Also, will there be a 3.6.12 update released for Silent Threat: Reborn?
There's something horribly wrong with the HTL Anubis shine maps.
It's like, bright orange.
Any chance we'll be able to grab the different components of this release seperately?
This is brilliant. Just a few questions: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.
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
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.
This is brilliant. Just a few questions: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.
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
Well I know what I'll be downloading at uni tomorrow :p
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?
I'm wondering if I can override some of the vp file with my french version ideally voices and text without breaking the campaign ?
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.
Also why no Vasuda Cutscenein the new FSPort_MediaVPs?
It's there, I promise!
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).Well I know what I'll be downloading at uni tomorrow :p
:lol:
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.
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?! :(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.
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.
Indeed. I ran into this same behavior way back in 3.6.9 and apparently it's still present. Tested it a few times.Whaaaat?! :(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.
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.
- Killed 7 enemies in the previous mission, ace did not appear.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.
- 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.
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.
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.
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.
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.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.
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- Killed 7 enemies in the previous mission, ace did not appear.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.
- 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.
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.
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.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.
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 was about to say...I usually kill every single fighter on the first mission and still kill the Ace in the next mission... :nervous:- Killed 7 enemies in the previous mission, ace did not appear.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.
- 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.
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.
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.
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
[multimod]
secondarylist = fsport_mediavps,fsport,mediavps_3612;
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.
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*
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
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:
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: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.
...
Does anybody have other suggestions which I might try, or do I have to wait for a bugfix..? :sigh:
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.
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.
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.
I preferred my own custom-made effects to recolors of existing effects. Sorry.
Just place the wing anywhere and set the arrival location to the Karnak.
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 ?_?Retail FS2 compatibility in ST:R, at least.
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.
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.
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.