan for wxL2.  The delta patching of the .vps does have it critics as well though, and wxL2 is a long way off.  Otherwise, I agree with The E, tinkering with the .vp files is not a good idea, for the reasons that he already outlined.

Fury, I think having separate patch .vps for each the main vps is actually a very good idea, and probably the best middle ground, especially when subsequent patches are presented as rollups of all previous patches.  That is, you end up with the original release .vps and zero or one patch .vp for each of the original .vps.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: jr2 on October 21, 2010, 07:11:51 am
Mph.  OK... I see.  However, isn't it possible to do a checksum to eliminate the possibility of corruption (that's where the backup comes in handy, if it fails).  Although, for the other reasons given, I guess it's not a good idea anyways.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: PMY on November 28, 2010, 11:59:49 pm
First of all, i'd like to thank the Freespace Upgrade team for all the great work you've done upgrading Freespace graphics. The latest 3.6.12 MediaVPs are very impressive (as were the previous versions). The new flaming debris is great, the new shiny capital ships explosions are cool, the new beam piercing effect is awesome and so on.

But there is one change in .12 MVPs that seems pointless to me: the new small craft explosions. Particullary the sound effect. It is like... not juicy enough. And there is bug concerning new explosions already mentioned in this thread: http://www.hard-light.net/forums/index.php?topic=70737.msg1413634#msg1413634
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on November 29, 2010, 01:35:33 am
That problem may have come to the MVPs along with the same BP2 data that provided flaming debris and beam piercing. Blame BP2 not FSU. I believe it is in particular related to the flashy deaths script, yes?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Fury on November 29, 2010, 01:52:52 am
It's not a problem in either BP2 or MVP, but in FSO and scripting.

If you check events window in a mission, you will notice that a ship is considered destroyed even before it is completely gone. This is when FSO wipes the ship off from its list of living objects. This is also when flashy death script triggers. There's nothing that can be done except improve scripting and FSO engine.

So for example, a fast moving fighter receives that one last hit and goes 0% hull, game considers it destroyed and triggers whatever is supposed to trigger when it dies. But you still see the same fighter doing its death roll even after it has been "destroyed".
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on November 29, 2010, 04:55:01 am
I think having separate patch .vps for each the main vps is actually a very good idea, and probably the best middle ground, especially when subsequent patches are presented as rollups of all previous patches.  That is, you end up with the original release .vps and zero or one patch .vp for each of the original .vps.

This. It is about to happen soon by way of apology for the unified 3613_Update.vp file. As a result, it'll have a few more goodies in it that I hope folks will enjoy.

More news as it happens.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on December 24, 2010, 04:05:22 pm
To all a good holiday season,  (http://www.hard-light.net/forums/index.php?topic=70736.msg1450659#msg1450659)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on December 24, 2010, 07:44:20 pm
And to all a good night.

If you downloaded MV_Assets_Update prior to 05:30pm Pacific Time (UMC -08:00) then a thousand apologies, but you'll need to re-download it.

Somebody was late to the party. Not entirely their fault, I didn't send out invitations.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: dANGER boy on December 24, 2010, 11:04:22 pm
So 3612_Update.vp should be deleated from MVPs folder?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Macfie on December 25, 2010, 03:57:54 am
The FreeSpace Open Installer doesn't appear to be working correctly.  I tried using the installer to update the media VPs but it only got as far as Checking 3612_Ant-cache.vp and hung up.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on December 25, 2010, 04:05:20 am
The FreeSpace Open Installer doesn't appear to be working correctly.  I tried using the installer to update the media VPs but it only got as far as Checking 3612_Ant-cache.vp and hung up.
Don't use the installer, then. It's pretty much been broken for a couple of years now.

So 3612_Update.vp should be deleated from MVPs folder?
Yes.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on December 25, 2010, 04:39:23 am
Or, delete the Ant-Cache VP, any previous Update vp and try again. (And I think you mean 3612_Update.vp unless you decided to rename it)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mongoose on December 27, 2010, 02:34:25 pm
The FreeSpace Open Installer doesn't appear to be working correctly.  I tried using the installer to update the media VPs but it only got as far as Checking 3612_Ant-cache.vp and hung up.
Don't use the installer, then. It's pretty much been broken for a couple of years now.
Nnnnope.  It's been (essentially) fixed for some time now. :p
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on December 27, 2010, 02:49:50 pm
It won't matter either way, for long, with Desura on the way.

Also, I'd like to mention, the MV_Assets patch vp has numerous ships with fixed thrusters, gunpoints, and added gunpoints. If anyone has any feedback on them I'd certainly love to get some. :)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on December 27, 2010, 04:10:06 pm
Do we have a comprehensive list of changes so we tell what we're looking for?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on December 27, 2010, 04:48:50 pm
Alright

Ursa - Downsized engine sprite
Zeus - added two extra points for each engine and downsized the already placed points to better fit the engines
Orion - fixed the multipart firing points to fit the barrels
Hatshepsut - resized and redid engine placement
TAC 1 - added glow-points
Deimos - Resized thrusters
Sobek - resized and recentered thrusters
Fenris - I think some modifications to the glow-points (size, most likely)
Aeolus - resized, recentered, and added some more points to the back-most brigine (brick engine! :D)
Mentu: Added 6 more thruster points so I could give it thruster points that fit the texture
Amazon Fighter Drone: resized the thrusters to better fit
Hermes: Added six glow-points and downsized the thruster to better fit the engine (sorry, not the HTL yet :()
Ra: downsized the thruster to better fit the engine
Dragon: Downsized all thruster points and recentered them
Hercules 1: Downsized and recentered thruster points
Thoth: Downsized and moved the thruster points to better fit
Basilisk: Added four thruster points (two per engine)
Loki: Downsized the thruster points to better fit
Aeshma: Added another thruster point
Mara: Resized and moved around the thruster points
Hercules II: Resized and added a couple of points or so
Perseus: Dwnsized the thrusters a bit
Myrmidon: Downsized thrusters
Serapis: downsized and added two points and positioned the firing points for both missiles and primaries to where the model/texture has them
Tauret: downsized thruster points
Bahka: downsized and moved around thruster points, only one I know I'm not happy with due to unavoidable clipping issues, we really need modeled thrusters.
Poseidon: added numerous thruster points to correspond to the texture, not sure if Zacam modded the table to fix the length of the plumes. Damn I hate thruster plume sprites. Also, I added some glow-points and some blink!
Satis: resized thruster points and added some more to better fit, also gave it some glow-points
Ma'at: Resized thruster points
Triton: Resized and recentered thruster points.
Bes: Resized thruster points to better fit the model, also another work I wasn't happy about, would need modeled thrusters (and then a high-poly model, which I am thinking about doing)
Zephyrus: resized thruster points
Anuket: resized thruster points, and centered.
Nephthys: Resized and moved thruster point
Elysium: Added 3 glow-points and redid te thrusters, wanted to add more glow-points but didn't have the time, I'll do that later for the next MVP patch/release
Azrael: moved thruster points
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on December 27, 2010, 05:09:19 pm
Oh wow. That's... a lot. Well, I'll try and find time to let you know what I think of the changes. Looking through the pack, I also noticed that the HTL Seraphim made it in, but the HTL Knossos didn't.

(And for something completely different, I remember bringing up the fact that the current Orion's turrets doesn't make much sense with its FS2 loadout. I actually have a version that put Trashman's turrets on Galemp(?)'s Orion that Droid(?) made for me. Is it possible to make this the MVP standard without breaking FSPort in the process?)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on December 27, 2010, 05:18:19 pm
Hatshepsut maps got re-done up as well. Tauret has cockpit now, the new Seraphim is in play. All the cache files needed for running on go_faster builds are built in. The explosion script has a fix in it. Updated blur and post-process shader files. Herra's Hammerhead and Ravens Squadron Logo's. Fiction viewer artwork now properly present. The strings LCL file now has German translations (Thanks to _Angelus_). CoOp missions have some fixes. Single Player Missions have some fixes for Persona Indexes.

A note on the Installer: It does work. It just will blindly do exactly what it is told and if it is told to do stupid, it will unfailing DO stupid.

It wasn't deleting 3612_Ant-Cache.vp because I wasn't aware that each file to be deleted had to be specifically prefaced with DELETE, I thought it handled it by Section.

And I just corrected it NOT downloading the MV_Assets_Update.zip becasue the word "Update" was put in as "update" and so people were not getting the MV_Assets.3612.vp file like they should have been.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on December 27, 2010, 05:45:52 pm
AAAAAAAHHH

Now I really need to go through my directories and clean out single files I had grabbed that are being replaced by the patch.

As for Hades' feedback:
Overall, it's excellent. Lots of the ship thrusters look much better. I have gripes about a few of them though:

Myrmidon could do with bigger thrusters for its inner two engines.
Aeolus could do with bigger thrusters for its rear engine block. It looks a bit like a bundle of zippos right now.
Zeus is weird. At certain angles, the white part of the engine plume is much longer than the bomber itself. It looks silly, but I'm not sure why it behaves differently from the other ships.
Deimos rear engines could be bigger.
Amazon suffers the same problem as the Zeus. At certain angles, the plume's just right. At others, it looks a fair bit longer than the fighter.


Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on December 27, 2010, 05:51:08 pm
Myrmidon could do with bigger thrusters for its inner two engines.
Aeolus could do with bigger thrusters for its rear engine block. It looks a bit like a bundle of zippos right now.
Zeus is weird. At certain angles, the white part of the engine plume is much longer than the bomber itself. It looks silly, but I'm not sure why it behaves differently from the other ships.
Deimos rear engines could be bigger.
Amazon suffers the same problem as the Zeus. At certain angles, the plume's just right. At others, it looks a fair bit longer than the fighter.
Thanks! For the Zeus and Amazon, I had noticed this too, I have no idea why it does this however.
The Aeolus rear engine block was the only part I was never really satisfied with, I was trying to make it look less like one big thruster plume and make it fir the four smaller parts better, however I feel this is impossible without modeled thrusters.

As for the Deimos and Myrmidon, I'll need to take a look real quick to see what I think but I'll definitely take that into consideration. Thanks for the feedback. :)

EDIT: I looked at them in game and for the Myrmidon, I think they're fine, and probably could be a little smaller. Any bigger than they are they'll clip more than they already are. As for the Deimos, I might make them a bit bigger but I think they fit well enough as they are.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on December 28, 2010, 12:51:31 am
Just to make sure, which of these files should I be removing after patching?
Freespace\mediavps_3612\data\effects
blur-f
brightpass-f
main-f
main-v
post-f
post-v


I took at look at the remapped Hatshepsut: mad props for fixing the maps. It was something that had been bugging me pretty much since the model's release.

Not a fan of some of the thinner beams. Most are okay, though LReds look kinda flimsy. Terslash could be a bit bigger, since its impact explosion is no longer big enough to "hide" some clipping when it sweeps across hull. I didn't get to looking at LTerslash yet, but it may suffer the same problem. Previously, the beam/explosion were big enough so that on most sweeps, the explosions chained together quite nicely too look like a continuous trail. It still clipped, but didn't look as bad because each explosion was big enough to link up nicely with its adjacent explosions. Now, it definitely looks like it's skipping across the hull, which sucks. Perhaps size up the explosions so that the problem's gone, then size up the beam just enough so that it doesn't look queer?

Additons: I'm thinking that the Zeus should probably get completely redone thrusters. I remember it having huge plumes even before the patch. Perhaps make more plumes, but make each of them smaller? (I just found out that the Ra escape pod also suffers from this. At certain angles, it looks more like it has a missile trail than a ship thruster. Might hold some clues as to what's going on) Aeolus could aim for something with Triton-sized thrusters.

Also, browsing through, I noticed that the Meson bomb has a weird part on its glow map. See attached image.

Moar:
Mentu also suffers from zippo thruster syndrome. Furthermore, a couple of the vasudan ships and the Triton have thruster overload... It might be a performance concern for some.
You didn't say anything about the Typhon, but its thrusters look terrible. Maybe I just never noticed from before.

Basilisk still has 2 plumes, unlike you reported. Ditto with the Aeshma. Mara looks weird with its new thruster configuration. I think I'll get used to it and like it though.

Boanerges looks bad with half its engine rear face naked. It doesn't make sense visually to me anymore.

Everything else looks great, as far as I can tell from the quick skim.


[attachment deleted by admin]
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on December 28, 2010, 07:40:28 am
Not a fan of some of the thinner beams. Most are okay, though LReds look kinda flimsy. Terslash could be a bit bigger, since its impact explosion is no longer big enough to "hide" some clipping when it sweeps across hull. I didn't get to looking at LTerslash yet, but it may suffer the same problem. Previously, the beam/explosion were big enough so that on most sweeps, the explosions chained together quite nicely too look like a continuous trail. It still clipped, but didn't look as bad because each explosion was big enough to link up nicely with its adjacent explosions. Now, it definitely looks like it's skipping across the hull, which sucks. Perhaps size up the explosions so that the problem's gone, then size up the beam just enough so that it doesn't look queer?
The LRed and all Shvan beams in particular are more 'focused' and stuf, so they're a bit smaller than the Terran or Vasudan counterparts, not to mention if you make it any bigger it'll look silly coming from both the Ravana and Lilith (well, sillier than coming from spikes already looks)

As for the explosion hit effect, I knew they weren't big enough for the modes but I was never able to get enough feedback on them to fix it, but I can make it a bit bigger for both the Terslash and lterslash.

Quote
Additons: I'm thinking that the Zeus should probably get completely redone thrusters. I remember it having huge plumes even before the patch. Perhaps make more plumes, but make each of them smaller? (I just found out that the Ra escape pod also suffers from this. At certain angles, it looks more like it has a missile trail than a ship thruster. Might hold some clues as to what's going on) Aeolus could aim for something with Triton-sized thrusters.
Frankly, for both the Aeolus and Zeus (and most ships in general) modeled thrusters are the only way to actually handle them well, 2d sprites are only decent for circular objects, and barely.

Quote
Moar:
Mentu also suffers from zippo thruster syndrome. Furthermore, a couple of the vasudan ships and the Triton have thruster overload... It might be a performance concern for some.
You didn't say anything about the Typhon, but its thrusters look terrible. Maybe I just never noticed from before.
Zippo thruster? What do you mean by that?

Anyway, I just put the points to match its texture. As for the Typhon, I haven't touched it yet because there's a HTL model on the way, not to mention one of the engine flaps has a mesh error.

Quote
Basilisk still has 2 plumes, unlike you reported. Ditto with the Aeshma. Mara looks weird with its new thruster configuration. I think I'll get used to it and like it though.

Boanerges looks bad with half its engine rear face naked. It doesn't make sense visually to me anymore.

Everything else looks great, as far as I can tell from the quick skim.
I dunno about the Basilisk, I added four more. The Aeshma should have two as well, though these are two more ships that would SERIOUSLY benefit from modeled plumes (as would the mara). Because to fit 2d sprites to the shapes which they have will require a hell of a lot of points.

As for the Boa, I disagree, I just added them to how the texture had them represented. Making them big bigger might not hurt but still.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on December 28, 2010, 10:12:26 am
Are you sure the basilisk and aeshma updates made it into the patches? I don't have anything that would be overriding the vps, and those ships definitely only have 2/1 thrusters respectively.

Zippo thrusters means that I feel the plumes look so small that they could be coming from a bunch of zippo lighters. Probably has to do with the way thrusters round out and look less like cones when they get smaller.

Anyways, I completely respect all your changes/justifications. It's impossible to satisfy everyone, but overall, I feel the changes are for the better.

(As an aside, can someone tell me which of the .sdrs I can safely remove now? I know the -f fragments are in the mv_assets patch, but I'm hesitant to kill the -v vertex ones as well. I don't know what they're for. Also, you've mentioned modeled thrusters twice Hades. Does that mean that it's a feature that we can expect to see in a few months?)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on December 28, 2010, 10:17:13 am
Did you get the revised version from the 3.6.12 release thread? I Did and it has them both.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on December 28, 2010, 10:18:16 am
Maybe not. I grabbed them the first time Zacam posted links in this thread, which was a few days ago. Brb.

Edit: Thanks for that. I now have a better basilisk and a better aeshma.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on December 28, 2010, 03:00:36 pm
Kolgena: Keep the main-f and main-v, the rest of them are in the MV_Root.3612.vp.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Qent on January 02, 2011, 10:55:34 am
MV_Effects_Update MD5s seem to be incorrect.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on January 02, 2011, 06:03:02 pm
MV_Effects_Update MD5s seem to be incorrect.


Good catch. Post updated to correct values.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Archaic on January 07, 2011, 09:10:10 pm
there are no download links, how to i acquire these MediaVPs
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: mjn.mixael on January 07, 2011, 09:18:16 pm
http://www.hard-light.net/forums/index.php?topic=70736.0 (http://www.hard-light.net/forums/index.php?topic=70736.0)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on January 07, 2011, 09:19:57 pm
The links are really hard to see.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Archaic on January 07, 2011, 09:36:27 pm
i should have clarified: i dont know what an md5 is or how to get the thing to download.

i knew where the release thread was >.>

[Edit]

facepalm
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on January 07, 2011, 10:13:04 pm

I just went and added "Download Link:" in front of all the FSMods links to hopefully clear up any confusion.

Added a Quote tip regarding MD5's and how to get them, hopefully that will be helpful as well.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on January 07, 2011, 10:20:35 pm
It's just that link text is too similar to normal text. Hopefully that'll get fixed soon though.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Solatar on January 08, 2011, 12:51:05 am
There was a period of about two hours today where the colors seemed to change every ten minutes.  Change to default theme for awhile or hang on for the ride. :D
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Raiden on January 10, 2011, 10:24:25 am
I'm a little confused by the recent mvps update, excuse me for being slow. The three new vps at the bottom of the release thread, are they now all we need in the folder mediavps_3612? Or do we just bung them in there with the others. I've got a 3612 update vp in the folder that I'm wary of deleting.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on January 10, 2011, 05:42:48 pm

Raiden: The only items you should need in your MediaVPs_3612 folder in terms of VP's are the ones found in the First _and_ Second post on the Release thread, nothing else.

3613_Update.vp and Ant-Cache.vp are obsolete and can be deleted.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Raiden on January 10, 2011, 07:39:44 pm
Cheers bud.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on February 27, 2011, 11:31:34 pm

It's come to my attention that many folks don't have the FS2 cutscenes some how.

I'd have thought the Installer covered that some how. So, in case you have an install that has NO movies playing (intro, etc), Post #3 in the Release thread has the links to FSMods for the OGG (and MVE, but I recommend the OGG unless you HAVE to run the Retail Exec) VP package.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on February 28, 2011, 12:14:18 am
I think that's been the case for years now. Back when I first installed the MVPs using the installer, I was missing the cutscenes.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Jeff Vader on February 28, 2011, 02:26:17 am
Well, wouldn't it be a logical assumption that if people have a legitimate (and full) copy of FS2, they also have the cutscenes? (Ok, there's the option of GOG users who have the cutscenes in \freespace2\data2\movies or \freespace2\data3\movies and who cannot find the FAQ and therefore cannot find the instructions that tell them to move those cutscenes to \freespace2\data\movies .)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on February 28, 2011, 09:58:52 am
I actually never owned a copy of FS2. I got the game back when it was still open source and downloadable from here.

But for modern times, Vader has a point.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Iss Mneur on February 28, 2011, 10:04:15 am
I actually never owned a copy of FS2. I got the game back when it was still open source and downloadable from here.

But for modern times, Vader has a point.
The game data has never been "open source".  The engine itself has been open source since :v: released it.  Also, there is no reason that you can't buy a copy from GoG now just so that you can say you own a copy of FS2.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Jeff Vader on February 28, 2011, 10:06:40 am
What he said. The game engine was open-source, and surprise surprise, still is. But the assets (models, textures, effects, sounds...) were, are and will be proprietary.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: blowfish on February 28, 2011, 10:12:53 pm
The game assets were provided at one point because it was almost impossible to procure a legal copy of the game.  Now with GoG that's not the case.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Iss Mneur on February 28, 2011, 11:30:48 pm
The game assets were provided at one point because it was almost impossible to procure a legal copy of the game.  Now with GoG that's not the case.
Yes Jeff Vader and I are perfectly aware that they were provided.  However, as I already stated, just because the assets were available it does not mean that the assets were "free" or "open source".  Nor does it mean that those who have installs based on those "available" copies are in anyway legal, now or then.

Because there is now a legit source of FS2, HLP no longer condones the use of FS2 assets that are not sourced from either GoG or the retail disks.  The result of this policy is this little statement in the troubleshooting FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0):
Quote from: Freespace troubleshooting FAQ
Make sure that you have a legitimate copy of FS2. That is, either an original copy from '99, or a digital download from Good Old Games. We won't give support to problems that occur if you've downloaded your FS2 from some other, shady source. If you have downloaded your copy from an "abandonware" or "free game downloads" site or whatever, just remove it, go buy a copy from GOG and then see if the problem persists. And if it persists, then contact us again.

So my conclusion is that if this rash of missing video issues are caused by people using non legit copies of FS2 then HLP should not help them fix the problem, however if it is caused by the goofy GoG installer we should modify our installer to move the videos to the correct folder or if they are following the manual install instructions then teach them how to follow directions :). The other option is our installer is messing something up, but unfortunately without some confirmation we don't really know the cause.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mongoose on March 01, 2011, 02:19:07 am
Has anyone tried contacting GOG and letting them know about the cutscene-placement issue?  I know they already had to modify their version of FS2 once to fix a patch issue, so they might be willing to do it again to move all of the files to the right place.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: PMY on March 01, 2011, 08:08:38 am
I don't think moving cutscenes in a different subfolder is a big problem for a user. At least it's not worth modifying the game because this problem doesn't affect retail functionality. People should read instructions carefully anyway (and this problem is already described there).
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: blowfish on March 01, 2011, 09:17:12 pm
Yes Jeff Vader and I are perfectly aware that they were provided.  However, as I already stated, just because the assets were available it does not mean that the assets were "free" or "open source".  Nor does it mean that those who have installs based on those "available" copies are in anyway legal, now or then.

I know that.  I was responding to Kolgena :doubt:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Iss Mneur on March 01, 2011, 09:35:48 pm
I know that.  I was responding to Kolgena :doubt:
... [quote] for the win  :nod:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: blowfish on March 02, 2011, 09:16:36 am
Lazy FTW :D
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on April 19, 2011, 04:08:57 pm
This might be a problem, my mistake, or intentional:

In Slaying Ravana, the briefing icon for the Ravana is a Sathanas instead of a Lucifer. I seem to recall that it is supposed to be the latter.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Destiny on April 19, 2011, 06:17:01 pm
I'd say it's your mistake Kolgena. MediaVPs, 3.6.12 selected on launcher. (http://i728.photobucket.com/albums/ww286/TSADestiny/SlayingRavana.jpg)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on April 19, 2011, 06:29:40 pm
Do you think it has something to do with the executable? I'm currently using an Ant8 build. I mean, I haven't touched my MVP install, aside from throwing in a few of the beta released WIP models that have been posted here and there. If so, I'll just update to a newer build at some point and see how that works.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on April 19, 2011, 06:30:32 pm
You know, debug builds produce log files. Just a hint.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on April 19, 2011, 06:39:22 pm
I didn't think anyone would want it, and I'm not really in a hurry to get it fixed.
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: 3.6.13.6946
Passed cmdline options:
  -spec_exp 16
  -fov 0.60
  -ogl_spec 85
  -spec_static 2.2
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 115
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -post_process
  -bloom_intensity 85
  -cache_bitmaps
  -no_vsync
  -orbradar
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\Freespace\mediavps_3612\' ... 44 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files (x86)\Freespace\' ... 28 files
Searching root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' ... 52 files
Found 23 roots and 14285 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speaker/HP (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 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  : ATI Mobility Radeon HD 3650
  OpenGL Version   : 3.3.10148 Compatibility Profile Context

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

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

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'boa-shp.tbm' ...
TBM  =>  Starting parse of 'artemistest-shp.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 886
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'Kolgena.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Kolgena.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'ravens.pcx'
PLR => Loading complete!
CSG => Loading 'Kolgena.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
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 = 0.274 (0.274)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Kolgena.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 107th Ravens
Someone passed an extension to bm_load for file 'ravens.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
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 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-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 to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
 300
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 animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-07.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 107th Ravens
Someone passed an extension to bm_load for file 'ravens.pcx'
Starting mission message count : 205
Ending mission message count : 221
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'boanerges.pof'
IBX: Found a good IBX to read for 'boanerges.pof'.
IBX-DEBUG => POF checksum: 0x7ceb01f5, IBX checksum: 0xea6175f0 -- "boanerges.pof"
Loading model 'capital2s-01.pof'
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2s-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2s-01.pof
IBX: Found a good IBX to read for 'capital2s-01.pof'.
IBX-DEBUG => POF checksum: 0xb93e46fe, IBX checksum: 0xde07f881 -- "capital2s-01.pof"
Allocating space for at least 38 new ship subsystems ...  a total of 200 is now available (38 in-use).
Loading model 'cruiser01x.pof'
IBX: Found a good IBX to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0xd2d59346, IBX checksum: 0x152fa60b -- "cruiser01x.pof"
Submodel 'radar01d-dish' is detail level 3 of 'radar01a-dish'
Submodel 'radar01c-dish' is detail level 2 of 'radar01a-dish'
Submodel 'radar01b-dish' is detail level 1 of 'radar01a-dish'
Submodel 'turret09d-01-main' is detail level 3 of 'turret09a-01-main'
Submodel 'turret09c-01-main' is detail level 2 of 'turret09a-01-main'
Submodel 'turret09b-01-main' is detail level 1 of 'turret09a-01-main'
Submodel 'turret09c-02-sub' is detail level 2 of 'turret09a-02-sub'
Submodel 'turret09b-02-sub' is detail level 1 of 'turret09a-02-sub'
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0x39381b84, IBX checksum: 0x026cc221 -- "corvette2v-01.pof"
Loading model 'fighter2s-02.pof'
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0xb49c4402, IBX checksum: 0x6578262c -- "fighter2s-02.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0xdd50d54b, IBX checksum: 0x08265e59 -- "fighter2v-01.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x42a70a35, IBX checksum: 0x5fd81218 -- "cruiser2V-01.pof"
Submodel 'vcruiserb' is detail level 1 of 'vcruisera'
Submodel 'vcruiserc' is detail level 2 of 'vcruisera'
Submodel 'vcruiserd' is detail level 3 of 'vcruisera'
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0xef205014 -- "corvette2t-01.pof"
Loading model 'fighter11.pof'
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0xbec486fd -- "fighter11.pof"
Submodel 'shiver11b-hull' is detail level 1 of 'shiver11a-hull'
Submodel 'shiver11c-hull' is detail level 2 of 'shiver11a-hull'
Submodel 'shiver11d-hull' is detail level 3 of 'shiver11a-hull'
Loading model 'fighter10.pof'
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0x2b38ad95, IBX checksum: 0x6baaf1aa -- "fighter10.pof"
Submodel 'fighter10c-hull' is detail level 2 of 'fighter10a-hull'
Submodel 'fighter10b-hull' is detail level 1 of 'fighter10a-hull'
Submodel 'fighter10d-hull' is detail level 3 of 'fighter10a-hull'
OpenGL: Created 512x512 FBO!
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x16765db6 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Allocating space for at least 158 new ship subsystems ...  a total of 400 is now available (134 in-use).
About to page in ships!
ANI shieldbt-01 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldfs-02 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 (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 60 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 60 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0x77d1d113 -- "belial.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4a2c27f4, IBX checksum: 0x2098b367 -- "S_Rockeye.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0x2b3de38f -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xf7e6e8a2 -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x9a344f4d, IBX checksum: 0xdfaafcbb -- "S_Trebuchet.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x18046fab, IBX checksum: 0xdfae2af9 -- "harbinger.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x4b5c01e9, IBX checksum: 0x8369b9d8 -- "ShivanCluster.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'mx-50.pof'
DDS ERROR: Couldn't open 'wep-mx50-shine.dds' -- DDS was in an unsupported/unknown format
IBX: Found a good IBX to read for 'mx-50.pof'.
IBX-DEBUG => POF checksum: 0x25d2520e, IBX checksum: 0xc624dc0f -- "mx-50.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% 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 toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (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 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI shieldbt-01.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f10.ani with size 112x93 (27.3% wasted)
ANI shield-f11.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2149/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 607,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
FRM: 1
FE: 1

Class: gtf hercules
FRM: 1
FE: 1

Class: gtf hercules mark ii
FRM: 1
FE: 1

Class: gtf ares
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf loki
FRM: 1
FE: 1

Class: gtf pegasus
FRM: 1
FE: 1

Class: gtf perseus
FRM: 1
FE: 1

Class: gtf myrmidon
FRM: 1
FE: 1

Class: sf mara (terrans)
FRM: 1
FE: 1

Class: gtb artemis
FRM: 1
FE: 1

Class: gtb artemis d.h.
FRM: 1
FE: 1

Class: gtb medusa
FRM: 1
FE: 1

Class: gtb ursa
FRM: 1
FE: 1

Class: gtb zeus
FRM: 1
FE: 1

Class: gtb boanerges
FRM: 1
FE: 1

Class: gtdr amazon
FRM: 1
FE: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtc fenris
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtg zephyrus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gtd orion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: gtcv deimos
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gtc aeolus
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ntf iceni
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ntf boadicea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gti ganymede
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5

Class: gtsg watchdog
FRM: 1
FE: 1

Class: gtsg cerberus
FRM: 1
FE: 1

Class: gtsg alastor
FRM: 1
FE: 1

Class: gtep hermes
FRM: 1
FE: 1

Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: gtsg mjolnir
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvf seth
FRM: 1
FE: 1

Class: gvf horus
FRM: 1
FE: 1

Class: gvf thoth
FRM: 1
FE: 1

Class: gvf serapis
FRM: 1
FE: 1

Class: gvf tauret
FRM: 1
FE: 1

Class: gvb sekhmet
FRM: 1
FE: 1

Class: gvb osiris
FRM: 1
FE: 1

Class: gvb bakha
FRM: 1
FE: 1

Class: gvf ptah
FRM: 1
FE: 1

Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gvg anuket
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: gvc aten
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvc mentu
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvcv sobek
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: gvd typhon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gvsg ankh
FRM: 1
FE: 1

Class: gvsg edjo
FRM: 1
FE: 1

Class: gvep ra
FRM: 1
FE: 1

Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

Class: gvd hatshepsut
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf manticore
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sf astaroth
FRM: 1
FE: 1

Class: sb nephilim
FRM: 1
FE: 1

Class: sb taurvi
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc rakshasa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd ravana
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
FRM: 1
FE: 1

Class: ssg belial
FRM: 1
FE: 1

Class: ssg rahu
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300

Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75

Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105

Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550

Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375

Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100

Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375

Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200

Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'bomber04.pof'
IBX: Found a good IBX to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x4fac00b7, IBX checksum: 0x76d1642b -- "bomber04.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
Loading model 'bomber05.pof'
IBX: Found a good IBX to read for 'bomber05.pof'.
IBX-DEBUG => POF checksum: 0xd59519de, IBX checksum: 0xb2d8603e -- "bomber05.pof"
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconHornet with size 56x24 (25.0% wasted)
ANI iconbelial with size 56x24 (25.0% wasted)
ANI iconS-super with size 200x89 (30.5% wasted)
ANI fadeiconS-super with size 200x89 (30.5% wasted)
ANI fadeiconS-super.ani with size 200x89 (30.5% wasted)
ANI icont-bomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW.ani with size 45x73 (43.0% wasted)
Frame  0 too long!!: frametime = 17.132 (17.132)
ANI iconS-super.ani with size 200x89 (30.5% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_BRIEFING (10)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'Kolgena.plr' with version 0...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
Freeing all existing models...
... Log closed, Tue Apr 19 18:38:13 2011
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on May 01, 2011, 05:33:39 pm
This might be a problem, my mistake, or intentional:

In Slaying Ravana, the briefing icon for the Ravana is a Sathanas instead of a Lucifer. I seem to recall that it is supposed to be the latter.

I've figured out the problem. Something in MV_Assets.3612 is causing it (likely the mission file in question), since removing that reverts it to a SD Lucifer. Of course, this is a less-than-ideal fix since the MV_Assets.3612 carries a bunch of other goodies, like the fixed Hattie glow map.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on May 01, 2011, 06:06:15 pm

Actually, I think the problem is a (minor) goof on my part. See, I wasn't as aware then as I am now the limitations of the icons.tbl, even though I knew it wasn't modular.

I was trying to get the Ravana to be a a Ravana. In retrospect, I should have made it the cruiser entry (which would have show a Cain/Lilith) which would have been closer.

In either case, while it's disconcerting, it breaks nothing at all.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on May 01, 2011, 06:55:28 pm
That is true. Could it be reverted to a lucifer for the next MVP update though? The icons represent a class, so I think it makes more sense to have it as a lucifer rather than a sathanas or cain.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: mjn.mixael on May 01, 2011, 10:00:27 pm
I've made FS2 icons for the Ravana, Orion, and Typhon... my hope is that we could get the table to be modular at some point and use those.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on May 01, 2011, 10:47:38 pm
That would be amazing.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on May 02, 2011, 10:02:43 am
It would indeed. The current system is retarded.

The ideal system would allow us to bind any icon to anything, rather than just one icon to one class. 100% flexibility would be much better. But anything would be better than what we have now.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Slime on May 02, 2011, 02:09:38 pm
Excuse me, I just have to say this...

I've been out of the loop for almost a year, and after installing a new OS recently, I decided to have a look what kind of advancements you've been up to. I fired up the first retail campaign mission, saw and heard a Herc explode and started picking up my jaw from the floor. Ecstatic, I quickly got rid of the rest to see the end with Belisarius... my body wasn't ready for the show. I just wanted to, once again, say thanks for all the effort that's been put to the MediaVPs, which always fail to disappoint. Keeps the dust off my joystick.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on May 02, 2011, 09:20:17 pm
In the mission after King's Gambit, there are two GTM Cyclops types to select from. I suspect one is the #short version, and that it is an error with mv_assets.3612.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on May 07, 2011, 12:10:40 am

Incorrect. The #short's are still in there from Retail. Though I am currently testing if removing them affects balance (as they should ideally only be presented to AI for weapon usage, not the player)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: blowfish on May 07, 2011, 01:42:05 am
I thought the #short was the only option given to the player in the entire campaign...
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on May 07, 2011, 09:44:44 am
Weird. I just found it odd that the loadout room gave you two types of cyclops to play with. Thanks for clearing that up for me though.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Mars on May 07, 2011, 08:57:12 pm
Never in retail did you ever have a choice.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on May 07, 2011, 10:13:21 pm

Correct, to an extent. "Slaying Ravana", "The King's Gambit" and "The Sicilian Defense" are supposed to (by retail) be #short only.

Regulars got added to the loadout list at some point, chances are good that nobody noticed until just now, thanks to various iterations of FRED loading.

All will be well in the next Release now that I'm aware of the issue.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: xXGrifterXx on May 15, 2011, 01:30:22 pm
The missile trails for the rockeye and tempest missles are really long. Are they suppose to be like that? I think it looks odd.
Also beam fade really messes up the long range beams in Derelict.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on May 15, 2011, 01:33:18 pm
I thought beam fade was patched out already.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: MatthTheGeek on May 15, 2011, 01:42:22 pm
Someone forgot to DL the MVP patch.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: xXGrifterXx on May 15, 2011, 07:25:23 pm
There's a patch? Where?!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: MatthTheGeek on May 16, 2011, 02:53:06 am
On the release thread, stickied in the FSU board.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: xXGrifterXx on May 16, 2011, 11:44:26 am
On the release thread, stickied in the FSU board.

Great, thanks!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Sobbsy on May 31, 2011, 12:38:58 am
Just out of curiosity, does anyone have any of their own ideal set of launcher command line settings? At the moment I'm just using the default recommended;

-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5

But has anyone else spent some time tinkering with these and found a set of command line settings that they feel look any better? Just curious, I have had a play with these but I don't get much time to myself these days and I'd be more happy to trust someone else's experience on tweaking these over my own baby steps at the moment. I'm so happy with where FS2 is at now... Media VP's with their patches, great performance, post-processing working with FXAA... It's all great stuff and I'm seriously considering doing ANOTHER FS2 playthrough shortly :P
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: CommanderDJ on May 31, 2011, 03:05:03 am
Just out of curiosity, does anyone have any of their own recommended set of launcher command line settings? At the moment I'm just using the default recommended;

-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5

But has anyone else spent some time tinkering with these and found a set of command line settings that they feel look any better? Just curious, I have had a play with these but I don't get much time to myself these days and I'd be more happy to trust someone else's experience on tweaking these over my own baby steps at the moment. I'm so happy with where FS2 is at the moment... Media VP's with their patches, great performances, post-processing working with FXAA... It's all great stuff and I'm seriously considering doing ANOTHER FS2 playthrough shortly :P

Last I checked, there were a bunch of options on the wiki for those, I recommend checking those out. Personally, regardless of other lighting settings, I always play with two important flags. The first is -no_ambient_light, which, unsurprisingly, gets rid of the ambient light that all ships emit regardless of other lighting settings. IMHO, it makes battlefields look darker and hence increases the empty, cold feeling of space. Others have other reasons.
The second flag I play with is -fov 0.4 (you can adjust the number to your liking). This has the unfortunate side effect of constraining my field of vision a bit, and takes a bit of getting used to, but the payoff is immensely worth it, as it makes everything look way bigger, and thus I can actually go "whoa" as I fly over a Sath or Colly. The default fov kinda makes them seem small by comparison.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: headdie on May 31, 2011, 03:16:13 am
ambient_factor 620 -no_emissive_light -fov 1.0 -ogl_spec 120 -height -normal -spec_exp 15 -spec_point 2.7 -post_process -bloom_intensity 8

Normally I would run it darker but I am having to fight some serious sun glare on a CRT.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on May 31, 2011, 06:17:10 am

My personal favorite settings, some may find them a bit dark but I've constantly experimented and keep coming back to these:
(I run a widscreen windowed resolution, hence the FOV, and lower than 42 essentially has little discernible effect on bloom)
Code: [Select]
-ambient_factor 37 -no_emissive_light -spec_exp 8 -spec_point 0.6 -spec_static 0.75 -spec_tube 0.75 -ogl_spec 40 -bloom_intensity 42 -fxaa_preset 6 -fov 0.57
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on May 31, 2011, 06:54:29 am
ambient_factor 620 -no_emissive_light
Quite redundant.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Sobbsy on May 31, 2011, 08:33:54 pm
Thanks for the input guys! I very briefly tried Zacam's config there, and it was actually quite an impressive thing. I played a custom mission I downloaded elsewhere (basically a big battle outside of a space station - Homecoming, I think it's called?). Anyway, with no emissive light, the battle was quite intense. At one stage, I finished taking out a small squad of bombers, then targeted the nearest corvette that was attacking one of my ships... I followed the aimers, swung around and... Nothing. Blackness. "Where's the ship" I thought - then I realised I was staring straight at it and slammed on the breaks just meters away from ramming into it. Just as soon as I managed to stop, the ship finished a slight rotation and I could then juuust see some of the lights on it's side from the glowmaps.

I tell you what, THAT was a bloody good little experience. I also tried destroying a colossus that was hidden behind a, oh what is it - one of the same class of ship as the Bastion - and that was similarly awesome. The bright flash was obscured by the ship in front, but there was just this strong glow at first, then as the large chunks of debris flew overhead it bathed the ship in a strong orange light. I took some screenshots but I'm at work at the moment.

Needless to say, it was just marvelous.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Sobbsy on June 01, 2011, 07:40:46 am
Just a couple of screenshots. Really loving FS2 in this modern state;

(http://img149.imageshack.us/img149/6194/86498373.jpg)
(http://img94.imageshack.us/img94/3938/82803528.jpg)
(http://img805.imageshack.us/img805/1931/10089855.jpg)
(http://img827.imageshack.us/img827/7262/82973864.jpg)
(http://img837.imageshack.us/img837/2351/51147643.jpg)

 :yes:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on June 01, 2011, 07:51:32 am
Wow. Great screenshots.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on June 01, 2011, 08:28:23 am
The Orion and Deimos shots are boss.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on June 01, 2011, 08:41:29 am
You should download the updates from http://www.hard-light.net/forums/index.php?topic=70736.0

Very nice job on the screenshots, what are your lighting settings? I really like them.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: headdie on June 01, 2011, 02:41:34 pm
You should download the updates from http://www.hard-light.net/forums/index.php?topic=70736.0

Very nice job on the screenshots, what are your lighting settings? I really like them.

I was about to ask the same
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Sobbsy on June 01, 2011, 07:41:30 pm
The second and third shots are using Zacam's settings from the last page (that's why they're kinda darker - no emissive light and all that), but everything else is just using the 'default' settings that are recommended in the MediaVP release thread. I do run the saturation a little higher than usual but that's about it... The game just looks good regardless  :nod:

(http://img821.imageshack.us/img821/8550/66705454.jpg)
(http://img140.imageshack.us/img140/9356/34301241.jpg)
(http://img593.imageshack.us/img593/6109/88361101.jpg)
(http://img13.imageshack.us/img13/2833/65866969.jpg)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Snail on June 01, 2011, 09:09:24 pm
These are excellent screens! Someone should put them on the Wiki (I might tomorrow).
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Sobbsy on June 01, 2011, 10:49:20 pm
You should download the updates from http://www.hard-light.net/forums/index.php?topic=70736.0

Sorry, just wanted to check... Are you talking to me here? Pretty sure I have everything fully up to date. I use the mv_maximum VP file along with the '3613_Update' VP, which together should include all the individual packs listed in that thread, right?

Feel free to use those screenshots on the Wiki, Snail!
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Zacam on June 01, 2011, 11:35:45 pm

MV Maximum is awesome. If you mean you have everything literally all in one VP, that was, like, 3.6.10. AGES ago. Also, having everything in a massive VP complicates things. Specifically, in terms of doing table validation and merges, and issues from having multiple TBMs in a single VP modifying the same entry, etc. So, it's not coming back. Especially as our size just keeps going up.

Also: 3613_Update was deprecated and has been replaced with individual *.3612.vp files. One for MV_Root, MV_Assets and MV_Effects.

You'll want those files and to double check the CRC results in your Debug log.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Sobbsy on June 02, 2011, 12:13:15 am
Very interesting... thanks for clearing that up.

*edit*

I checked - I am actually running all of the separate VP files - not sure where I get the idea that I was using mv_maximum from... I did not however have the updates to some of those VPs in place, but I do now. Thanks for getting me on to that, I would probably never have done so otherwise.

 :yes:

Here's a few other screenshots I had left over. I suppose the only major thing left now is the cutscenes... Pity we couldn't package the game up when all this work is done and re-release it in this 'modern' state!

(http://img808.imageshack.us/img808/5694/45206933.jpg)
(http://img692.imageshack.us/img692/4826/35077424.jpg)
(http://img151.imageshack.us/img151/6272/54313320.jpg)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Droid803 on June 02, 2011, 12:00:51 pm
That Hecate as a beam charging in a really weird location
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Black Wolf on June 02, 2011, 12:45:28 pm
Oh, man, I am going to wiki the piss out of these screens when I get a spare second. D
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Black Wolf on June 02, 2011, 05:45:29 pm
Sobbsy, do you have full resolution version of these screenies? They're awesome, but some of them arre pretty small, like they've been resized after you took them - if you have the originals, they'd be great for the wiki.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rakshasa on June 02, 2011, 06:32:38 pm
Bit of a nooby question about the media vps, is it possible to get other mods you have installed to use the v12 media vps instead of the default ones?  ive kinda gotten spoiled by all the pretty pretty eyecandy and i hate playing mods without it...i wanted to try out warzone after i got done playing blue planet (AGAIN!! xD that mod is like SEX) but i almost dont want to because it uses stock effects/models.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on June 02, 2011, 06:46:30 pm
If you've recently installed Open most of the included campaigns should already default to mediavps_3612, if not go to the mod's mod.ini file and change the variable from 'mediavps' to 'mediapvs_3612.'

Okay Warzone uses the old file path, so change it as noted above.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Sobbsy on June 02, 2011, 07:59:06 pm
That Hecate as a beam charging in a really weird location

Now that you mention it... Yes that is a bit strange. Don't recall ever seeing one fire from there before.

Sobbsy, do you have full resolution version of these screenies? They're awesome, but some of them arre pretty small, like they've been resized after you took them - if you have the originals, they'd be great for the wiki.

Sorry Black Wolf, I no longer have the original images... These were all taken while AA wasn't working, so I did downsize them to hide some of the jaggies (though it's still clearly visible on ship and missile trails, but I get why that is). I also downsized them for another forum I posted on at the time. Didn't end up seeing the need for keeping the big TGA's lying around.

It's not a big deal though, I'd be happy to take some new shots if you really want (unless someone else has their own content to submit) :)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rakshasa on June 02, 2011, 08:35:44 pm
If you've recently installed Open most of the included campaigns should already default to mediavps_3612, if not go to the mod's mod.ini file and change the variable from 'mediavps' to 'mediapvs_3612.'

Okay Warzone uses the old file path, so change it as noted above.


Tried that, no dice >.>

"noted above" where? :/
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Commander Zane on June 02, 2011, 08:48:50 pm
Above on my post, where I said change mediavps to mediavps_3612.

Also how did that not work when I just did the same thing I said to do on my own Warzone folder and wham, 3.6.12 MVPs.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: xXGrifterXx on June 05, 2011, 09:18:57 am
Okay I was playing the King's Gambit and for some reason some of the ships were able to run the blockage, which is pretty unusual since I remember this mission being totally cake. So I looked around and saw the Typhon had a really tiny beam for the main gun.

[attachment deleted by ninja]
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on June 05, 2011, 09:27:07 am
Okay I was playing the King's Gambit and for some reason some of the ships were able to run the blockage, which is pretty unusual since I remember this mission being totally cake. So I looked around and saw the Typhon had a really tiny beam for the main gun.
Yeah, I've noticed it too, it seems to be an SVas instead of the typical BVas in that spot, dunno if that was balance done on Volition or the FSU's part to make the mission less self playing, but still.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: FreeSpaceFreak on June 05, 2011, 09:48:25 am
Okay I was playing the King's Gambit and for some reason some of the ships were able to run the blockage, which is pretty unusual since I remember this mission being totally cake. So I looked around and saw the Typhon had a really tiny beam for the main gun.

Are you sure you don't have Hades' tiny-beams pack installed accidentally? :P

For reference, the original :v: mission had the Hedetet (that specific Typhon) customized with an SVas instead of a BVas on turret 15. So yeah, it's supposed to have one big and one small beam.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Hades on June 05, 2011, 10:19:25 am
Are you sure you don't have Hades' tiny-beams pack installed accidentally? :P
It's not, but that's a pretty good size for the BVas, good idea.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: xXGrifterXx on June 05, 2011, 11:32:36 am
Okay I was playing the King's Gambit and for some reason some of the ships were able to run the blockage, which is pretty unusual since I remember this mission being totally cake. So I looked around and saw the Typhon had a really tiny beam for the main gun.

Are you sure you don't have Hades' tiny-beams pack installed accidentally? :P

For reference, the original :v: mission had the Hedetet (that specific Typhon) customized with an SVas instead of a BVas on turret 15. So yeah, it's supposed to have one big and one small beam.

Okay good, I was thinking there was something wrong.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rakshasa on June 09, 2011, 02:34:40 am
Above on my post, where I said change mediavps to mediavps_3612.

Also how did that not work when I just did the same thing I said to do on my own Warzone folder and wham, 3.6.12 MVPs.

Ok i tinkered with that mod folder, the media vps work correctly...except for one kinda annoying bug...The Hatsheput class destroyers (or however you spell em) are invisible....I can see the engine glow and can see it in the targeting window, but the ship itself is completely invisible.

Edit:Screenie
(http://i896.photobucket.com/albums/ac162/Cgaines89/Screenie-1.jpg)


And yeah i noticed that kings gambit mission is a bit of a pain now, but i always go for the cruizer engines first so most of the time they were disabled before they could jump away
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: xXGrifterXx on June 09, 2011, 08:30:19 am
Didn't think about disabling those engines, that's a good idea  :)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Rakshasa on June 09, 2011, 12:21:41 pm
I started doing that after playing blue planet...always got tired of getting a corvette critical and they always wussed out and deptarted...i remember once one was down to 1% hull and he jumped out -.-

Just ONE MORE APOCALYPSE AND BOOM :/
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: jr2 on June 10, 2011, 12:36:25 pm
<snip>

run debug build and load a mission with a hattie in it, then post debug log from <fs2dir>\data\fs2_open.log
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on July 28, 2011, 12:08:21 pm
I only JUST played bearbaiting with the new Sathanas. Yeah, I know, I'm very late to the party.

I must say though, the mission is fantastically beautiful, and my wingmen actually do something on insane! I presume this is because turret boxes have been fixed. Flak turrets are gone within the first few minutes, and Alpha wing can usually manage to down a beam turret or two all by themselves. I remember with the Retail model, flak turrets are nigh invincible, and every last wingman is good only for drawing fire. The change makes Insane decidedly easier, but far more epic.

Kudos.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Qent on July 28, 2011, 12:31:02 pm
I remember with the Retail model, flak turrets are nigh invincible, and every last wingman is good only for drawing fire. The change makes Insane decidedly easier, but far more epic.
Eeek. Is that allowed?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on July 28, 2011, 12:51:02 pm
They had reasonable health, but there was an issue with the bounding box such that things like trebuchets could not hit it from the front. You had to use dumbfires or primaries.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Qent on July 28, 2011, 02:23:12 pm
What I mean is that it is by your account a major balance change, which FSU supposedly doesn't do.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: The E on July 28, 2011, 02:39:06 pm
One that is a bugfix more than anything.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Qent on July 28, 2011, 02:40:01 pm
So is proper use of Trebuchets.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: jr2 on July 28, 2011, 04:39:16 pm
IMHO, it'd be better to fix glitches like Trebs and bounding boxes, then fix balance if really necessary.  Maybe make the balance fix an option.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on July 28, 2011, 04:46:53 pm
@ Qent, MVP's try to fix inconsistencies and bugs like this for the sake of polish. No point preserving stupid blunders without good reason. It's why the second mission had all the herc I's replaced with lokis. Despite being much more difficult, it now makes sense when your wingmen tallies a bunch of Lokis when they are clearly Herc's in retail.

(Speaking of which, the mission where you blow up the knossos still uses Astaroths instead of Maras. The Vasudan wingman clearly says "2 wings of maras", despite whatever briefing says. Also, the mission is much harder at the start because luring fast Astaroths without dying is significantly harder than luring slow Maras without dying.)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Trivial Psychic on July 28, 2011, 06:07:22 pm
Retail also used Asteroths despite what the mission chatter indicates.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on July 28, 2011, 06:52:32 pm
Oh really? Nevermind then. It would still be nice if they became Maras, so your fishhead friends don't sound quite so full retard.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Trivial Psychic on July 28, 2011, 08:10:36 pm
Perhaps the translator was malfunctioning.  :lol:
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on July 29, 2011, 03:02:25 pm
Did anyone else notice that the 70th blue lions is very >:3 right now? XD

(I'm assuming that's just a placeholder, and not the real thing, mjn >.>)
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: mjn.mixael on July 29, 2011, 04:06:59 pm
yes it is a placeholder.. waiting on HT to finish the real one..
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Qent on July 30, 2011, 08:14:26 am
@ Qent, MVP's try to fix inconsistencies and bugs like this for the sake of polish. No point preserving stupid blunders without good reason. It's why the second mission had all the herc I's replaced with lokis. Despite being much more difficult, it now makes sense when your wingmen tallies a bunch of Lokis when they are clearly Herc's in retail.

(Speaking of which, the mission where you blow up the knossos still uses Astaroths instead of Maras. The Vasudan wingman clearly says "2 wings of maras", despite whatever briefing says. Also, the mission is much harder at the start because luring fast Astaroths without dying is significantly harder than luring slow Maras without dying.)
That's a bit disturbing. She wasn't necessarily wrong, although it's a stretch that she'd be talking about the Lokis that hadn't yet jumped in.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Kolgena on July 30, 2011, 12:13:20 pm
I think we should at least be consistent.

If we're going to be full out retail, then use Hercs for mission 2 and astaroths in that knossos-bombing mission.

If we want to let the voice acting make sense, then use lokis for mission 2 and maras in that knossos mission
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Cornix on March 25, 2013, 03:58:42 pm
So... Having some difficulties getting the media VP files working.

I extracted the zipped files independently, so they all extracted into separate folders in my download folder. I put them all into one folder named mediavps_3612, thought it would be fixed. Ran the launcher, chose media_vps3612 as the mod, and ran the game. No impact.

Quit the game, went into the mediavps_3612 folder, and then realized that each extracted folder had its files within another mediavps_3612 folder (they were all intended to extract to the same file). So I pulled all the files out of each folder, and placed them in the main mediavps_3612 folder. Boom. Icon on the mod screen, start screen says FS2 SCP, main deck screen shows inferno build number at the bottom.

BUT -- no impact on ingame graphics. No updated ships, no shiny effects, nada.

Help, please?
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: SypheDMar on March 25, 2013, 04:14:46 pm
That's a bit disturbing. She wasn't necessarily wrong
That's what I thought, and that's why I've had minor complaints about that change. At this point in the rebellion, it'd be foolish to not expect the NTF to not have Lokis. Also, at higher difficulties, Hercs are much more dangerous than Lokis.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on March 25, 2013, 04:26:59 pm
So... Having some difficulties getting the media VP files working.

I extracted the zipped files independently, so they all extracted into separate folders in my download folder. I put them all into one folder named mediavps_3612, thought it would be fixed. Ran the launcher, chose media_vps3612 as the mod, and ran the game. No impact.

Quit the game, went into the mediavps_3612 folder, and then realized that each extracted folder had its files within another mediavps_3612 folder (they were all intended to extract to the same file). So I pulled all the files out of each folder, and placed them in the main mediavps_3612 folder. Boom. Icon on the mod screen, start screen says FS2 SCP, main deck screen shows inferno build number at the bottom.

BUT -- no impact on ingame graphics. No updated ships, no shiny effects, nada.

Help, please?

Could you generate and post a debug log, please? Instructions are right at the top of the troubleshooting forum. That should let us sort the problem out right quick.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Cornix on March 25, 2013, 04:50:01 pm
Log attached!

[attachment deleted by ninja]
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: General Battuta on March 25, 2013, 04:51:17 pm
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.18.9546
Passed cmdline options:
  -missile_lighting
  -3dshockwave
  -3dwarp
  -warp_flash
  -snd_preload
  -mod Mediavps_3612
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xb58a1f46
Found root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\Mediavps_3612\' ... 38 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 3 files
Searching root pack 'e:\tango1_fs2.vp' ... 32 files
Searching root pack 'e:\tangoA_fs2.vp' ... 0 files
Searching root pack 'e:\warble_fs2.vp' ... 52 files
Found 22 roots and 10264 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers and Headphones (IDT High Definition Audio CODEC)
  Capture device: Internal Mic (IDT High Definiti
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics 4000
  OpenGL Version   : 4.0.0 - Build 9.17.10.2843

  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".
  Unable to find 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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 8 (16)
  Max elements vertices: 1200
  Max elements indices: 1200
  Max texture size: 8192x8192
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.00 - Build 9.17.10.2843
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% 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 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 7474
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer.pcx'
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)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Mon Mar 25 16:48:24 2013

You're missing MV_Assets.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Cornix on March 25, 2013, 05:06:32 pm
Well, that's embarrassing. >.<

Thanks, works flawlessly now.
Title: Re: 3.6.12 MediaVPs Discussion thread
Post by: Yarn on March 25, 2013, 05:08:06 pm
You also need MV_Effects if you want to use MV_Advanced. (Actually, MV_Advanced and MV_AnimGlows can bog down Intel graphics, so remove those files if you have performance or frame rate problems. In any case, do get MV_Effects.)