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Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Galemp on August 18, 2010, 08:47:09 pm

Title: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 18, 2010, 08:47:09 pm
It starts here!
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Mongoose on August 18, 2010, 09:23:27 pm
Let's just chalk this up as the Summer of FreeSpace.  This is awesome. :D

(Unfortunately, at the rate the download of this uber-huge file is going, it might not be until fall before I get to play with it. :p)

So does this download include all of the different versions of mjn.mixael's hi-res cutscenes, or just the 1080p ones?  I already have the 720p set downloaded, since my machine sort of chokes on the full-sized ones.  Maybe it's just the 4+ hours left on my download talking, but I can't help but wonder if it would have been wiser to split things up a bit, so people don't wind up downloading components they may not need.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 18, 2010, 09:29:22 pm
IIRC this includes the 720p cutscenes, as they're the ones most people can use with a balance between quality and performance. And you're almost certain to want to download the whole package, because every VP has been updated. Even the cutscenes package is tweaked. :)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Commander Zane on August 18, 2010, 09:45:50 pm
Ooh, 1.2GB. Definately have to wait for my day off before I snag this.

Also, WOOT RAVE SHIVANS!
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Solatar on August 18, 2010, 09:57:25 pm
*****in'.  I just started a playthrough of FS1 2 hours ago.  Glad you released this before I got too much further.  :yes:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: starwolf1991 on August 18, 2010, 10:11:42 pm
Gah, only a complete package download? Damn, I'll be waiting for ages to grab this.

Any chance we'll be able to grab the different components of this release seperately? Also, will there be a 3.6.12 update released for Silent Threat: Reborn?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Androgeos Exeunt on August 18, 2010, 10:38:12 pm
I've spammed the HLP Facebook wall. I'll take a look at it over the weekend myself, if I have the time. :)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Cobra on August 18, 2010, 10:55:59 pm
Also, will there be a 3.6.12 update released for Silent Threat: Reborn?

Yep, we're just waiting on a few things. :)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Droid803 on August 18, 2010, 11:12:12 pm
There's something horribly wrong with the HTL Anubis shine maps.
It's like, bright orange.

EDIT: did you use GIMP? Apparently its DXT5 exporter's broken at the moment, and it makes SHIIINY ships.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Snail on August 18, 2010, 11:53:05 pm
Sweet. Can't wait to um, how shall we say...... Relive my childhood. :nervous:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 19, 2010, 12:11:45 am
There's something horribly wrong with the HTL Anubis shine maps.
It's like, bright orange.

It's definitely orange in PCS2 but it looks fine in-game (if a little glossy.) I used nvdxt to make the shine maps, with the same configuration I've always used. Of course I've never been very good at them.
A FSPort MediaVPs patch will pop up once VA has finished the Hades. If anyone wants to redo the Anubis shine maps using the new textures, be my guest.

Any chance we'll be able to grab the different components of this release seperately?

I tried that with the last release and it kind of made a mess of the release thread and the installation instructions. I figured 90% of players would want the whole shebang in one pack and let it download overnight instead of starting nine individual downloads.

Once someone mirrors it, they can split it into a three or four part 7z archive. Or someone can start seeding it on a torrent site. But by default it's much easier to follow the instructions this way.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Goober5000 on August 19, 2010, 12:23:03 am
Or use the FSO Installer, once it's updated.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: SC4RY_Z0MB13 on August 19, 2010, 01:55:25 am
Much improved. Destroying the cargo containers in the Training mission has never looked better. The skybox in The Field of Battle could use a little work. It was rather jarring jumping from new nebulas and starboxes to the asteroid and planet.

Excelsior!

Darn Alpha 4 and his team-killing! Moving up to Hard has stopped me dead.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: T-Man on August 19, 2010, 03:19:46 am
*having read release thread* *droooooooollllll*

I'm going to have to wait a bit before i download (other family members chewed up bandwidth this month :sigh:) but just what i see in the screenies (and what i've seen in previous threads) tells me how good this is. Hats off to all you guys for all of it; epic win simply could never cover it! :yes:

Would like to give extra pats on the back to Galemp for the technical spec anims and mjn.mixael for the cutscene upgrades; it's the little touches like those that make the Port so special and i apprechiate the time they must have taken. Those beam punch through effects from Cobra look impressive too.

Looking forward to giving it a whirl!
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Snail on August 19, 2010, 03:26:23 am
Christ this file is enormous... :eek2:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: ssmit132 on August 19, 2010, 04:21:54 am
Well I know what I'll be downloading at uni tomorrow :p
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Macfie on August 19, 2010, 04:58:20 am
Did the new release fix the problems with the faustus medical cruiser, the elysium medical cruiser and the medical cargo container?

Never mind I see they are fixed.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: CommanderDJ on August 19, 2010, 05:38:24 am
This is brilliant. Just a few questions:

How are the backgrounds for the missions picked? Because in the original, the nebulae in the first two proper missions are dark blue/green. For me, that was a key part of the atmosphere, and it made searching for the Vasudan fighters in the asteroid field so much more epic. In this one... they're all bright orange. Quite a contrast is all I'm saying.

Also, the weird asteroid-and-planet in The Field of Battle was fairly low-res for me... again, detracted from the atmosphere. Is that a fault on my end?

But seriously, apart from those two small issues, it's awesome.

CommanderDJ
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Snail on August 19, 2010, 05:45:58 am
This is brilliant. Just a few questions:

How are the backgrounds for the missions picked? Because in the original, the nebulae in the first two proper missions are dark blue/green. For me, that was a key part of the atmosphere, and it made searching for the Vasudan fighters in the asteroid field so much more epic. In this one... they're all bright orange. Quite a contrast is all I'm saying.

Also, the weird asteroid-and-planet in The Field of Battle was fairly low-res for me... again, detracted from the atmosphere. Is that a fault on my end?

But seriously, apart from those two small issues, it's awesome.

CommanderDJ
I agree with both of these concerns, however there are reasons for them. Both of the first missions took place in Betelgeuse which has a red colour, so the team saw it fit to color the nebulae accordingly. I think.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Macfie on August 19, 2010, 05:58:13 am
When "use models for weapons selection" is enabled the primary weapons still use the old selection outlines rather than the models.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Snail on August 19, 2010, 06:13:48 am
When "use models for weapons selection" is enabled the primary weapons still use the old selection outlines rather than the models.
That would be because there are no models for the primary weapons.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Venox on August 19, 2010, 07:00:29 am
I just wanted to drop in while I'm downloading the complete package and say, you guys are awesome. That is all. :)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: CommanderDJ on August 19, 2010, 07:25:02 am
This is brilliant. Just a few questions:

How are the backgrounds for the missions picked? Because in the original, the nebulae in the first two proper missions are dark blue/green. For me, that was a key part of the atmosphere, and it made searching for the Vasudan fighters in the asteroid field so much more epic. In this one... they're all bright orange. Quite a contrast is all I'm saying.

Also, the weird asteroid-and-planet in The Field of Battle was fairly low-res for me... again, detracted from the atmosphere. Is that a fault on my end?

But seriously, apart from those two small issues, it's awesome.

CommanderDJ
I agree with both of these concerns, however there are reasons for them. Both of the first missions took place in Betelgeuse which has a red colour, so the team saw it fit to color the nebulae accordingly. I think.

I see. If that is the case, I will grin and bear it. They say that gameplay comes first and foremost, but to that I reply that the SCP's attitude to detail, and where possible, real-life accuracy, is something that should not be stifled.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 19, 2010, 08:48:03 am
We could use some dedicated skyboxes, especially for the asteroid field missions. Right now everything you see is using the traditional piecemeal background bitmap system.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Commander Zane on August 19, 2010, 11:13:16 am
On the highlight post by Galemp, I do hope the Hades is finished soon for ST:R.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Kolgena on August 19, 2010, 12:29:57 pm
I can't remember if this was a problem with FSPort or some campaign that used it as a mod, but:

Do certain orions still look like vanilla models in this new version? I think there was a deliberate move to preserve compatibility that forced usage of vanilla models for certain missions.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Edi on August 19, 2010, 12:34:49 pm
Okay, I know what I shall be doing on the weekend once I can move back home when the new toilet is installed.

However, is my current FS Port game in progress compatible? It was started with the 3.6.12 Inferno RC3 build using the 3.6.10 MediaVPS fsport. I've since updated to 3.6.12 final for the executable. Do I again have to restart?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 19, 2010, 12:41:33 pm
I think you should be ok to just continue where you are.

As for the Vanilla Orion models.. I know they are still in the VPs, but Galemp or Goober will have to answer that one.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Androgeos Exeunt on August 19, 2010, 12:42:25 pm
Well I know what I'll be downloading at uni tomorrow :p

:lol:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Raiden on August 19, 2010, 01:18:48 pm
Kolgena's right, I just Ctrl-Shift-S'd the techroom and some of the 'named' Orions are vanilla. Not all, just some.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Det. Bullock on August 19, 2010, 01:35:13 pm
I can't get the wireframe targetbox to work, even modifying the Hud_gauges.tbl in the fsport_mediavps file I always get the normal 3d models in the target box.
Is there something else to do about it?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: MetalDestroyer on August 19, 2010, 02:42:13 pm
Could you fix the eyepoint on some fighters ? For example, the eyepoint in the GTF Apollo is out of place and is very difficult to play in cockpit view.
Here what I got:

(http://tof.canardpc.com/preview2/54b0c622-527b-44f4-bf82-d10adfd4e159.jpg) (http://tof.canardpc.com/view/54b0c622-527b-44f4-bf82-d10adfd4e159.jpg)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Scani on August 19, 2010, 02:54:46 pm
New interface and briefing icons look very good, however, low-res backgrounds of asteroid fields kills the mood for me. :nervous:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: MetalDestroyer on August 19, 2010, 03:34:11 pm
Well, i made some fix on the eyepoint. If you guys want cockpit view, just grab the zip file (http://rapidshare.com/files/413944029/fsport_mediavps_eyepoint_fix___cockpitview.zip).
If someone can upload somewhere else I would be glad, since I use a free account of rapidshare. So I don't know how long the file will be available.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Macfie on August 19, 2010, 04:51:38 pm
That would be because there are no models for the primary weapons.
Weren't there ones in the old FSport_MediaVPs?
Also why no Vasuda Cutscenein the new FSPort_MediaVPs?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 19, 2010, 05:23:36 pm
Also why no Vasuda Cutscenein the new FSPort_MediaVPs?

It's there, I promise!
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: MetalDestroyer on August 19, 2010, 06:10:14 pm
I'm wondering if I can override some of the vp file with my french version ideally voices and text without breaking the campaign ?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 19, 2010, 06:12:30 pm
I'm wondering if I can override some of the vp file with my french version ideally voices and text without breaking the campaign ?

That should work as long as your files use the same filenames. Place them in the appropriate folders in fsport/data to overwrite the VP files.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: MetalDestroyer on August 19, 2010, 06:19:35 pm
I'm wondering if I can override some of the vp file with my french version ideally voices and text without breaking the campaign ?

That should work as long as your files use the same filenames. Place them in the appropriate folders in fsport/data to overwrite the VP files.

How about the mission itself ? If I want to use the french subtitle, should the mission be edited ? Or I can past directly the vanilla one ?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 19, 2010, 06:42:42 pm
Hmm, Probably not. I'm pretty sure that many of the missions have received tweaks and fixes. So if you override them with your mission files, they will be different. Also, I'm assuming your missions are going to be NAME.fs1 whereas FSO needs a .fs2 file.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Macfie on August 19, 2010, 07:37:22 pm
Also why no Vasuda Cutscenein the new FSPort_MediaVPs?

It's there, I promise!

Only part of it is there.  It only has the first few seconds in the ancients 4 movie.  It appears the rest of it was cut off some how.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 19, 2010, 07:39:51 pm
Wha? I'm looking into it now.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 19, 2010, 08:43:16 pm
I can confirm that all of the Vasuda custscene IS in the mediaVPs. I would recommend that you head over to the support forum to see what's up.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: ssmit132 on August 19, 2010, 08:58:38 pm
Well I know what I'll be downloading at uni tomorrow :p

:lol:
Unfortunately it's not going as well as I hoped - I've had to restart it a few times already. Oh well, at least I'm not wasting my home bandwith (yet).
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Darklord42 on August 20, 2010, 01:14:48 am
About the cut-scenes specifically Ancient 4 and Icy Jones's

Spoiler:
First of all great idea putting them together like that.  But, does any one else feel that they should be swapped? I mean Icy Jone's plays first and then Ancient 4?  The asteroids in ancient 4 were suppose to be a double meaning between the fall of the Ancient's Homeworld and Vasuda Prime, at least that is always how I understood it.  So wouldn't it make sense for Vasuda Prime to be destroyed first?  Also Ancient 4 was suppose to mean loss so there is that added effect of repose after the battle that we would be missing out on. At least that's what I would think about it as.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Macfie on August 20, 2010, 04:39:25 am
I can confirm that all of the Vasuda custscene IS in the mediaVPs. I would recommend that you head over to the support forum to see what's up.

The version in the FSPort is not all there.  I redownloaded it and had the same problem.  I downloaded the ancients 4 from the cutscene thread and it is a larger size than the one in the VP file and works correctly.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Snail on August 20, 2010, 06:36:09 am
Wait what? I just played Field of Battle but the Vasudan Ace didn't jump in. :wtf:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Edi on August 20, 2010, 06:43:03 am
Wait what? I just played Field of Battle but the Vasudan Ace didn't jump in. :wtf:
That happens if you kill too many fighters in the previous missions. If your kill count from the previous mission is more than 5, the ace does not seem to appear.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Snail on August 20, 2010, 06:56:12 am
Wait what? I just played Field of Battle but the Vasudan Ace didn't jump in. :wtf:
That happens if you kill too many fighters in the previous missions. If your kill count from the previous mission is more than 5, the ace does not seem to appear.
Whaaaat?! :(
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: CommanderDJ on August 20, 2010, 07:13:33 am
Um, is the FS1 intro cutscene meant to play when we run FSPort? I just get the FS2 intro. FS2 intro also runs instead of FS1 intro from the tech room. Sadface!
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Snail on August 20, 2010, 07:21:26 am
Um, is the FS1 intro cutscene meant to play when we run FSPort? I just get the FS2 intro. FS2 intro also runs instead of FS1 intro from the tech room. Sadface!
Your commandline may be messed up or you may not have the fsport_mediavps.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Det. Bullock on August 20, 2010, 07:54:48 am
Is there anything to do to activate the wireframe rendering in the targeting computer?
I hate those default low res unpostprocessed models.

PS: in FS2 the wireframe mode works just fine, it's in FSport that it refuses to work.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Edi on August 20, 2010, 08:04:16 am
Wait what? I just played Field of Battle but the Vasudan Ace didn't jump in. :wtf:
That happens if you kill too many fighters in the previous missions. If your kill count from the previous mission is more than 5, the ace does not seem to appear.
Whaaaat?! :(
Indeed. I ran into this same behavior way back in 3.6.9 and apparently it's still present. Tested it a few times.

- Killed 7 enemies in the previous mission, ace did not appear.
- Killed 6 enemies in the previous mission, ace did not appear.
- Killed 5 enemies in the previous mission, ace appeared.

They may be something in the code about that, but you would need to ask the people involved in that side about it. I'm just reporting what I've observed.

There's a very easy way to avoid this: Crank the difficulty up to Insane (or just merely Hard) and try getting more than 5 kills in the first mission. You'll be grinding that mission for a loooooooooooooong time.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 20, 2010, 08:19:43 am
I can confirm that all of the Vasuda custscene IS in the mediaVPs. I would recommend that you head over to the support forum to see what's up.

The version in the FSPort is not all there.  I redownloaded it and had the same problem.  I downloaded the ancients 4 from the cutscene thread and it is a larger size than the one in the VP file and works correctly.

I downloaded the file and checked it. It is there. I don't know what the problem is on your end, but trust me, it's there.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Goober5000 on August 20, 2010, 09:17:19 am
- Killed 7 enemies in the previous mission, ace did not appear.
- Killed 6 enemies in the previous mission, ace did not appear.
- Killed 5 enemies in the previous mission, ace appeared.

They may be something in the code about that, but you would need to ask the people involved in that side about it. I'm just reporting what I've observed.
Then your observations are incorrect. :p  Look at the mission file.  The Ace arrival trigger is a function of the difficulty level and the hull integrities of you and the Orff, not of how many enemies you kill.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Det. Bullock on August 20, 2010, 09:19:56 am
Problem solved, I can be such a noob sometimes...
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: CommanderDJ on August 20, 2010, 09:44:59 am
Um, is the FS1 intro cutscene meant to play when we run FSPort? I just get the FS2 intro. FS2 intro also runs instead of FS1 intro from the tech room. Sadface!
Your commandline may be messed up or you may not have the fsport_mediavps.

Hmmm. My primary mod is fsport, and secondary mods are fsport_mediavps, mediavps_3612, in that order. I don't seem to be missing anything, I downloaded the whole package. Anything else that could have gone wrong?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 20, 2010, 10:53:11 am
About the cut-scenes specifically Ancient 4 and Icy Jones's

The Ancients 4 cutscene was followed by the Vasuda Prime command briefing stage, and the cbani that inspired this movie. We follow the same sequence.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Darklord42 on August 20, 2010, 11:35:32 am
The Ancients 4 cutscene was followed by the Vasuda Prime command briefing stage, and the cbani that inspired this movie. We follow the same sequence.

The command briefing was relaying to the pilots/player events that took place in between missions.  Even if you swapped which movie played first, both would be still taking place in between missions.  So I don't exactly understand your point of continuity.  Continuity wise, I can only imagine there would be more to gain by swapping them.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Kelovar on August 20, 2010, 01:05:04 pm
New interface and briefing icons look very good, however, low-res backgrounds of asteroid fields kills the mood for me. :nervous:
I played with this version for a bit, and the asteroid field shocked me, for lack of better word.  I don't know if I did something wrong or if I was supposed to configure something, but the background for asteroid mission I played is in VERY low resolution compared to pretty much anything else.

I had played the previous version just before this one was released and was about to start STR.  Knowing that the new version of STR is coming soon, I decided to replay the port to see the improvements in the meanwhile.  I played about 5 missions and I love it ^^ (except that asteroid field ^^" ).  New textures are quite impressive.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Mongoose on August 20, 2010, 01:57:47 pm
The Ancients 4 cutscene was followed by the Vasuda Prime command briefing stage, and the cbani that inspired this movie. We follow the same sequence.

The command briefing was relaying to the pilots/player events that took place in between missions.  Even if you swapped which movie played first, both would be still taking place in between missions.  So I don't exactly understand your point of continuity.  Continuity wise, I can only imagine there would be more to gain by swapping them.
His point is that the current cutscene order follows the order in which the player saw the events in question unfold.  In the retail game, the Ancients 4 cutscene played after "Doomsday," and the following command briefing for "Exodus" contained the Vasuda Prime destruction cbani that IceyJones used as inspiration for his cutscene.  The order the cutscene was assembled in simply maintains that retail order of events.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Edi on August 20, 2010, 03:25:13 pm
- Killed 7 enemies in the previous mission, ace did not appear.
- Killed 6 enemies in the previous mission, ace did not appear.
- Killed 5 enemies in the previous mission, ace appeared.

They may be something in the code about that, but you would need to ask the people involved in that side about it. I'm just reporting what I've observed.
Then your observations are incorrect. :p  Look at the mission file.  The Ace arrival trigger is a function of the difficulty level and the hull integrities of you and the Orff, not of how many enemies you kill.
Well, like I said, I reported what I observed, but at least I knew enough to refer him to someone who knows what it looks like in the code/mission files.  :D

So, if you manage to keep your own hull sufficiently intact and the Orff doesn't get too damaged, the ace shows up? What kind of thresholds are we talking about on hard and insane difficulties?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Satellight on August 20, 2010, 03:31:12 pm
I can confirm that all of the Vasuda custscene IS in the mediaVPs. I would recommend that you head over to the support forum to see what's up.

The version in the FSPort is not all there.  I redownloaded it and had the same problem.  I downloaded the ancients 4 from the cutscene thread and it is a larger size than the one in the VP file and works correctly.

Maybe it will be useful to try downloading with jDownloader, the default IE's downloader  (or Google Chrome, my current browser) is not very good at all. Don't have any problem since I use jDownloader.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Macfie on August 20, 2010, 03:54:24 pm
I can confirm that all of the Vasuda custscene IS in the mediaVPs. I would recommend that you head over to the support forum to see what's up.

The version in the FSPort is not all there.  I redownloaded it and had the same problem.  I downloaded the ancients 4 from the cutscene thread and it is a larger size than the one in the VP file and works correctly.

I downloaded the file and checked it. It is there. I don't know what the problem is on your end, but trust me, it's there.
You are right.  It has something to do with the media player and the version in the VP file.  It works in the tech room but not in the media player. 
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: HRose on August 20, 2010, 06:23:51 pm
Is there an option to reduce the fire trail effect I see right at the beginning on the Anubis? I don't know if it's an engine trail or just the effect when they are hit, but I can't see the target because of all the fire trail coming out of it...
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: CommanderDJ on August 20, 2010, 07:10:04 pm
Is there an option to reduce the fire trail effect I see right at the beginning on the Anubis? I don't know if it's an engine trail or just the effect when they are hit, but I can't see the target because of all the fire trail coming out of it...

I have been experiencing this too. It looks more like the effect when they're hit. But yeah, total overload, haha.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Commander Zane on August 20, 2010, 09:24:56 pm
- Killed 7 enemies in the previous mission, ace did not appear.
- Killed 6 enemies in the previous mission, ace did not appear.
- Killed 5 enemies in the previous mission, ace appeared.

They may be something in the code about that, but you would need to ask the people involved in that side about it. I'm just reporting what I've observed.
Then your observations are incorrect. :p  Look at the mission file.  The Ace arrival trigger is a function of the difficulty level and the hull integrities of you and the Orff, not of how many enemies you kill.
I was about to say...I usually kill every single fighter on the first mission and still kill the Ace in the next mission... :nervous:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Infamus on August 20, 2010, 10:19:05 pm
I like the HTL Apollo I got off better than the one that FSPort comes with, sure its red but it's nice and shiny.

Oh and on FSPort 3.1, on the mission where you have to escort the Plato, why do the fishhead bombers have a Prometheus turret?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Woolie Wool on August 20, 2010, 10:54:39 pm
The Apollo on FSMods has bad geometry issues; use the textures if you want, but don't use the model. As for the Osiris bombers, they were that way in the original FS1 mission.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 21, 2010, 10:18:51 am
Is there an option to reduce the fire trail effect I see right at the beginning on the Anubis? I don't know if it's an engine trail or just the effect when they are hit, but I can't see the target because of all the fire trail coming out of it...

I have been experiencing this too. It looks more like the effect when they're hit. But yeah, total overload, haha.

That's because they jump in already damaged, so the game puts some particle spew on them. It's always been there.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Commander Zane on August 21, 2010, 11:29:01 am
Looking at MetalDestroyer's videos it looks like the Athena canopy is back, this is good.
I expected the missile thrusters would match their trail effect, this doesn't seem to be the case. Still waiting until tomorrow to get the files myself though to find out.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: buckeyes1969 on August 21, 2010, 02:21:20 pm
will somebody answer this question?  I know that "the great war" in freespace 1 is the campaign to start with, if you want to go in "chronological order.  I have started the "great war" loading the mod "fsport" which I know is Freespace 1 campaign with all of the graphical upgrades.  I used the launcher and loaded the 'fsport' mod (great war) and played the first mission and the graphics did not impress.  But when I load "silent threat reborn" mod and go to the campaign room, it shows "the great war" campaign, and 2 other campaigns (templar and something i forget), and Silent threat.  When I start the "great war" while I am in the silent threat reborn mod,the missions are same, but the graphics are SO MUCH BETTER!  I looked in all "mod.ini)'s and fsport has no secondary mod installed, but silent threat reborn's "mod.ini" has both 'fsport" and "mediavp_3612" as secondary mods that load.  So the question is, "Is playing the campaign "the great war" within the "silent threat reborn (STR) mod" the BEST way and utilizes the best graphical updates?  or should I go into the "fsport's" "mod.ini" and add secondary mods into the mod.ini?  Answers would be GREATLY appreciated.  Thanks also to all the geniuses who makes these mods and through their hardwork give me many hours of pleasure!
   
I originally put this in the wrong thread and was told that:
     
"If you want to play FSPort with the graphical enhancements, you need to select the FSPort_mediavps as the active mod."

Yes i did select "fsport_mediavps" and yes it goes right to the correct mission, but it is MINUS the training missions.  I am a noob and want to do the training, so is it OK to start the "great war" in the "silent threat reborn" mod, so i can do the training missions then the campaign.  My worries are that if this is NOT RECOMMENDED and I spend alot of time into the campaign and some technical glitch happens and I have to start the "great war" campaign all over again:(  Or does it even matter which way I start the "great war" campaign?  Answer would be greatly appreciated!  I could do the training missions in STR and when i am done with training, quite the STR mod and then use the launcher to load the "fsport_mediavps" and start the campaign that way, but that is kinda a pain in the arse:)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 21, 2010, 04:59:00 pm
If you have FSPort 3.2 properly installed, you should just be able to go into the campaign room and click Restart Campaign. That will put you back in the training missions.

And there's nothing wrong with playing FSPort in ST:R mode, but the wingmen personas won't match up.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Saturn on August 22, 2010, 12:10:45 am
Hi. I decided to try Awakenings again with new port and in the second mission it tells me it can't find 3 classes of ships. It loaded and when the GTD Orion(?) jumps in around the middle of the mission it shows as a Myrmidon fighter. It gets blown up very quick like a fighter being driven like a capital ship.
I am not sure it this belongs in this thread, so if it doesn't my apologies.

Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: WhiteFox on August 22, 2010, 05:30:08 am
Hey Guys, - did i something wrong?
Im missing the "Piercing" - Effects from the Laserbeams :/
I installed FS2 new, downloaded all via the FSOpen-Installer.
I only have the MVPs 3.6.12 - no older Versions, playing with and without Inferno-Build.
The better Explosions and other specialeffects are beautiful - only this one doesnt work ? ^^'
Can anyone help me ?

P.S.: Theres a Cockpit-Sight?  How ? o_O
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 22, 2010, 01:14:48 pm
Hi. I decided to try Awakenings again with new port and in the second mission it tells me it can't find 3 classes of ships. It loaded and when the GTD Orion(?) jumps in around the middle of the mission it shows as a Myrmidon fighter. It gets blown up very quick like a fighter being driven like a capital ship.
I am not sure it this belongs in this thread, so if it doesn't my apologies.

If it's a Myrmidon then it's not using the FSPort mod correctly. Can you see the Apollo etc. in the tech room, or is it all FS2 ships?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Saturn on August 23, 2010, 01:31:06 am
Hi. I decided to try Awakenings again with new port and in the second mission it tells me it can't find 3 classes of ships. It loaded and when the GTD Orion(?) jumps in around the middle of the mission it shows as a Myrmidon fighter. It gets blown up very quick like a fighter being driven like a capital ship.
I am not sure it this belongs in this thread, so if it doesn't my apologies.

If it's a Myrmidon then it's not using the FSPort mod correctly. Can you see the Apollo etc. in the tech room, or is it all FS2 ships?

I went through the FS root directory and found the following files in there and in their mod folders but they are different sizes.  Are they supposed to be there? I had downloaded them from the thread and had unpacked them to the games\Freespace2 folder assuming they would create the correct structure.
fsport-awakenings.vp
fsport-awakenings-voice.vp
fsport-cardinalspear.vp
fsport-cardinalspear-voice.vp
fsport-destinyofpeace.vp
fsport-destinyofpeace-voice.vp
mandalaprime.vp

I reran the mission in the simulator and the Orion class ships showed up just fine. The Apollo was there and the mission ran fine. I did not see any FS2 only ships in the simulator. I could not get the problem to repeat. I probably made the mistake of calling the Ulysses a Myrmidon since it was only there for a second before it was blown up.  


Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: The E on August 23, 2010, 05:23:10 am
I went through the FS root directory and found the following files in there and in their mod folders but they are different sizes.  Are they supposed to be there? I had downloaded them from the thread and had unpacked them to the games\Freespace2 folder assuming they would create the correct structure.
fsport-awakenings.vp
fsport-awakenings-voice.vp
fsport-cardinalspear.vp
fsport-cardinalspear-voice.vp
fsport-destinyofpeace.vp
fsport-destinyofpeace-voice.vp
mandalaprime.vp

No. These vps need to be in their own mod folders, with own mod.inis. That is, you need to move all the "awakenings" stuff to a mod folder named awakenings, all the cardinalspear stuff to a cardinalspear folder, and so on. Then you need to create mod.inis for these mods, which should look like this:

Code: [Select]
[multimod]
secondarylist = fsport_mediavps,fsport,mediavps_3612;
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Woolie Wool on August 23, 2010, 09:26:29 am
Hi. I decided to try Awakenings again with new port and in the second mission it tells me it can't find 3 classes of ships. It loaded and when the GTD Orion(?) jumps in around the middle of the mission it shows as a Myrmidon fighter. It gets blown up very quick like a fighter being driven like a capital ship.
I am not sure it this belongs in this thread, so if it doesn't my apologies.

If it's a Myrmidon then it's not using the FSPort mod correctly. Can you see the Apollo etc. in the tech room, or is it all FS2 ships?

I went through the FS root directory and found the following files in there and in their mod folders but they are different sizes.  Are they supposed to be there? I had downloaded them from the thread and had unpacked them to the games\Freespace2 folder assuming they would create the correct structure.
fsport-awakenings.vp
fsport-awakenings-voice.vp
fsport-cardinalspear.vp
fsport-cardinalspear-voice.vp
fsport-destinyofpeace.vp
fsport-destinyofpeace-voice.vp
mandalaprime.vp

I reran the mission in the simulator and the Orion class ships showed up just fine. The Apollo was there and the mission ran fine. I did not see any FS2 only ships in the simulator. I could not get the problem to repeat. I probably made the mistake of calling the Ulysses a Myrmidon since it was only there for a second before it was blown up.  




People still do this?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: WhiteFox on August 23, 2010, 02:40:11 pm
Err... Can some people help me ? Im still missing the Piercing-Effects.  Has they been removed ?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: The E on August 23, 2010, 02:43:15 pm
Due to a lack of beams, there is no beam piercing in the FSPort (except, of course, for the Lucifer's beams).

Also, when reporting a problem, always remember to post a log. Instructions on how to do this can be found in the FAQ, which is stickied in the support board.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: WhiteFox on August 23, 2010, 03:07:48 pm
Okay. Im missing only the Beam-Piercings from the Lucifer in Mission "Communication Failure"  (or else)  -  Do you mean the FAQ on FSO/FS2 ?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: The E on August 23, 2010, 03:08:49 pm
Yes, that is the FAQ I mean.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 23, 2010, 03:19:02 pm
I'm pretty sure that this release does not contain piercing effects for the Lucifer beam weapon.

Galemp can correct me if I'm wrong.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 23, 2010, 03:50:30 pm
Yes, due to an administrative oversight the beam piercing table entry didn't make it into the FSPort MediaVP on time. It'll be in the ST:R rerelease package.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: WhiteFox on August 23, 2010, 03:53:48 pm
Thank you All =)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Trivial Psychic on August 23, 2010, 06:57:18 pm
Okay. Im missing only the Beam-Piercings from the Lucifer in Mission "Communication Failure"
*Imagines Lucifer with studs through the arm struts, a hog ring through the top of the nose, and hoops through the dorsal plating*
Now THAT's some piercing effects.  :drevil:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Mongoose on August 23, 2010, 07:20:31 pm
:lol:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: webbasan on August 24, 2010, 02:32:32 pm
Hi,

I tried to play the current FSPort campaign, but the game crashes while trying to display the video after the "Avenging Angels" mission. I can hear for about 10 seconds the sound and the beginning of the narration, but instead the video the screen is either filled with colorful squares or just light grey with some filickering squares in the bottom left corner.

I'm running the game on OS X 10.6 (Snow Leopard). After the crash, the OS X crash report opens. It seems that the Theora decoder is crashing:

Code: [Select]
Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000081c18790
Crashed Thread:  0  Dispatch queue: com.apple.main-thread

Thread 0 Crashed:  Dispatch queue: com.apple.main-thread
0   org.xiph.theorak              0x01c0c936 ReconRefFrames + 339
1   org.xiph.theorak              0x01c0e613 LoadAndDecode + 4119
2   org.xiph.theorak              0x01c1a382 theora_decode_packetin + 100
3   FS2_Open-Inferno              0x004483b7 std::vector<ConditionedHook, SCP_vm_allocator<ConditionedHook> >::_M_insert_aux(__gnu_cxx::__normal_iterator<ConditionedHook*, std::vector<ConditionedHook, SCP_vm_allocator<ConditionedHook> > >, ConditionedHook const&) + 57543
4   FS2_Open-Inferno              0x000f3b5d std::vector<cf_file*, SCP_vm_allocator<cf_file*> >::_M_insert_aux(__gnu_cxx::__normal_iterator<cf_file**, std::vector<cf_file*, SCP_vm_allocator<cf_file*> > >, cf_file* const&) + 130461
5   FS2_Open-Inferno              0x001fc4d3 std::vector<message_extra, SCP_vm_allocator<message_extra> >::_M_insert_aux(__gnu_cxx::__normal_iterator<message_extra*, std::vector<message_extra, SCP_vm_allocator<message_extra> > >, message_extra const&) + 64035
6   FS2_Open-Inferno              0x00041bf1 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 108529
7   FS2_Open-Inferno              0x00104644 std::vector<color, SCP_vm_allocator<color> >::_M_insert_aux(__gnu_cxx::__normal_iterator<color*, std::vector<color, SCP_vm_allocator<color> > >, color const&) + 19300
8   FS2_Open-Inferno              0x0003c6d4 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 86740
9   FS2_Open-Inferno              0x001046f5 std::vector<color, SCP_vm_allocator<color> >::_M_insert_aux(__gnu_cxx::__normal_iterator<color*, std::vector<color, SCP_vm_allocator<color> > >, color const&) + 19477
10  FS2_Open-Inferno              0x00040f6a ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 105322
11  FS2_Open-Inferno              0x0004105e ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 105566
12  FS2_Open-Inferno              0x00037b42 ade_obj<vec3d>::ade_obj(char*, char*, ade_lib_handle*) + 67394

I downloaded the video package and reinstalled it, but that didn't change anything.

Does anybody have other suggestions which I might try, or do I have to wait for a bugfix..?  :sigh:

Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 24, 2010, 02:43:34 pm
Hi,

I tried to play the current FSPort campaign, but the game crashes while trying to display the video after the "Avenging Angels" mission. I can hear for about 10 seconds the sound and the beginning of the narration, but instead the video the screen is either filled with colorful squares or just light grey with some filickering squares in the bottom left corner.

I'm running the game on OS X 10.6 (Snow Leopard). After the crash, the OS X crash report opens. It seems that the Theora decoder is crashing:


I downloaded the video package and reinstalled it, but that didn't change anything.

Does anybody have other suggestions which I might try, or do I have to wait for a bugfix..?  :sigh:



Make sure you do not have the flag "disable scale-to-window for movies" selected in the launcher.

It's possibly that your computer can't handle the 720p movies. Go here (http://www.hard-light.net/forums/index.php?topic=68161.msg1345929#msg1345929) and grab the 480p versions.

Lastly, if this doesn't fix the issue, post the debug.log. Instructions for that are here. (http://www.hard-light.net/forums/index.php/topic,56279.msg1180359.html#msg1180359)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: webbasan on August 24, 2010, 03:38:12 pm
Ok, I've downloaded the 1080p and the 480p variants. They both display correctly in the VLC player.

The 1080p variant will also crash in the game, the 480p variant just shows a green screen (with cinemascope borders... :-) ) and I can hear the narration -- but it doesn't crash. The game continues with the next mission...

The OS X launcher doesn't seem to know about a "disable scale-to-window for movies" flag and I didn't add command line arguments manually...

I have a Mac Pro (2008 model) with a Nvidia Geforce 8800GT and a display with 1920x1200 resolution -- so the hardware shouldn't be the problem...

At least I can continue the game for now, but it would be nice if this could be fixed... ;-) The introduction video displays correctly, by the way...
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 24, 2010, 03:52:22 pm
It seems you may have an issue with the new cutscenes. Until things are figured out, I recommend using these instead.

http://www.freespacemods.net/download.php?view.187 (http://www.freespacemods.net/download.php?view.187)
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: webbasan on August 24, 2010, 04:09:25 pm
Ok, thanks -- these are indeed working in the game. Needless to say that the hires variants are much nicer... ;-)

If you need more information or testing -- I'm willing to help, just send me a mail...

Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Goober5000 on August 24, 2010, 09:33:24 pm
I'm running the game on OS X 10.6 (Snow Leopard). After the crash, the OS X crash report opens. It seems that the Theora decoder is crashing:

...

Does anybody have other suggestions which I might try, or do I have to wait for a bugfix..?  :sigh:
Sadly, you've run across the OGG movie player bug which has been known to be a problem on OSX for quite a while (http://www.hard-light.net/forums/index.php?topic=68937.0). :(  Although we know exactly what the problem is and how to fix it, we do not have any OSX developers.  And unfortunately, we have not had any success in the four months since we made that post.

Do you know of any programmers who have OSX and would be willing to compile a library for us?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: mjn.mixael on August 24, 2010, 09:48:48 pm
I had a feeling this was the issue.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Woolie Wool on August 25, 2010, 12:36:48 am
I was wondering if anyone had reviewed the latest version of the effects pack I had put up a few months ago, as I see that none of its resources made the cut. At least knowing what happened to it, even if it got rejected, would be nice.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Snail on August 25, 2010, 12:44:42 am
Yeah. Some of the effects in fsport_mediavps aren't exactly perfect either.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 25, 2010, 12:49:52 am
I preferred my own custom-made effects to recolors of existing effects. Sorry.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Commander Zane on August 25, 2010, 10:47:13 am
I was wondering if anyone had reviewed the latest version of the effects pack I had put up a few months ago, as I see that none of its resources made the cut. At least knowing what happened to it, even if it got rejected, would be nice.
I still have them.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: The E on August 26, 2010, 12:55:31 pm
Just a side question, is the 3.2 FSPort available via Turey's installer?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Infamus on August 26, 2010, 08:57:18 pm
Uh, guize, the N1-Harbinger is NOT a Thermonuclear bomb.

Its a Fusion bomb. WHY does it say "Thermonuclear???" (in the weapon selection description)

It would have been fine if it said "Thermonuclear Fusion Warhead. Which actually makes sense, but its not JUST a A-Bomb nuke, its a H-bomb nuke.

However the rest of the stuff is beastly. I also think the fact that you managed to get the Prom-S, Akethon SDG, and other stuff into a FS1 still .ani. nice. Oh and HiRes'ing it was epic.

Thanks for making the railgun a actual weapon that can be used.

Oh, and I have a request: you know the Debug Laser, the short-range testing laser that looks like Descent ]['s Level 6 super laser? do something cool with that.

I gave the Avenger a far better Tech description to explain its history and tweaked the Wep-Select descriptions (FSPort_Mediavps) a bit, take a look

[attachment deleted by ninja]
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: redsniper on August 26, 2010, 09:11:17 pm
Thermonuclear implies fusion bomb, I thought.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Commander Zane on August 26, 2010, 09:21:31 pm
Oh, and I have a request: you know the Debug Laser, the short-range testing laser that looks like Descent ]['s Level 6 super laser? do something cool with that.
It actually looks like something? It's been invisible for as long as I can remember to me.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Iss Mneur on August 27, 2010, 01:21:00 am
Thermonuclear implies fusion bomb, I thought.
No, thermonuclear bomb means you are using the nuclear forces (the forces between the proton and neutrons) to create thermal energy.  Thermonuclear doesn't imply that you are using fission (splitting an atom) or fusion (joining two atoms).  That being said, most people assume that when you say thermonuclear bomb that you are splitting the atom.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Trivial Psychic on August 27, 2010, 05:40:07 pm
Only the uneducated do not know that there is indeed a difference.  However, with present day technology, you cannot have a thermonuclear Fusion device that does not have an atomic nuclear fission device to initiate the reaction.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Infamus on August 27, 2010, 09:55:15 pm
Actually, Tesla, if he were alive today, could make a Fusion reaction without a Fission catalyst. No seriously.

oh and Thermonuclear implies that you are using the massive amounts of heat generated from a nuclear warhead, which includes the gamma rays, seeings that massive EM radiation can cause something along the lines of heat. Stating that the N-1 Harbinger is a Thermonuclear FUSION warhead just makes it specific. Its just good reasoning man.

Oh and the Debug laser may not show up on FSPort, but it DOES show up on the original Retail version of DFS: TGW.

I'll report back when i gets the textures up and working.

Edit: Update: the Debug laser does NOT use textures: it is in fact, a model. T-Laser.POF is the file name.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Javito1986 on August 27, 2010, 11:04:38 pm
In my game my fighters aren't responding to orders to protect a ship. I have them protecting the Plato but when it gets attacked at the start of the mission (where you make first contact with the Shivans) my fighters stand by and do diddlysquat about it. The enemy AI did this in the third mission too, I destroyed an Apollo wing that was just sitting there and made no attempt to attack.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Infamus on August 27, 2010, 11:11:04 pm
they are supposed to be "stupid" in that [defending the Plato] mission. I bought the original FS1 some time before I even came across this website; and the just sit there. They kill off the first wave real good, but when the reinforcements come, they just sit there going into formation allowing the fish-heads to kill them.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Javito1986 on August 28, 2010, 12:18:21 am
Hmm. I don't recall that ever happening before. Particularly not with the enemy AI. In the third mission (the one where Omega shows up and makes off with a cargo container at the end) there were two enemy Apollo's just sitting there letting me kill them. Makes me think something's off  :D
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Infamus on August 28, 2010, 12:29:25 am
I was talking about your wing-men.

and no, I don't remember it happening anywhere else in FS1 Retail.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Vidmaster on August 28, 2010, 09:49:26 am
After once again playing through FS1 and 2 I thought hey, let's design a mission for FS1 for a change.
Fredded something rather cool until I noticed that the Karnack may have shiny hangars but fighters are unable to launch from those. Which kinda breaks the mission. Almost like the problem I had with the Orion Space Stations Hangar in TBP. Placing the AI fighters inside screws up the AI bad, they refuse to do anything else but rotate.
Tried the good old WCS launch approach with an "every-time set facing" + waypoint  but it fails utterly here.

Ideas?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 28, 2010, 12:52:05 pm
What? The Karnak has fighter bay paths. Just place the wing anywhere and set the arrival location to the Karnak.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Woolie Wool on August 28, 2010, 04:12:10 pm
I preferred my own custom-made effects to recolors of existing effects. Sorry.

Check the new thread in FSPort Upgrade then (someone merged some of my old effect posts into that thread, which kind of annoys me, so scroll down to the bottom). I have some all-new effects courtesy of Talon1024.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Vidmaster on August 28, 2010, 05:44:38 pm
Just place the wing anywhere and set the arrival location to the Karnak.

I am a FRED veteran, did you really think I would have posted here if that had worked?  :lol:

What I am saying is:
FSPort, most recent version along with fsport_mediavps most recent version using Fred_Inf_3.6.12r_INF does not show me my Karnak in the list of available places to launch my wing from. My Orion and Typhon in that mission show up, the station does not. I did not modify the tables.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Goober5000 on August 28, 2010, 11:47:32 pm
How about without mediavps?  I don't have the latest version of the FSPMVPs here but I could verify that the retail-compatible model should have paths.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Vidmaster on August 29, 2010, 10:52:25 am
Correct, it has. DAMN! That pretty much means the mission is only playable retail at the moment, crap!
Which especially problematic because of the retail Orion model's difference in size, there are some elements in the mission that require pinpoint precision.

Hope that gets fixed in the new Karnak model. Please relay this issue to however is currently working on it, STR was waiting on that model if I remember that correctly.

well, thanks anyway.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on August 29, 2010, 11:23:14 am
Well, until this is fixed on our end, you can just use PCS2 to import the retail paths into the high-poly model, then package that with your mod.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: The E on August 30, 2010, 11:52:50 am
Just had another support case where someone used Turey's to install the port, but experienced errors due to the port version in Turey's still being 3.1.1. Can you guys please fix this?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Edi on September 25, 2010, 11:35:15 am
Okay, just to make sure, which part of the fsport does Turey's installer screw up? It's not giving me any crap about it, except for perhaps one file related to missions. Just finished the fsport main campaign though.

My main questions is: Has Silent Threat: Reborn been updated to v3.6.12?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: The E on September 25, 2010, 11:41:58 am
Note the date. That was a month ago. The installer has since been updated to download the 3.2 version of the port.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Edi on September 25, 2010, 11:43:44 am
Would this require updating the installer itself, as in downloading a new version of it?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: The E on September 25, 2010, 12:00:46 pm
No. The installer downloads config data from the net.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: noiiSe on September 27, 2010, 06:16:23 am
hmm i find it weird that some effects and textures in ST or ST:R campaign is still 1999ish while most of them are as beautiful as fsport mediavps_3612. wonder why that it ?_?

the 1999ish effects i found are:

GTD orion's texture (and no flashing lights on the hull, strange that in the tech room the orion model is much prettier)
missile trails (seems ok with fury, but inteceptor and hornet...)
afterburner trails (ye i kinda 'look back' a lot)
in the FS1 main campaign these issues do no exist :confused:

and last but not least...you guys did a brilliant job. thank you for all your efforts and please, keep up the good work. :yes:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Jeff Vader on September 27, 2010, 06:22:08 am
hmm i find it weird that some effects and textures in ST or ST:R campaign is still 1999ish while most of them are as beautiful as fsport mediavps_3612. wonder why that it ?_?

the 1999ish effects i found are:

GTD orion's texture (and no flashing lights on the hull, strange that in the tech room the orion model is much prettier)
missile trails (seems ok with fury, but inteceptor and hornet...)
afterburner trails (ye i kinda 'look back' a lot)
in the FS1 main campaign these issues do no exist :confused:
Retail FS2 compatibility in ST:R, at least.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: noiiSe on September 27, 2010, 06:41:41 am
Retail FS2 compatibility in ST:R, at least.

true. but the orion and missile trails effects are just the same thing in the main campaign, right? confused me that in ST:R they are not improved by the mediavps (while everything else in ST:R have been). Not to complain on anything but just wondering if i did anything wrong with the set-up.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Galemp on September 27, 2010, 10:12:18 am
The retail-style Orions are a result of a bug in the code where it can't process texture replacement in a table entry properly. It SHOULD be fixed in 3.6.14 or later.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Goober5000 on September 27, 2010, 11:22:33 am
Should being the operative word.  It "should" have been fixed in 3.6.10. :nervous:
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Androgeos Exeunt on September 28, 2010, 06:52:27 am
The retail-style Orions are a result of a bug in the code where it can't process texture replacement in a table entry properly. It SHOULD be fixed in 3.6.14 or later.

So uhh ... how many more 3.6.x releases will there be?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Goober5000 on September 29, 2010, 01:03:42 am
None.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: PMY on March 19, 2011, 06:12:52 am
I've noticed a few bugs in FSport 3.2 single missions which were not present in their original versions. I'll just list these bugs here.

1) Mission "No man's land": mercenaries/pirates disguised as friendly do not arrive near the end of the mission.

2) Mission "Master of illusions": The Lucifer with its escort arrive too late or don't arrive at all (that depends on when you start attacking the shivan convoy).

3) Mission "Roadkill": mission never ends even though all hostiles are destroyed (and you fail if jump out).

4) Mission "Loner": mission gets stuck if not all wingmen are killed before the vasudan ace should arrive.

5) Mission "Shadows": GTSC Barnett and GTT Nightingale depart only 5 minutes later than they should (after all hostiles destroyed and "Let's get back to home" message is sent). Also the shivan ace pilot never arrives and all fighters of Alpha wing are gone from the start.

6) Mission "Warship gauntlet": the Lucifer is shielded but the player is supposed to kill it.

On the other hand I remember a few bugs in original FS1 single missions which I didn't encounter in their FSPort 3.2 versions.
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: PMY on March 26, 2011, 11:36:11 am
Also, is there any way to solve the "hacked tables" problem when playing FSPort 3.2 + FSPort MVPs 3.6.12 multiplayer?
Title: Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Post by: Iss Mneur on March 26, 2011, 05:33:45 pm
Also, is there any way to solve the "hacked tables" problem when playing FSPort 3.2 + FSPort MVPs 3.6.12 multiplayer?
As of right now, no.  See http://www.hard-light.net/forums/index.php?topic=75195 for more information on what is needed to validate tables for multi.