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Community Projects => The FreeSpace Upgrade Project => The FreeSpace Port Upgrade => Topic started by: Vasudan Admiral on December 09, 2005, 02:12:08 am

Title: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 09, 2005, 02:12:08 am
First posted on SectorGame here (http://www.sectorgame.com/forums/viewtopic.php?t=2020) during HLP's self imposed holiday ;)
Oh, and there's been a minor bug fix since then, so redownload if you don't want the rear missile launcher to be pitch black.


W00t! At loooong last, I've finished the lucy. It's been far too long comming, since it really should have been done months ago with the first pack release, but finishing school and the HSC put a stop to that.

============ Lucifer =============

Credits: Used Lightspeeds Lucifer textures as a base for this merged one. All else by me, and thanks to DaBrain for texture format help. :)

(http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/HTL-luciferWIP40.jpg)
^This is a bit of an old pic now, but I'm too lazy and tired to get a better one. The main difference anyway is that this one has no turrets, and is also lacking the claw thingies on the part behind the arms.

Piccy 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/HTL-luciferWIP39.jpg)
Old & New Comparison 1 (http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP30.jpg)
Old & New Comparison 2 (http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP26.jpg)
Old & New Comparison 3 (http://webzoom.freewebs.com/twisted-infinities-va/portfoliosite/Media/ShivanShips/Lucifer/HTL-luciferWIP27.jpg)

Ok, there are two versions of this as follows:

1) Highest Detail
=> 12 304 polys, 2048x2048 res texture (high detail turrets :\ )
Download - 6 megs (http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_Lucifer_V2.0.rar)
This is a seriously high detail version, though it should run pretty smoothly when you consider that there will only be one of them at a time, all turrets are using the main map which will already be in memory, and it doesn't have a lot of them anyway.
If however you do find it's not running well, and you don't want to use the low detail version, CLICK HERE (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/Half_Res_High_Textures.zip) for a small (605kb) zip containing a half size glow, shine and debris map.

2) Medium Detail
=> 4613 polys, 1024x1024 res texture
Removed - There's no real point to these medium detail versions anymore. Just halve the res of the textures instead.
This is for those peeps whose machines may have a bit of trouble keeping up. Visually, there's not all that much difference, but the smaller texture set will be the main advantage in terms of performance here. :)

It's also worth mentioning that these Lucifer varients have two additional turrets - the weird 4 claw thingies on the sides. We're pretty sure these are intended to be what the Lucy uses to pummel hapless planets like VPrime to scrap with as opposed to the arm guns, which appear to be more of an anti-ship weapon.
Anyway, to activate them, insert:

$Subsystem: turret18,0.5,0.5
    $Default PBanks: ( "InsertWeaponHere" )
$Subsystem: turret19,0.5,0.5
    $Default PBanks: ( "InsertWeaponHere" )

to the Lucifers table entry at the end of the turret, and before the subsystems. (If you are unsure, just ask.)
===================================


Now, I already released this here on HLP......but it got about 4 or so replys, so I'll try again in this thread in an attempt to raise cargo-awareness. ;)

============ TC-Tri =============

Credits: Original model built by Black Wolf, model modifications, texture and rest by me.

(http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP2.jpg)
Piccy 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_WIP4.jpg)
Old & New Comparison (http://webzoom.freewebs.com/twisted-infinities-va/HTL-TC-Tri/TC-Tri-HTL_Compare.jpg)

Three versions of the box as follows:

1) Highest Detail
=> 3420 polys, 2048x2048 res texture
Download - 5.6 megs (http://sectorgame.com/ti-file-dump/VasudanAdmiral/Ships/HTL_TC-Tri_V2.0.rar)
Yes, this is an insane level of detail for a glorified box, but it's a box the size of a cruiser!

2) Medium Detail
=> 3420 polys, 1024x1024 res texture (same model, smaller texture)
Removed - There's no real point to these medium detail versions anymore. Just halve the res of the textures instead.
Here's a more sane version

3) Tiled Monstrosity
=> 1661 polys, 1024x1024 res texture
Removed - There's _REALLY_ no point in having this one. Low detail AND hideous.
I hate this version, and bear no responsability for any meals you loose whenever you look at it. :p (yes - I really hate texture tiling)

Both the UV mapped versions have nameplates with a blank template included. The tiled version doesn't because I forgot. :)
===================================

Let me know of any bugs and I'll do my best to fix em. If a texture Guru wants to go over the textures and beautify them, go ahead! Other than that, enjoy!

Oh, and next on my todo list is the Arcadia, which I've now started: Piccy! (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/Arcadia-HTLWIP1.jpg)..... Where that piccy is of! (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Arcadia/ArcadiaPlatformCorner.jpg)
followed by the Poesiodon, so nobody nick em! Or else! :p
Title: Re: HTL Lucifer RELEASE
Post by: DaBrain on December 09, 2005, 03:13:16 am
Great work. I'm sorry I kinda gave up working on the Lucifer textures.

Shivan maps are a lot more complicated for me than Terran maps are. And the Lucifer is just too big. I've completed ~50% though. Maybe I'll continiue after learning a few more techniques.
Title: Re: HTL Lucifer RELEASE
Post by: starfox on December 09, 2005, 04:59:13 am
Awesome work on the Lucifer, Though I wonder why glowmaps aren't working. Every other ship works just fine.
Something about the Lucy itself though...it looks looks like some "transformer ship" to me. With its front arms, horns and other joint like features, it looks to me as if it could change configuration to some other model. Maybe it's just me though...

I always like the idea in Spaceballs:
Col. Sandurz:
"- Spaceball one has now become...
drum, drum, drum, drum, drum...Megamaid

Anyway, beautiful job on the Lucy, looking forward to see HTL Arcadia !!!
Title: Re: HTL Lucifer RELEASE
Post by: Wanderer on December 09, 2005, 05:10:01 am
I think those side turrets should be (heavy) beam cannons. Atleast IIRC in FS2 intro Lucifer blast GTD Legion into a burning wreck with just one of the beams fired from the four clawed thingye. But as it may harm some earlier campaings (Derelict?) it might not be reasonable to add those to the ships.tbl entry but rather use tbms for it. Like so:

lucifer-shp.tbm
----file start----
#Ship Classes
$Name: SD Lucifer
+nocreate
$Subsystem: turret18,0.5,0.5
    $Default PBanks: ( "SRed" )
$Subsystem: turret19,0.5,0.5
    $Default PBanks: ( "SRed" )
#End
---end of file---
Title: Re: HTL Lucifer RELEASE
Post by: Flaser on December 09, 2005, 05:52:21 am
Awesome work on the Lucifer, Though I wonder why glowmaps aren't working. Every other ship works just fine.
Something about the Lucy itself though...it looks looks like some "transformer ship" to me. With its front arms, horns and other joint like features, it looks to me as if it could change configuration to some other model. Maybe it's just me though...

I always like the idea in Spaceballs:
Col. Sandurz:
"- Spaceball one has now become...
drum, drum, drum, drum, drum...Megamaid

Anyway, beautiful job on the Lucy, looking forward to see HTL Arcadia !!!

You're playing Derelict aren't you?
Then just wait and play along, it will be worth it.
Title: Re: HTL Lucifer RELEASE
Post by: starfox on December 09, 2005, 06:29:05 am
Yes, I played Derelict for a while, couldn't get very far due to the SEXP errors.
Those missing glows keep bothering me, anyone else has the same problem ?
I put all the other lucy-files in the maps folder, except the .POF-file
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 09, 2005, 06:45:08 am
Quote from: DaBrain
Great work. I'm sorry I kinda gave up working on the Lucifer textures.

Shivan maps are a lot more complicated for me than Terran maps are. And the Lucifer is just too big. I've completed ~50% though. Maybe I'll continiue after learning a few more techniques.
Errr whoops - I completely forgot about that sorry. :\ But no worries - I'm sure it'll be ten times better than the current ones. :D
Quote from: starfox
Yes, I played Derelict for a while, couldn't get very far due to the SEXP errors.
Those missing glows keep bothering me, anyone else has the same problem ?
I put all the other lucy-files in the maps folder, except the .POF-file
Does it have glowmaps in the techroom? If still not, do other ships have their glows on at the same time? If so, uh, can you open the glowmaps themselves? If not (corrupt), try redownloading it (which version did you d/l btw?), and if so, I'm out of ideas and if so's. :\
Have you double checked that the glowmap is actually in the maps folder?
Quote from: Wanderer
I think those side turrets should be (heavy) beam cannons. Atleast IIRC in FS2 intro Lucifer blast GTD Legion into a burning wreck with just one of the beams fired from the four clawed thingye.
Actually, there's a fair bit of evidence suggesting the things are intended to be the planet pounders we see hit Vasuda Prime, so that's what I have them as:
(http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyPlanetaryBombardmentBeam1.jpg)
Piccy 2 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyPlanetaryBombardmentBeam2.jpg)
Piccy 3 (http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyPlanetaryBombardmentBeam3.jpg)

If anyone wants them (especially if you want to improve them ;) ), here: http://www.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyBombardmentBeamTable.htm
Title: Re: HTL Lucifer RELEASE
Post by: starfox on December 09, 2005, 07:22:20 am
All the other ships do have their glowmaps working, I can't see Lucy's glowmaps in either shiplab or techroom. I downloaded the one with highest detail, and I double checked, glowmap is in maps-folder.

BTW, how do you open .dds files properly, which program is preferable ?
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 09, 2005, 07:51:29 am
Oh yes, if anyone is interested in rendering it for whatever reason, here's a not-particularly-good-but-decent-enough bumpmap: http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/Lucifer-HTL_BUMP.jpg


Anyway, to view dds as thumbnails in explorer: http://download.nvidia.com/developer/NVTextureSuite/wtv.zip and/or http://download.nvidia.com/developer/NVTextureSuite/DDS_viewer.exe

To open & save them in PSP or Photoshop: http://farcry.filefront.com/file/Adobe_Photoshop_DDS_Plugin;37136

As for the glowmaps, do you have any other mods that might be conflicting with it? (though why that would be the case I don't know :\ )
Umm, you could also try this long shot: rename it from "Lucifer-HTL-Glow.dds" to "Lucifer-HTL-glow.dds"

Title: Re: HTL Lucifer RELEASE
Post by: starfox on December 09, 2005, 09:04:22 am
Thank you for the links to the dds viewer & plugin, life's now lot easier.
As for the glowmaps, couldn't get them to work. I do have one idea though, maybe they will work when the ship is released in media_vp ?
Title: Re: HTL Lucifer RELEASE
Post by: Gregster2k on December 09, 2005, 10:07:39 am
There is a bit of discrepancy however between the "planetary" beam cannon and the one used against the GTD Legion --- the planetary one seen in prototype removed cutscenes and the final "ravaging of Vasuda Prime" was BLUE (as is Vasudan Admiral's), and the one used against the GTD Legion was YELLOW like the Shivan Superlasers that fire from the two "arms" that downed the GTD Galatea in FS1.

Since we can't know for sure which is which, and arguing over it would be pointless, I suggest that the only logical explanation is that while the Lucifer's two forward arms always fire Shivan Superlaser (yellow) as established in FS1, the two side "Claw Emitters" are capable of BOTH "Shivan Planet Pounder" (as established in FS1 prototype cutscenes) and "Shivan Superlaser" (as established in FS2). If one thinks of the blue planet pounder beam as simply an overcharged or higher grade version of Superlaser (i.e. BFGreen vs. BGreen), then it makes perfect sense --- like blender settings, the Lucifer's side cannons can be set for destroying other ships or even planets as they please.

That being said, FREDdding or whatnot could change the side cannons' firing modes at will as the mission designer sees fit, right? So there really isn't a problem, really.

And I LOVE the look of the planetary bombardment cannon --- it looks exactly like the one from the cutscene to me =3
Title: Re: HTL Lucifer RELEASE
Post by: Jetmech Jr. on December 09, 2005, 10:51:58 am
*dances gaily*

Wait...I HAVE TO WAIT TILL I HAVE ACCESS TO MY OTHER COMP BEFORE I CAN GET IT!

...crud.

*dances less gaily*
Title: Re: HTL Lucifer RELEASE
Post by: WeatherOp on December 09, 2005, 10:57:59 am
I just figued that the beams changed color as they hit atmosphere, but thats just me.
 
Very nice Ships VA. :yes:
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 09, 2005, 12:20:01 pm
OMFG! *downloads*
Title: Re: HTL Lucifer RELEASE
Post by: FireCrack on December 09, 2005, 02:01:01 pm
Yeah, i alos figures it was reaction with the atmosphere that made the beam blue... and city sized...
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 09, 2005, 02:57:12 pm
but, if you see the FS2 intro, you see the planet decimators vasudan beam colored. i think that proves the " the atmosphere changes the beam" theory.
Title: Re: HTL Lucifer RELEASE
Post by: Pnakotus on December 09, 2005, 04:32:50 pm
Since the FS2 intro shows the Hades crashed on a planets' surface and Lucys beams in the wrong place - along with a crippled Herc making planetfall, and the pilot surviving - I'm prepared to ignore it as the reminisces of Our Jaded Narrator Bemoaning The Lost Generation.  Having the surface bombardment weapon on opposite sides of the ship is retarded: since there's only ONE in the FS1 cutscene, I figured the nose recess was a much, much larger beam cannon.
Title: Re: HTL Lucifer RELEASE
Post by: Fenrir on December 09, 2005, 05:09:38 pm
Looks like FS2 doesn't like big filenames...



Error: Passed filename, 'lucifer-htl_debris_low-shine', is too long to support an extension!!

Maximum length, minus the extension, is 27 characters.

File:\fs2_open\code\bmpman\bmpman.cpp
Line: 1342
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 09, 2005, 05:33:42 pm
Hang on, there isn't a shinemap included for the debris. Does it try and auto-create one if it can't find it?
Either way.....umm, rename the base debris texture to "lucifer-htl_dbr" (do the same for the glow map and the phantom shinemap if it's there) the and use modview/pcs to set the lucy's debris texture to match, if you haven't already.

And thanks, I'll fix and re-upload it again. (actually, I've just realised that the "_low" bits weren't meant to stay for the low detail one's release anyway. :nervous: )

Edit: Re-uploaded
Title: Re: HTL Lucifer RELEASE
Post by: Galemp on December 09, 2005, 06:02:38 pm
:jaw: The FSPort team wants to take you home and cuddle you all night.
Title: Re: HTL Lucifer RELEASE
Post by: WMCoolmon on December 09, 2005, 06:27:14 pm
There is a bit of discrepancy however between the "planetary" beam cannon and the one used against the GTD Legion --- the planetary one seen in prototype removed cutscenes and the final "ravaging of Vasuda Prime" was BLUE (as is Vasudan Admiral's), and the one used against the GTD Legion was YELLOW like the Shivan Superlasers that fire from the two "arms" that downed the GTD Galatea in FS1.

Since we can't know for sure which is which, and arguing over it would be pointless, I suggest that the only logical explanation is that while the Lucifer's two forward arms always fire Shivan Superlaser (yellow) as established in FS1, the two side "Claw Emitters" are capable of BOTH "Shivan Planet Pounder" (as established in FS1 prototype cutscenes) and "Shivan Superlaser" (as established in FS2). If one thinks of the blue planet pounder beam as simply an overcharged or higher grade version of Superlaser (i.e. BFGreen vs. BGreen), then it makes perfect sense --- like blender settings, the Lucifer's side cannons can be set for destroying other ships or even planets as they please.

That being said, FREDdding or whatnot could change the side cannons' firing modes at will as the mission designer sees fit, right? So there really isn't a problem, really.

And I LOVE the look of the planetary bombardment cannon --- it looks exactly like the one from the cutscene to me =3

Or you could just say that thanks to some kind of reaction in Vasuda Prime's atmosphere, the visible light of the beam was shifted up to blue. :p
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 09, 2005, 08:20:48 pm
another possibility: a shoddy weapon job just like the Manticore or the Scorpion or whatnot. :p
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 09, 2005, 08:31:58 pm
Meh, it's really up in the air, so just arm whatever you wish wherever you wish I say. ;)

Personally, I reckon the planet pounders are on the sides (p'raps it rolls to fire alternate shots while the previous cannon cools or some such) mainly because in the first cbani you see the lucifer in, you see the side prong things close up, quivvering with glowing tips (Ack! I _KNEW_ I forgot something :( ), as it's comming into a system to attack.
Then, in the vprime cbani, the satis flies past the camera in orbit, with the lucy in the background, but instead of the arms pointing at the planet, the side....lump things are - in the general direction of the fleeing satis' approximate point of origin. See? (http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Lucifer/PlanetPounderBeams.jpg)

However, it's too vague for anything solid, and really not worth a debate, so do whatever you like best. :)

Anyway, does anyone know of a way to get glowpoints to flickker like engine glows? AFAIK, it can't currently be done properly without using actual engine glow-points, and most people have the shivans using those weird firey ones atm. Creating multiple glow banks with different blink timings would work, but it's an incredibly cumbersome way to do it no?
Title: Re: HTL Lucifer RELEASE
Post by: Galemp on December 09, 2005, 09:10:26 pm
For those of you that are interested (and like the cutscenes better than the in-game effects) I've prepared an altered version of the glowmaps.
(http://web.njit.edu/~pjo3/htl/shivore01.jpg)
(http://web.njit.edu/~pjo3/htl/shivore03.jpg)
(http://web.njit.edu/~pjo3/htl/xmaslucy.jpg)
Click me if you like Christmas trees! (http://web.njit.edu/~pjo3/htl/lucyglow.zip) (fixed)
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 09, 2005, 09:17:39 pm
jesus christ, do you ever sleep? :eek2:

skinning god = galemp for sho. ;)
Title: Re: HTL Lucifer RELEASE
Post by: Galemp on December 09, 2005, 09:22:58 pm
jesus christ, do you ever sleep? :eek2:

Read the signature. ;)
Title: Re: HTL Lucifer RELEASE
Post by: WMCoolmon on December 10, 2005, 02:17:08 am
Damn, that is so true.
Title: Re: HTL Lucifer RELEASE
Post by: Mewgen1 on December 10, 2005, 02:45:10 pm
Sweet mother...  Ive been wondering if anyone would make a new version of the cutscene textures.  And galemp a fantastic job of it too. But for osme reason the link leads to the first picture :/  Any chance you could fix that please?
Title: Re: HTL Lucifer RELEASE
Post by: Ghost on December 10, 2005, 05:53:40 pm
MY GOD DASODHFIOPSSIJ THAT'S BEAUTIFUL. Thank you so damn much, I forgive you for the eternal-seeming wait.
Title: Re: HTL Lucifer RELEASE
Post by: FireCrack on December 10, 2005, 06:26:48 pm
What you say? (http://dictionary.reference.com/search?q=DASODHFIOPSSIJ)
Title: Re: HTL Lucifer RELEASE
Post by: Ghost on December 10, 2005, 08:52:16 pm
What you say? (http://dictionary.reference.com/search?q=DASODHFIOPSSIJ)

Aren't you hilarious. If you must know, it's the name of my particular god that I worship, as shown by the fact that it comes after "my god" in my last post.

EDIT:: Also, if it isn't too much to ask of Galemp or even VA himself... could you make animated glowmaps for it? I <3 those on the rest of the Shivan ships.

EDIT 2:: I should probably read the thread.
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 10, 2005, 09:37:57 pm
Heh, not me - if someone wants to, that's fine, but keep in mind that every. single. frame. of such an animation is considered to be a separate texture used by the ship. ;)

I'm going to be waiting for Bobs material system to come into play before delving into animated texturing - hopefully we'll be able to set something up to 'animate' the glows without taking up anywhere near the RAM requirements even a basic animated glowmap uses now. :)
Title: Re: HTL Lucifer RELEASE
Post by: Ghost on December 11, 2005, 10:35:51 am
Couldn't the SCP team do something like programming FSO to accept animated .gifs as skins?
Title: Re: HTL Lucifer RELEASE
Post by: Flaser on December 11, 2005, 10:51:00 am
Couldn't the SCP team do something like programming FSO to accept animated .gifs as skins?

Never gona happen, sorry.
I'm no coder, but I know that using gif is impossible thanks to the myriad copyright issues with the format (the very same thing prevents the use of mp3).

Bobbau is already working on a material system - it will make it possible to do a myriad texture and shader effects without pumping a huge animated file (...ergo a lot of frames) into the memory.

I suggest testing whatever Bobbau and the rest of the SCP team are putting out and bughunting like a good Mantis.
Title: Re: HTL Lucifer RELEASE
Post by: WMCoolmon on December 11, 2005, 07:18:39 pm
Couldn't the SCP team do something like programming FSO to accept animated .gifs as skins?

That's basically what ANIs are.
Title: Re: HTL Lucifer RELEASE
Post by: MetalDestroyer on December 12, 2005, 12:46:34 am
Just Wow !! I like them.
Title: Re: HTL Lucifer RELEASE
Post by: Ghost on December 14, 2005, 04:58:30 am
How would I go about getting the Lucifer to have those bombardment beams ingame? I have the weapon in the weapons tbl, but I don't know how to edit the ships table too well.

Edited for clarity.
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 14, 2005, 08:03:12 am
Well, easiest and most compatible way to do it would be to create a .tbm (just a .txt), and put the following as Wanderer said:

lucifer-shp.tbm
----file start----
#Ship Classes
$Name: SD Lucifer
+nocreate
$Subsystem: turret18,0.5,0.5
    $Default PBanks: ( "LucyBbtCannon" )
$Subsystem: turret19,0.5,0.5
    $Default PBanks: ( "LucyBbtCannon" )
#End
---end of file---

That way, even if you're using it in a mod, it won't complicate the tables. :)
(Yes, I'm only just realising how helpful .tbm's really are - thanks WMC :D )

Edit: Hey, the highlight spontaneously combusted.  :shaking:
Title: Re: HTL Lucifer RELEASE
Post by: Ghost on December 14, 2005, 03:14:01 pm
Well, today I figured out how to make them activate(weapon changing in FRED), but which turrets are the ones in this picture?

http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/LucyPlanetaryBombardmentBeam1.jpg
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 14, 2005, 03:47:13 pm
They'd be the ones you enabled if you used the .tbm Wanderer posted - turrets 18 and 19 that didn't exist on the original model. Basically, that .tbm will add the table entries for those two turrets, allowing them to be used in-game, and it will by default set their weapons to the bombardment cannon. :)
Title: Re: HTL Lucifer RELEASE
Post by: StratComm on December 14, 2005, 03:49:01 pm
The last two.  They aren't on the retail model either, which should help in narrowing it down, but then VA posted a table snippet that actually names them.  You do have to modify ships.tbl (either by editing the monolitihc file or by using a .tbm) to get them to actually show up in FRED.
Title: Re: HTL Lucifer RELEASE
Post by: Ghost on December 14, 2005, 04:25:12 pm
So if I just made a new txt file with extension .tbm with that in there, that would be all I would need? Where would I put it/what would I name it for it to work?
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 14, 2005, 05:52:03 pm
Call it "lucifer-shp.tbm", put it in the tables folder with everything between the start end end file parts actually in the file. :)
Title: Re: HTL Lucifer RELEASE
Post by: Fenrir on December 14, 2005, 06:08:05 pm
What name would I give the .tbm for the weapon itself? wep.tbm or something?
Title: Re: HTL Lucifer RELEASE
Post by: StratComm on December 14, 2005, 06:37:25 pm
something-wep.tbm.  The -wep is important.
Title: Re: HTL Lucifer RELEASE
Post by: Ghost on December 14, 2005, 06:38:11 pm
Call it "lucifer-shp.tbm", put it in the tables folder with everything between the start end end file parts actually in the file. :)

Alright, thanks dude! Good job again on an awesome model!

EDIT:: Agh, what am I doing wrong? This thing keeps screwing me over. The turrets and weapons show up in FRED, but I get these errors when I try to play:

Quote
Error: lucifer-shp.tbm(2):
Error: Required token = [$Species:], found [+nocreate]
in ship: SD Lucifer.

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Error: lucifer-shp.tbm(3):
Error: Required token = [$Species:], found [$Subsystem: turret18,0.5,0.5]
in ship: SD Lucifer.

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Error: lucifer-shp.tbm(5):
Error: Required token = [$Species:], found [$Default PBanks: ( "LucyBbtCanno]
in ship: SD Lucifer.

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Error: lucifer-shp.tbm(5):
Error: Required token = [$Species:], found [$Subsystem: turret19,0.5,0.5]
in ship: SD Lucifer.

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Error: lucifer-shp.tbm(6):
Error: Required token = [$Species:], found [$Default PBanks: ( "LucyBbtCanno]
in ship: SD Lucifer.

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Error: Error parsing 'lucifer-shp.tbm'
Error code = 1.

File:ship/ship.cpp
Line: 3547
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Error: Could not initialize hudparse.cpp as ships were not inited first.
File:hud/hudparse.cpp
Line: 997
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: HTL Lucifer RELEASE
Post by: StratComm on December 14, 2005, 06:54:07 pm
Using 3.6.7?  That build doesn't support XMT modular tables (+nocreate) so you'll have to get a more recent build to use them.
Title: Re: HTL Lucifer RELEASE
Post by: Ghost on December 14, 2005, 07:06:28 pm
Using 3.6.7?  That build doesn't support XMT modular tables (+nocreate) so you'll have to get a more recent build to use them.

****. I feel dumb. Thank you.
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 15, 2005, 04:42:38 am
Ack, I've just realised that those earlier bug-fixes got uploaded to the wrong folder, and so nothing actually changed. :\
Fixed now though, but they're only minor cosmetic fixes, so there's no pressing reason to redownload if you don't want to. :)
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 15, 2005, 07:17:41 pm
PLEASE tell me these don't have .ani's. (i never got a chance to download it :nervous: )
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 16, 2005, 02:04:01 am
It doesn't have an animated glowmap, and even if it did I wouldn't touch the ANI format with a bargepole with EFF's around. :p ;)
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 16, 2005, 12:00:44 pm
sweet! *downloads the bloody thing*

oh yeah, anyone see an EFF viewer around? :D
Title: Re: HTL Lucifer RELEASE
Post by: WMCoolmon on December 16, 2005, 05:47:32 pm
It doesn't have an animated glowmap, and even if it did I wouldn't touch the ANI format with a bargepole with EFF's around. :p ;)

Well I did a quick test and it looks like PCX files are roughly 2x the size of GIF files. Meh.

But yes, DDS FTW and all. :p
Title: Re: HTL Lucifer RELEASE
Post by: MetalDestroyer on December 17, 2005, 01:53:24 am
It doesn't have an animated glowmap, and even if it did I wouldn't touch the ANI format with a bargepole with EFF's around. :p ;)

Well I did a quick test and it looks like PCX files are roughly 2x the size of GIF files. Meh.

But yes, DDS FTW and all. :p

How to convert pcx to dds ? What proper option do I need in photoshop ?
I have the DDS plug-in, but when I want to save the file, I got a list of feature and I don't know which one I must select. Whatever I do, the save Button is locked.
Title: Re: HTL Lucifer RELEASE
Post by: WMCoolmon on December 17, 2005, 02:23:50 am
Try DXTex or DXTBmp (Google search FTW)
Title: Re: HTL Lucifer RELEASE
Post by: Col. Fishguts on December 17, 2005, 04:54:35 am
How to convert pcx to dds ? What proper option do I need in photoshop ?
I have the DDS plug-in, but when I want to save the file, I got a list of feature and I don't know which one I must select. Whatever I do, the save Button is locked.

If you start from a PCX, you first need to switch the image mode from "indexed color" to "RGB color"

Then "Save as" -> select ".DDS"

Select the options according to this

(http://n.ethz.ch/student/ebuerli/download/ddsplugin.jpg)

Leave the other options at the default value (as long as nooone tells me what can be done better)
If you want transparency, use DXT5 compression.
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 18, 2005, 02:07:05 pm
i got these errors when i used some TBMs for the Lucifer and her planet destroyer cannons:

Warning: Couldn't open texture 'shockwave01'
referenced by model 'shockwave.pof'

File:c:\fs2_open\code\model\modelread.cpp
Line: 2772
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20051215.exe 00856a07()
    fs2_open_d-20051215.exe 00859064()
    fs2_open_d-20051215.exe 0076118a()
    fs2_open_d-20051215.exe 006b9897()
    fs2_open_d-20051215.exe 006ba9d3()
    fs2_open_d-20051215.exe 006c7b6d()
    fs2_open_d-20051215.exe 0086fa8d()
    fs2_open_d-20051215.exe 006c658c()
    fs2_open_d-20051215.exe 008700ac()
    fs2_open_d-20051215.exe 006c9b3d()
    fs2_open_d-20051215.exe 006c9db9()
    fs2_open_d-20051215.exe 00b01807()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------

Warning: Couldn't fix up turret indices in spline path

Model: capital02.pof
Path: $path26
Vertex: 2
Turret model id:20

This probably means the turret was not specified in mv_textures-shp.tbm
File:c:\fs2_open\code\ship\ship.cpp
Line: 7808
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20051215.exe 006d1a45()
    fs2_open_d-20051215.exe 006d18f8()
    fs2_open_d-20051215.exe 006d5b5d()
    fs2_open_d-20051215.exe 006d633a()
    fs2_open_d-20051215.exe 006dab91()
    fs2_open_d-20051215.exe 006dbdf2()
    fs2_open_d-20051215.exe 00894dc8()
    fs2_open_d-20051215.exe 006baa35()
    fs2_open_d-20051215.exe 006c7b6d()
    fs2_open_d-20051215.exe 0086fa8d()
    fs2_open_d-20051215.exe 006c658c()
    fs2_open_d-20051215.exe 008700ac()
    fs2_open_d-20051215.exe 006c9b3d()
    fs2_open_d-20051215.exe 006c9db9()
    fs2_open_d-20051215.exe 00b01807()
------------------------------------------------------------------

Warning: Couldn't fix up turret indices in spline path

Model: science01.pof
Path: $path04
Vertex: 0
Turret model id:16

This probably means the turret was not specified in mv_textures-shp.tbm
File:c:\fs2_open\code\ship\ship.cpp
Line: 7808
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-20051215.exe 006d1a45()
    fs2_open_d-20051215.exe 006d18f8()
    fs2_open_d-20051215.exe 006d5b5d()
    fs2_open_d-20051215.exe 006d633a()
    fs2_open_d-20051215.exe 006dab91()
    fs2_open_d-20051215.exe 006dbdf2()
    fs2_open_d-20051215.exe 00894dc8()
    fs2_open_d-20051215.exe 006baa35()
    fs2_open_d-20051215.exe 006c7b6d()
    fs2_open_d-20051215.exe 0086fa8d()
    fs2_open_d-20051215.exe 006c658c()
    fs2_open_d-20051215.exe 008700ac()
    fs2_open_d-20051215.exe 006c9b3d()
    fs2_open_d-20051215.exe 006c9db9()
    fs2_open_d-20051215.exe 00b01807()
------------------------------------------------------------------
Title: Re: HTL Lucifer RELEASE
Post by: Wanderer on December 18, 2005, 02:28:44 pm
Those seem more like problems with media VPs... Are you using the new 368 beta? And hopefully not mixing different versions of media VPs.
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 18, 2005, 02:29:55 pm
it's not a media vp problem. it's most likely a TBM i made. hang on...
Title: Re: HTL Lucifer RELEASE
Post by: WMCoolmon on December 18, 2005, 02:31:22 pm
It's a mediaVP problem. All of them had fixes made in the last day or two. :p
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 18, 2005, 02:32:20 pm
BASTARDS! :p

just kidding. i'll see if they work.
Title: Re: HTL Lucifer RELEASE
Post by: WMCoolmon on December 18, 2005, 03:01:50 pm
Edit: Until I say that I've uploaded files, all fixes will be on my local copy only. So don't go clogging up the server by downloading the files whenever I say "fixed!" :p
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 18, 2005, 06:02:55 pm
aaanyway, when i use a TBM to add the claw turrets to the lucifer, i get an error about textures not being specified in mv_texture's tbm file.
Title: Re: HTL Lucifer RELEASE
Post by: starfox on December 22, 2005, 10:13:03 am
I'm also trying to use TBM to add those claw turrets. I thought it was mv_models-shp.tbm: So I did it like this, but no turrets were added:
$Name:      SD Lucifer
$Subsystem: turret18,0.5,0.5
    $Default PBanks: ( "LucyBbtCannon " )
$Subsystem: turret19,0.5,0.5
    $Default PBanks: ( "LucyBbtCannon " )

So, any help here would be hot....
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 22, 2005, 10:18:26 am
#Ship Classes
$Name: SD Lucifer
+nocreate
$Subsystem: turret18,0.5,0.5
    $Default PBanks: ( "LucyBbtCannon" )
$Subsystem: turret19,0.5,0.5
    $Default PBanks: ( "LucyBbtCannon" )
#End

:)
Title: Re: HTL Lucifer RELEASE
Post by: starfox on December 22, 2005, 10:35:37 am
Thanks Cobra, works fine now...
Title: Re: HTL Lucifer RELEASE
Post by: BlackDove on December 22, 2005, 10:55:46 am
Ooooooooh. Awesome.

*orgasms*
Title: Re: HTL Lucifer RELEASE
Post by: vyper on December 22, 2005, 01:44:25 pm
I've said it before and I'll say it again: Crikey.
Title: Re: HTL Lucifer RELEASE
Post by: Carl on December 23, 2005, 04:00:10 am
Galemp, i think the altered glowmaps are a bit too strong. if you could make them more subtle that would be jawsome.
Title: Re: HTL Lucifer RELEASE
Post by: Turalyon on January 03, 2006, 06:11:45 pm
Since I'm a total n00b here ^^ I have a question. If I download the 2048x2048 version, can I use it in FS2_open without risk?

And if yes, how do I make it work aka where do I have to copy which file to?

Regards
Title: Re: HTL Lucifer RELEASE
Post by: Kie99 on January 03, 2006, 06:32:47 pm
Yes, you can use it without risk.  The .dds files go in Freespace2\data\maps, and the capital02.pof file goes in Freespace2\data\models.
Title: Re: HTL Lucifer RELEASE
Post by: camcanr on January 04, 2006, 10:59:30 pm
I havent checked the fourums in so long anyway, that Lucifer looks Sooooooo goooood. If you made a hi poly Sathanas you should be crownd "Best Hi Poly Ship Maker".  ;7
Title: Re: HTL Lucifer RELEASE
Post by: Alikchi on June 21, 2007, 09:59:04 pm
Hate to bump a thread this old, but the downloads appear to be dead and I can't find the file elsewhere.
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on June 21, 2007, 10:33:24 pm
Hmm, me wants it, too! :D
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on June 21, 2007, 11:48:45 pm
Latest versions of everything I've done pre-Zeus/Loki age can be found here: http://www.hard-light.net/forums/index.php/topic,41374.msg917697.html#msg917697

I'll update the first post of this thread - which I assumed was long dead and buried, and so hadn't before. :p

The lucifer was in the 3.6.8 media VPs though wasn't it?
Title: Re: HTL Lucifer RELEASE
Post by: Alikchi on June 22, 2007, 01:18:14 am
Latest versions of everything I've done pre-Zeus/Loki age can be found here: http://www.hard-light.net/forums/index.php/topic,41374.msg917697.html#msg917697

I'll update the first post of this thread - which I assumed was long dead and buried, and so hadn't before. :p

The lucifer was in the 3.6.8 media VPs though wasn't it?

Thanks!

And I have the MediaVps.. doesn't look like it, no.

Edit - I get a "Forbidden" error when trying to download Lucy.
Edit again - It works now?
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 22, 2007, 08:46:20 pm
I have a problem with the HTL lucy. Every times its in game it looks fugly The Texture is very wrong and it almost looks worse than the oringal.IT also kind of looks deformed.....
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on June 22, 2007, 10:15:52 pm
I'll need more than that to go on - screenshot preferably. I also need to know whether or not you're using the one in the 3.6.8 zeta media VPs or just downloaded the one I linked to in the post above, and if you did downloaded it separately, how you installed it.
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on June 22, 2007, 10:19:52 pm
I have a problem with the HTL lucy. Every times its in game it looks fugly The Texture is very wrong and it almost looks worse than the oringal.IT also kind of looks deformed.....

It looks better up close, trust me.

I like it though, it looks like uses some form of anisotropic filtering, because it looks different from afar, then it sharpens to its fullest.

Or something like that.
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 23, 2007, 05:27:56 pm
I'll need more than that to go on - screenshot preferably. I also need to know whether or not you're using the one in the 3.6.8 zeta media VPs or just downloaded the one I linked to in the post above, and if you did downloaded it separately, how you installed it.

I don't know how to screen shot it.I got it from the 3.6.9 i think.
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on June 23, 2007, 08:29:04 pm
Press F2 in game, under Misc... check the screenshot key
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on June 23, 2007, 08:32:01 pm
The screenshot key is Print Screen. Nice help there, jr2.
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on June 23, 2007, 08:33:52 pm
?  Okay, whatever.  *shrugs*  It's Print Screen, unless you have it configured otherwise.  Which you would find if you looked at your key bindings.  :doubt:
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on June 24, 2007, 01:29:29 am
I don't know how to screen shot it.I got it from the 3.6.9 i think.
The 3.6.9 VPs don't and won't exist - we'll be switching straight to the 3.6.10 ones when that build comes out.

Without a screenie though I can only guess what's happening, and my only guess is that you have the old model or something in one of your mods and it's overriding the HTL one. But what you describe sounds more like a graphics glitch, so I really need a screenshot showing the problem to be sure.
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 24, 2007, 01:32:13 am
I don't know how to screen shot it.I got it from the 3.6.9 i think.
The 3.6.9 VPs don't and won't exist - we'll be switching straight to the 3.6.10 ones when that build comes out.

Without a screenie though I can only guess what's happening, and my only guess is that you have the old model or something in one of your mods and it's overriding the HTL one. But what you describe sounds more like a graphics glitch, so I really need a screenshot showing the problem to be sure.

Well i knew how to screen shot...But i don't know were to find it when i do and i uninstalled Fs2 il reinstall it later.
Title: Re: HTL Lucifer RELEASE
Post by: ARSPR on June 24, 2007, 02:09:04 am
I don't know how to screen shot it.I got it from the 3.6.9 i think.

Press "Print Screen" key while playing and then look in freespace2\screenshots folder.  ;)

(You'll get screenshots in tga uncompressed format. Please convert them to compressed jpg before posting).
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 24, 2007, 01:52:49 pm
I don't know how to screen shot it.I got it from the 3.6.9 i think.

Press "Print Screen" key while playing and then look in freespace2\screenshots folder.  ;)

(You'll get screenshots in tga uncompressed format. Please convert them to compressed jpg before posting).

Damn Laptop.....It has the button, but it doesn't work it has the Fn thing on it.
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on June 24, 2007, 03:10:30 pm
Then remap it!
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on June 25, 2007, 06:58:06 pm

Damn Laptop.....It has the button, but it doesn't work it has the Fn thing on it.

What do you mean?  Fn works just like Alt or Ctrl... press & hold Fn, then the button you are trying to use the Fn function of.  Can you take a pic of your laptop keyboard & attach it here?  (Save as a 1024x768 or so .jpg, then hit Preview > Additional Options > Attach.)
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 25, 2007, 08:36:17 pm

Damn Laptop.....It has the button, but it doesn't work it has the Fn thing on it.

What do you mean?  Fn works just like Alt or Ctrl... press & hold Fn, then the button you are trying to use the Fn function of.  Can you take a pic of your laptop keyboard & attach it here?  (Save as a 1024x768 or so .jpg, then hit Preview > Additional Options > Attach.)

I made the shots but how do i save to jpg?
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on June 26, 2007, 06:40:43 am
Use IrfanView (http://www.irfanview.com), File > Save As... ; to change resolution, use Image > Resize.

M$ Pbrush also works, but IrfanView is FTW.
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 26, 2007, 12:51:39 pm
Here they are.


(http://img107.imageshack.us/img107/1766/copyofscreen00051lu8.th.jpg) (http://img107.imageshack.us/my.php?image=copyofscreen00051lu8.jpg)



(http://img518.imageshack.us/img518/8878/copyofscreen00054hz9.th.jpg) (http://img518.imageshack.us/my.php?image=copyofscreen00054hz9.jpg)
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on June 26, 2007, 07:27:42 pm
That looks *almost* right except for two things:
1) The texture is being displayed at a very low res. There is a known problem there (see below) but that looks much worse than usual. What's your graphics card?
2) In the second pic on the second shell there appears to be some sort of problem. Because the shells are quite thin, I suspect it's something to do with your graphics card muddling the layers up (Z buffer issues or something). Do those black areas shift around and/or dissappear a lot?

Also, the Lucifer does have a bit of a problem with anisotropic filtering making the textures look quite blurry from a distance. I'm not quite sure how I'll improve on that, if indeed I can, but I'll try eventually. I need to fix some of the smoothing as well.
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 26, 2007, 08:06:03 pm
That looks *almost* right except for two things:
1) The texture is being displayed at a very low res. There is a known problem there (see below) but that looks much worse than usual. What's your graphics card?
2) In the second pic on the second shell there appears to be some sort of problem. Because the shells are quite thin, I suspect it's something to do with your graphics card muddling the layers up (Z buffer issues or something). Do those black areas shift around and/or dissappear a lot?

Also, the Lucifer does have a bit of a problem with anisotropic filtering making the textures look quite blurry from a distance. I'm not quite sure how I'll improve on that, if indeed I can, but I'll try eventually. I need to fix some of the smoothing as well.

Yes The Black Ares Shift Around And/Or Dissaper like that.Alot Of The Other Ships Do That Too.I looked at the computer manual and it didn't say anything about the card.It's a Compaq Presario, A HP Brand.I'l Look At The Computer Web Site.

EDIT:I think this is the video card.        Shared Video RAM (Max):          64 MB
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on June 27, 2007, 12:38:26 am
Well I expect that's it then - your card is just not really powerful enough to display some or all of these HTL ships correctly sorry. The black areas especially imply it's struggling to keep up, and as such there's no way your texture settings can be turned up to cancel out the blurriness.

In fact, I'd say you probably shouldn't be using anything but mv_core from the media VPs - is the game playable in it's current state, or does it chug?
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 27, 2007, 01:23:57 am
Its Playable, But it does lag when a mission starts.
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on June 27, 2007, 02:59:36 am
If you can, get a new GFX card.  Get an AGP or PCI-E card if your compy has one of these expansion slots, or get a plain PCI if it doesn't.  Halfway decent cards with 256 MB of memory onboard aren't too expensive, and 128 MB cards are kinda cheap, depending on what you get.
Title: Re: HTL Lucifer RELEASE
Post by: Grizzly on June 27, 2007, 06:25:32 am
If you can, get a new GFX card.  Get an AGP or PCI-E card if your compy has one of these expansion slots, or get a plain PCI if it doesn't.  Halfway decent cards with 256 MB of memory onboard aren't too expensive, and 128 MB cards are kinda cheap, depending on what you get.

Hades has a notebook. I doubt you can get something like that for that.
Title: Re: HTL Lucifer RELEASE
Post by: colecampbell666 on June 27, 2007, 06:36:54 am

Damn Laptop.....It has the button, but it doesn't work it has the Fn thing on it.

What do you mean?  Fn works just like Alt or Ctrl... press & hold Fn, then the button you are trying to use the Fn function of.  Can you take a pic of your laptop keyboard & attach it here?  (Save as a 1024x768 or so .jpg, then hit Preview > Additional Options > Attach.)

I made the shots but how do i save to jpg?

I have a keyboard like that. It is a Logitech. If you have one similar there might be a button that says "F Mode" or something like that. I figured it out because everytime i pressed F4 in FreeSpace it opened a PowerPoint. This should switch the keyboard to standard "F" mode.
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on June 28, 2007, 09:20:50 pm
If you can, get a new GFX card.  Get an AGP or PCI-E card if your compy has one of these expansion slots, or get a plain PCI if it doesn't.  Halfway decent cards with 256 MB of memory onboard aren't too expensive, and 128 MB cards are kinda cheap, depending on what you get.

Hades has a notebook. I doubt you can get something like that for that.


Doubtful, true... what model notebook is it?  Sometimes you can increase the memory that the GFX card gets in the BIOS (AGP aperture size or similar.. look for a setting that has the same memory displayed as your GFX vid memory, and change it to max.)
Title: Re: HTL Lucifer RELEASE
Post by: Hades on June 28, 2007, 10:46:28 pm
If you can, get a new GFX card.  Get an AGP or PCI-E card if your compy has one of these expansion slots, or get a plain PCI if it doesn't.  Halfway decent cards with 256 MB of memory onboard aren't too expensive, and 128 MB cards are kinda cheap, depending on what you get.

Hades has a notebook. I doubt you can get something like that for that.


Doubtful, true... what model notebook is it?  Sometimes you can increase the memory that the GFX card gets in the BIOS (AGP aperture size or similar.. look for a setting that has the same memory displayed as your GFX vid memory, and change it to max.)

It's a Compaq Presario C302NR.
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on June 28, 2007, 11:11:25 pm
Yeah... hate to break it to you, but Compaqs have THE ****tiest onboard graphics cards.
Title: Re: HTL Lucifer RELEASE
Post by: Hellstryker on June 29, 2007, 01:33:19 am
Nope that would be my Acer  :(
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on June 29, 2007, 07:04:05 am
Hades, increase your shared video memory to 128 MB, if you can.  (ie, if you have 512 MB or more of system memory, you should be able to handle that.  Your computer specs are here:

http://h10025.www1.hp.com/ewfrf/wc/document?docname=c00796384&lc=en&cc=us&dlc=en&product=3289282&lang=en

BTW, you can get up to 2 GB of system memory on that thing... I recently did that for my dad's laptop, cost about $140 for two 1GB DDR chips.
Title: Re: HTL Lucifer RELEASE
Post by: Hades on December 19, 2007, 06:06:03 pm
:necro:
I have noticed that some beams go through it, can some one else look into this?

[attachment deleted by admin]
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 19, 2007, 06:49:45 pm
Hades, increase your shared video memory to 128 MB, if you can.  (ie, if you have 512 MB or more of system memory, you should be able to handle that.  Your computer specs are here:

http://h10025.www1.hp.com/ewfrf/wc/document?docname=c00796384&lc=en&cc=us&dlc=en&product=3289282&lang=en

BTW, you can get up to 2 GB of system memory on that thing... I recently did that for my dad's laptop, cost about $140 for two 1GB DDR chips.

You got ripped off, mate. :P
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 19, 2007, 09:03:58 pm
Hmm, as far as I've been able to tell, the lucifer has solid collision detection. I do pretty extensive collision testing on my stuff, and I never had anything go through the hull. Has this happened with any other ships? Can you fly or shoot through the spots where the beam enters through?
Title: Re: HTL Lucifer RELEASE
Post by: Hades on December 20, 2007, 06:42:43 am
It doesn't happen to any other ships and I will check about the latter later when im able to move my fingers sll the way (Idk why but sometimes when I wake up they do that.)
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 20, 2007, 06:55:49 pm
I actually saw something similar happen yesterday while I was playing Homesick. The beam that was fired at the Custodian went through the ship for a few seconds.
Title: Re: HTL Lucifer RELEASE
Post by: Hellstryker on December 20, 2007, 07:36:21 pm
I've had the same thing happen with atens except its strange, fire doesnt go through it but it hits the ship underneath the visible texture  :wtf:
Title: Re: HTL Lucifer RELEASE
Post by: colecampbell666 on December 20, 2007, 08:13:21 pm
From what I've heard the Aten is broken.
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 20, 2007, 08:16:01 pm
"From what you've heard?"

We all know it's broken. :doubt:
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 20, 2007, 08:19:33 pm
The aten was done with the 3ds max POF exporter, which has known collision detection issues. The same issues are present on the sobek.

However the lucifer used PCS 1, which no longer has any such issues. Cobra, was the Custodian a lucifer, or something else? If something else it could indicate a new bug in the code.
Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 20, 2007, 08:25:29 pm
The Custodian in Homesick was a Deimos.
Title: Re: HTL Lucifer RELEASE
Post by: Hellstryker on December 20, 2007, 10:44:26 pm
LOL, who would name a lucifer Custodian  :p
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 20, 2007, 11:26:30 pm
I thought not, but just wanted to be totally sure. :p

As is, the Deimos was done by Bobboau via PCS1 as well, and also has rock solid collision detection. So, this could be a code bug. :\

Oh - one more thing, did the beam only go through it when the ship was about to die? I ask because there's a feature where if a beam delivers a killing blow (or something along those lines), it then 'punches through' the ship.
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on December 21, 2007, 12:49:05 am
I thought not, but just wanted to be totally sure. :p

As is, the Deimos was done by Bobboau via PCS1 as well, and also has rock solid collision detection. So, this could be a code bug. :\

Oh - one more thing, did the beam only go through it when the ship was about to die? I ask because there's a feature where if a beam delivers a killing blow (or something along those lines), it then 'punches through' the ship.

QFT
Title: Re: HTL Lucifer RELEASE
Post by: Hellstryker on December 21, 2007, 01:14:05 am
WTF Does QFT mean?  :wtf:
Title: Re: HTL Lucifer RELEASE
Post by: jr2 on December 21, 2007, 01:27:33 am
Quoted For Truth
Title: Re: HTL Lucifer RELEASE
Post by: ARSPR on December 21, 2007, 03:33:29 am
OFFTOPIC

WTF Does QFT mean?  :wtf:

http://www.acronymfinder.com

You even have a Firefox search engine available. Very handy page at least for non-English speakers.
Title: Re: HTL Lucifer RELEASE
Post by: Hellstryker on December 21, 2007, 04:34:59 am
I speak english just fine, as well as chalgasi, which i probably shouldn't have mentioned...
Title: Re: HTL Lucifer RELEASE
Post by: ARSPR on December 21, 2007, 04:50:08 am
I speak english just fine, as well as chalgasi, which i probably shouldn't have mentioned...

You've got me wrong. It's me who isn't a navite English speaker and this page is very handy for me, at least.  ;)

But this is fully offtopic.

Title: Re: HTL Lucifer RELEASE
Post by: Cobra on December 23, 2007, 07:17:00 pm
Oh - one more thing, did the beam only go through it when the ship was about to die? I ask because there's a feature where if a beam delivers a killing blow (or something along those lines), it then 'punches through' the ship.

For me, no.
Title: Re: HTL Lucifer RELEASE
Post by: Hades on December 24, 2007, 10:29:00 am
I thought not, but just wanted to be totally sure. :p

As is, the Deimos was done by Bobboau via PCS1 as well, and also has rock solid collision detection. So, this could be a code bug. :\

Oh - one more thing, did the beam only go through it when the ship was about to die? I ask because there's a feature where if a beam delivers a killing blow (or something along those lines), it then 'punches through' the ship.

No it had 100% health.
Title: Re: HTL Lucifer RELEASE
Post by: Darklord42 on December 30, 2007, 08:17:07 pm
unfortunately links no longer work :(  At least the files that they link too, don't decompress
Title: Re: HTL Lucifer RELEASE
Post by: Vasudan Admiral on December 30, 2007, 08:24:33 pm
The Lucifer's been in the MVPs for about a year now. You shouldn't need to download it separately. ;)
Title: Re: HTL Lucifer RELEASE
Post by: Darklord42 on December 30, 2007, 08:27:49 pm
well that would be a good reason :D