Place all the contents of these zipped files into 'freespace2/fsport-mediavps' (or 'freespace2/fsport-mediavps_2014' if using the 2014 add-on)
Nevermind I figured out the problem. The mainhalls won't work with the nightly builds only with 3.7.2RC5 because the nightly builds are 3.7.1 builds.Yes; despite the fact that the most recent Nightly builds are actually newer than 3.7.2 RC5, they technically have a lower version number; rather than going through the trouble to specify the exact revision number with which the feature became available in the version comment, it's a lot more convenient to just specify that they should be using at least 3.7.2 (especially when 3.7.2 Final should be just around the corner, and Nightly builds will start being 3.7.3).
Just to be sure, if I want the remastered music:
I SHOULDN"T download the "warble" pack, but rather just download the thing under 'optional downloads' and place that in 'fsport-mediavps'?
Small thing, but you should have included 182x80 mod.ini images for wxLauncher users. wxL is pretty bad at image scaling.. so including a 182x80 image makes it look just that much more presentable.
Code: [Select]Place all the contents of these zipped files into 'freespace2/fsport-mediavps' (or 'freespace2/fsport-mediavps_2014' if using the 2014 add-on)
Isn't this a bit counter-productive? Why change the folder name if the only thing that has changed in fsport-mediavps is one single table file?
I changed the mod.ini file in all of my FSport campaign mods to the following:
[multimod]
secondarylist = fsport-mediavps,fsport,MediaVPs_2014;
So if you revised the line to ;;FSO 3.7.1;; +Substitute Main Hall: Krios, it would work with the latest nightly.
Posted to Facebook and Reddit
If I want to use both the 2012 and 2014 VPs, then I'll need to create both 'freespace2/fsport-mediavps' 'freespace2/fsport-mediavps_2014' of those folders correct?Yes.
I also presume I would then put the 3.6.12 VPs link (under "Optional Downloads" in the OP) into the 'freespace2/fsport-mediavps' folder and the 2014 VPs add on in the 'freespace2/fsport-mediavps_2014' folder?Yes. You should also copy the 3.6.12 Port VPs into the 2014 folder, so that the 2014 folder contains the 3.6.12 Port VPs plus the add-on. (At least, that's how things are configured currently. Soon I'll change how the mod is set up so that no copying is necessary.
Finally, which of those two folders would I put the FS1 remastered music download (the third link under "Optional Downloads") into?Both. (Again, just for the time being.)
I had my FSO stuff installed from retail CD years ago. This was before the installer was completed months ago.No, it can only install FS2 for you if you have the GOG installer; it's intended for installing FSO+Mods on all existing FS2 installations.
I was also told the installer is only for use if you got FS2 through GOG.
So basically, even if I installed FS2 through a retail copy, I can still use the Installer for future stuff?Can and arguably should; it greatly simplifies things and (hopefully) standardizes how mods get installed, to reduce the frequency with which incorrectly-installed mods need troubleshooting.
You don't need to delete FSPort 3.4; in fact, the files that haven't changed, the installer should recognize as being the same, and only download the new stuff.
Why would anyone try this manually? The installer ques up the downloads and installs everything for you. We wanted the installer for many years so enjoy it
I was playing a FSPort campaign (Shrouding The Light to be specific) after using the Installer recently to download the latest FSPort 3.5 and it looked like one of the models (Seth fighter) is now in the 2012VP appearance whereas before I used the Installer it looked like the 2014 version.For most FSPort mods (Silent Threat: Reborn being a notable exception), the [multimod] section should look like this:
What should the mod.ini read like to make sure all models look like the 2014 mediaVPs?
secondarylist = fsport-mediavps_2014,fsport,mediavps_2014;
I was playing a FSPort campaign (Shrouding The Light to be specific) after using the Installer recently to download the latest FSPort 3.5 and it looked like one of the models (Seth fighter) is now in the 2012VP appearance whereas before I used the Installer it looked like the 2014 version.For most FSPort mods (Silent Threat: Reborn being a notable exception), the [multimod] section should look like this:
What should the mod.ini read like to make sure all models look like the 2014 mediaVPs?Code: [Select]secondarylist = fsport-mediavps_2014,fsport,mediavps_2014;
Thank you. While we're on this subject, what should ST:R's multimod section look like for the new version and FSPort new version?
[launcher]
modname = Silent Threat: Reborn v1.4 - MediaVPs 2014;
image255x112 = fsport-str.bmp;
infotext = As the Great War rages on, you've been commissioned by Galactic Terran Intelligence for special intelligence operations. Your objectives are to contain the Shivan onslaught and preserve the fragile Terran-Vasudan alliance. But a series of suspicious events cloud the GTI's spotless record. Is the GTI setting you up or are the Shivans spreading their evil rage?;
website = http://fsport.hard-light.net/website/str/;
forum = http://www.hard-light.net/forums/index.php?board=140.0;
[multimod]
primarylist = fsport-mediavps_2014;
secondarylist = fsport,mediavps_2014;
The installer does check what's present already, just not before you make your decision about which mods to install. When it goes to actually install the mod, it checks to see if any of the destination files are already there; if they are, it does a checksum comparison to see if they're the same as the ones it's being told to install. If they are, it should skip them. I've had this happen multiple times when a mod I had already installed got added to the installer; I'd re-run the installer, tell it to install the new mod, and after a few seconds it had confirmed that all of the checksums matched and "installation" was done.Why would anyone try this manually? The installer ques up the downloads and installs everything for you. We wanted the installer for many years so enjoy it
Because the installer fails to detect what is present already and I am not in the mood of redownloading everything.
>The Darkness and the LightThe problem is that the mission no longer has the "Taranis dead" event, which is needed for the mission to fail after the Taranis arrives. That event got removed a few months before FSPort 3.4 when Goober added some hacks that ensure that the Taranis actually does destroy the Ramses; he was probably unaware of that event's significance. I'll add it back in for the next release.
>Disable and disarm Ramses before the Taranis arrives
>Nothing happens, probably scripted that way
>Anywho
>Taranis jumps in
>Take out frustrations on Taranis, disable it so it can't get away
>Subsequently destroy Taranis
>Destroy cargo and lingering Shivans, then jump out
>Get lectured about how destroying the Taranis is a "serious blow" to the GTA and I'm grounded until further notice
>Click "Accept"
>Next mission: Capture the Taranis
Welp
That's odd. I just checked the files and the mission uses the correct ship class. Please post your fs2_open.log file. Instructions on how to do this can be found in this post.Works for me, too.
1)Does FSOI has all the released campaigns/full-games or only some?Only the ones mod authors have provided installation files for. There are plenty of mods out there that still aren't available through the installer, but at the same time, there are plenty that are.
2) is it difficult to add them with the checksums?
3) what tool do you use to generate the hashes? what integrity hash algorithm FSOI use? more than 1? I'd think it uses SHA-1 for all the campaign/full-games it supports.
I'm fairly sure the installer has an option to generate MD5 checksums for mod creators to add to their installer configuration files.
Nobody has a comment or constructive criticism to my suggestion, is it out of place or too far fetched? I think not.
In this thread there is only the retail one and in the linked thread there is only the remaster of the retail one. But where i can find the extended version with the Vasuda Prime evacuation sequence in it?
A suggestion: Instead of the VP SHA-1 I think it'd be better to make a SHA-1 hash of the .7z/.zip file, because it's smaller so faster to process.
I wish there was a tool to download all the .sha files and check all the files in a folder, I think 7-Zip or Total Commander can make batch checking, so I'd like to request to each file gets a filename.sha file with its SHA-1 hash value and all of the files of this release to be compressed in a .7z file, and this file would have a .sha file too, so you'd add 2 links to the release for convenience to check integrity without too much trouble:
1) release_sha-1.7z
2) release_sha-1.7z.sha
I would like all releases to do this for standard, simplicity and efficiency sakes of the integrity checking process. I'm checking several SHA-1 hash generators to see which ones can help automate the .sha file creation, and I'd make a thread about it unless people here don't agree, want to or already have such a tool or feel this process is not needed.
In this thread there is only the retail one and in the linked thread there is only the remaster of the retail one. But where i can find the extended version with the Vasuda Prime evacuation sequence in it?
IceyJones was the one who created this cutscene. It was replaced with MjnMixael's because his was truer to retail and higher quality, but IceyJones's cutscene is still available. You can find it here (http://www.freespacemods.net/download.php?view.110).
I can accept mentions of quality, though it's still decent, and at least better than retail, but the truer to retail thing is more annoying since it's not like it was invented out of nowhere (it's based on the command briefing animation)
I can accept mentions of quality, though it's still decent, and at least better than retail, but the truer to retail thing is more annoying since it's not like it was invented out of nowhere (it's based on the command briefing animation)
So you are saying, create a list of all files and their SHA-1 hashes, put those in a text file, and then create a SHA-1 hash of that generated text file? Because, if so, that's bloody brilliant, because then you can just hash the text file almost instantly, and only parse individual files if that check fails.
Goober, does your Installer utilize this trick?
In this thread there is only the retail one and in the linked thread there is only the remaster of the retail one. But where i can find the extended version with the Vasuda Prime evacuation sequence in it?
IceyJones was the one who created this cutscene. It was replaced with MjnMixael's because his was truer to retail and higher quality, but IceyJones's cutscene is still available. You can find it here (http://www.freespacemods.net/download.php?view.110).
Fair enough. it's just that I have seen WAY too many discussions when making new, higher quality assets that turn into an arguments over whether or not something is close enough to retail or if Volition would have done that if they made the game today. You know, the usual.I can accept mentions of quality, though it's still decent, and at least better than retail, but the truer to retail thing is more annoying since it's not like it was invented out of nowhere (it's based on the command briefing animation)
Perhaps I should say that it's closer to the canonical gameplay of the original. The FreeSpace Port is a port of the FS1 campaign, not a reimagining. Even the enhanced music and cutscenes are optional.
There is a difference between "supports X" and "installs X by default".
That is the stand alone version. But there was also a version that was appended to mjn's Ancients3 cutscene in one whole longer cutscene.Yeah, I mentioned that one (though was misremembering thinking it was ancients 4).
And i am unable to find this version of that cutscene in 720p, because i only have the 480 and 1080p on my external hard drive. :/.
Because the cutscenes are optional, anyway... why not to link also the extended cutscene as additional optional content :).
So you are saying, create a list of all files and their SHA-1 hashes, put those in a text file, and then create a SHA-1 hash of that generated text file? Because, if so, that's bloody brilliant, because then you can just hash the text file almost instantly, and only parse individual files if that check fails.
Goober, does your Installer utilize this trick?
*facepalm*
No, it is not brilliant; no, it is not a trick; and no, the installer does not do it that way.
You are using Media VPS 3.6.14 with rc5, right?/me winces
You might want to run the Installer again, just to be sure it can get any files missed the first time (it should have warned you if that was the case, but maybe you didn't see it?)This is definitely what you should do, though.
If you are still having trouble, Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
You are using Media VPS 3.6.14 with rc5, right?/me winces
I've been meaning to ask (a dumb question, I think): when you guys update FSPort, is it just the Core downloads that are updated, or all of the required and optional assets?:confused:
EDIT: New question - is it possible to use the VPs with the original FS1 media in 3.5?
hi and thanx for quick reply.You appear to be missing stu_fs1.vp, which contains the voice files.
u can read log here:
https://archrulez.org/soubory/fsport-fs2_open.log.txt
Yes, stu_fs1.vp has been removed from the FSPort distribution. We are working on a way to allow importing the voice data from an installation of FS1.
In the meantime, if you have FS1, you can use a VP extractor to copy the voice files to the FSPort's mod folder.
AFAIK someone brought up that FS1 is available for a reasonable price and we are kind of sort of undercutting their sales (on Steam and GOG) by basically offering FS1 for free. It would be like porting Half-Life 1 & expansions / Portal 1 to Half-Life 2 / Portal 2 for free as long as you owned HL2/P2.
Wouldn't it have been easier to only allow installation upon verification of an FS1 install by checking FS1 hashes or something?
EDIT2: Of course, I should also say, if a method is developed to import all forms of legal FS1 data (CD, GOG, Steam) that is reliable and painless for the end user, please forget I ever said anything about it, and kudos to whoever develops that!
QuoteWouldn't it have been easier to only allow installation upon verification of an FS1 install by checking FS1 hashes or something?
Irrelevant. It's the principle of the thing.
AFAIK someone brought up that FS1 is available for a reasonable price and we are kind of sort of undercutting their sales (on Steam and GOG) by basically offering FS1 for free. It would be like porting Half-Life 1 & expansions / Portal 1 to Half-Life 2 / Portal 2 for free as long as you owned HL2/P2.Yeah, can you imagine if people could play a remake of Half-Life 1 on a newer engine for free (http://en.wikipedia.org/wiki/Black_Mesa_%28video_game%29)?
Please tell me you aren't going to require FS1 to be installed on the system... because screw that. I'm not installing a game that doesn't run on modern systems just to be able to get some voice files.Fortunately, It looks like it won't really be necessary to install FS1 first. On the retail CDs at least, all the VPs are stored in-the-plain, not locked up in InstallShield CAB files that absolutely nothing except InstallShield can open. I'm not completely sure how it is with the GOG.com version, though.
I'm not completely sure how it is with the GOG.com version, though.Could maybe use InnoExtractor like for installing FS2 from the GOG installer on non-Windows systems?
I'm sure that's possible, but I was wondering whether the VP files could be read or extracted from the GOG.com installer without installing the whole game.I'm not completely sure how it is with the GOG.com version, though.Could maybe use InnoExtractor like for installing FS2 from the GOG installer on non-Windows systems?
AFAIK, it treats the installer like any other archive, so you can pick and choose specific files to extract.I'm sure that's possible, but I was wondering whether the VP files could be read or extracted from the GOG.com installer without installing the whole game.I'm not completely sure how it is with the GOG.com version, though.Could maybe use InnoExtractor like for installing FS2 from the GOG installer on non-Windows systems?
AFAIK, it treats the installer like any other archive, so you can pick and choose specific files to extract.
I'm sure that's possible, but I was wondering whether the VP files could be read or extracted from the GOG.com installer without installing the whole game.I'm not completely sure how it is with the GOG.com version, though.Could maybe use InnoExtractor like for installing FS2 from the GOG installer on non-Windows systems?
Oops; I wound up searching for InnoExtractor (http://www.havysoft.cl/innoextractor.html) instead. Although that raises another question: could we use InnoUnp (http://innounp.sourceforge.net/) instead? It seems to have support for extracting individual files.
QuoteApologies if this has been asked before, but does anyone know if there is a way to extract the contents of the GOG installer files?Innounp (http://innounp.sourceforge.net/)
I'm thinking maybe for such games as Duke 3D and Blood that I'd like to be able to get at the game content files (.grp files for Duke) so that I can use them with source ports (eDuke32 and the upcoming DarkXL which will play Blood). Rather than install them, get the required files, and then uninstall the games again.
...extract from GOG package. (And perhaps that third option will imply a full parallel installation of FS1.)Maybe you could extract to a temporary folder, copy/move whatever resources are needed, and then delete that folder.
Oops; I wound up searching for InnoExtractor (http://www.havysoft.cl/innoextractor.html) instead. Although that raises another question: could we use InnoUnp (http://innounp.sourceforge.net/) instead? It seems to have support for extracting individual files.
...extract from GOG package. (And perhaps that third option will imply a full parallel installation of FS1.)
Maybe you could extract to a temporary folder, copy/move whatever resources are needed, and then delete that folder.
Yes, stu_fs1.vp has been removed from the FSPort distribution. We are working on a way to allow importing the voice data from an installation of FS1.Which is fine in principle but is extremely not newbie-friendly. You're not the one handling the support requests on IRC asking where are the voices gone.
In the meantime, if you have FS1, you can use a VP extractor to copy the voice files to the FSPort's mod folder.
Which is fine in principle but is extremely not newbie-friendly. You're not the one handling the support requests on IRC asking where are the voices gone.
You should probably have delayed release until you had an automated extraction up and running, or left 3.4 in place of 3.5 on the installer at the very least.
In all honesty i did it manually and screwed up with FS Port and using the media vps. I'm trying to do it manually so i can learn something about modding, and where files need to be etc. Also in case the launcher becomes obsolete( if this awesome site ever closes).
I'm actually using the [installer] to fix whatever I screwed up. Somethings i did right since it said mod up to date.
Quick question can i simply back up the Fs port, Fs port mediavps , fsport media vps_2014, fs:str, and mediavps_2014 folders(from the Freespace 2 folder on my PC) onto my portable hard drive so i can easily just drag them back to the C:games/Freespce2/ folder if i decide to uninstall?
In all honesty i did it manually and screwed up with FS Port and using the media vps. I'm trying to do it manually so i can learn something about modding, and where files need to be etc. Also in case the launcher becomes obsolete( if this awesome site ever closes).
Ah, a tinkerer. :) I'm very pleased to hear this. Often the best way to figure out how something works is to take it apart and rebuild it.
Careful with the terminology though. The Installer and Launcher are two different things. The first downloads the mods; the second chooses the mods and configures the game.QuoteI'm actually using the [installer] to fix whatever I screwed up. Somethings i did right since it said mod up to date.
Yup, it has numerous safeguards for exactly this reason. It's not foolproof though, and it is possible to screw things up and prevent the mod from working. But we on HLP can help you out if you get into that situation.QuoteQuick question can i simply back up the Fs port, Fs port mediavps , fsport media vps_2014, fs:str, and mediavps_2014 folders(from the Freespace 2 folder on my PC) onto my portable hard drive so i can easily just drag them back to the C:games/Freespce2/ folder if i decide to uninstall?
Indeed you can. In fact you can do this with the entire FreeSpace2 folder if you want.
No english text,laungage, or cutscenes?
Well, I cant get them from the installer because i have the CD version of FS2.
Apologies for what's probably a simple question, but it's an issue I haven't dealt with in a while (I haven't played FS1 in a while).If you want to play with the MediaVPs, you choose FSPort MediaVPs. If you want to play with the original graphics, you choose just FSPort by itself.
I want to play the original FS1 (through FSPort with the latest graphics...MediaVPs2014). However, when I bring up mods in my launcher it looks like there are two tabs that I could choose: "FSPort MediaVPs_2014 v 3.5" and simply"FSPort 3.5". Which one would I choose?
However, when I tried simply "FSPort 3.5" I got better than original retail graphics, they looked like the 2012 VPs at least.
Thanks for your interest, and the kind words!
The MediaVPs 3.8 were released only a few days ago, and most mods, including FSPort, have not yet been adapted to work with it. There may be incompatibilities or conflicts with the new version, so we need to thoroughly test and check for any warnings, errors, or unexpected behavior. Most mods need to do this, and FSPort is one of the more complex mods.
TLDR: You will still need to use FSPort MediaVPs 3.7.2 and MediaVPs 3.7.2 for the time being. We will make a new post when we release an update.
We don't need none o' that newfangled social media stuff here.
We don't need none o' that newfangled social media stuff here.
+1 for that. ;)
In First Strike, once the disabled and disarmed Taranis's IFF changes to neutral, your wingmen cannot be ordered to defend it.Upon further investigation, this appears to be an engine bug, not a mission bug; the same thing happens with the GTD Repulse in ST:R.
They can, however, be ordered to destroy it. :nervous:
It could have something to do with Wing mentality when used on cap-ships.
3.6! :O
In Small Deadly Space, the Omega transport is a scannable target and jumps in as already scanned. This may be a holdover from FS1, but it makes little sense within the context of the mission.
EDIT: Radar icons (3.7.2) for the Eva and the Lucifer aren't showing up properly in Playing Judas, but they worked just fine in Evangelist and Doomsday.
If you disable Arjuna 1, but the explosion from the Shakti subsequently destroys it and you jump out, you'll be awarded the Distinguished Flying Cross... and be grounded for three months. :P
EDIT: Radar icons (3.7.2) for the Eva and the Lucifer aren't showing up properly in Playing Judas, but they worked just fine in Evangelist and Doomsday.
Because these two ships are being represented by unique variants for this mission, in order to preserve scanning behavior like in FS1*, they are not included in the MVPs radar icons table. Giving them radar icons used to be handled by the FS-Port MVPs which have not been updated yet.
* Technically the variants are no longer required as that kind of scanning behavior is now toggleable, but the makers of FS-Port have always been dedicated to a high degree of backwards comaptibility.
Got 3.6 yesterday already; with language packages for german etc.
Wanted to ask how to activate them; but today only the italian language package is available for 3.6.
I think language choice is/was a future feature that was deployed by accident?
In Running the Gauntlet, once Omega 1 jumps out, all of your wingmen will automatically be ordered to defend Omega 2. This can trip up your wingmen, who will probably be dogfighting with fighters from the Lucifer by that time; you need to manually issue a new order for them to engage the enemy, or they'll get themselves shot down.
I'd image the newly-styled GTD Orion won't be in the next FSPort MediaVps release due to a lot of its new styling elements being obviously focused on beam weapons points (green spots everywhere), which of course were not part of the original Freespace story. Or maybe there was a 2nd "green-spotless" version of the new Orion developed specifically for use with FSPort?
Or are we just to ignore those little details and move on with our lives? :P
Please actually wait for the FSPort MVPs release before jumping to any conclusions about it. :rolleyes:
There is an Orion_FS1 model included in the MVPs, which the Port will use. It's in the standard MVPs right now if you want to look at it.
No, the language packs are officially released. (In fact, they were released for 3.5 but never put on Knossos.) I tried to edit the mod metadata and it looks like I accidentally made the language packs unavailable. I'll push a 3.6.1 release and hopefully that will fix it.