Hard Light Productions Forums

Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Mura on December 14, 2008, 09:22:29 pm

Title: Old FSPort 3.1 Discussion
Post by: Mura on December 14, 2008, 09:22:29 pm
FIRST! yaay, well, i shall dedicate my bandwidth to download this and now re-play the port :D

you make me happy, first i get to replay fs2 campaign with new shiny vp's and now we get more port~ THANKS ALL THE TEAM!
Title: Old FSPort 3.1 Discussion
Post by: Vasudan Admiral on December 14, 2008, 10:00:47 pm
Wahooo! Well done to Galemp and all those involved. :D
Title: Old FSPort 3.1 Discussion
Post by: Vasudan Admiral on December 14, 2008, 10:16:49 pm
Hmm - cache files haven't been included for the port MVP ships. As such it will appear some missions or ship lab loads will have locked up the game first time - the Karnak has an especially huge loadtime. I'd recommend an additional cache VP to address that?
Title: Old FSPort 3.1 Discussion
Post by: terran_emperor on December 14, 2008, 10:27:49 pm
*Cue Stereotypical British Accent*
I must say. Bloody good job, chaps. You've really out done yourselves.
Title: Old FSPort 3.1 Discussion
Post by: Hellstryker on December 15, 2008, 12:05:42 am
Beautiful. You really should've made a torrent, though.
Title: Old FSPort 3.1 Discussion
Post by: eliex on December 15, 2008, 12:23:29 am
I'm getting a 404 error on FSPort Missions Pack  :(
Still, brilliant and well done!  :D
Title: Old FSPort 3.1 Discussion
Post by: Trivial Psychic on December 15, 2008, 01:23:30 am
I'm getting a 404 error on FSPort Missions Pack  :(
That's because the link has "fsport_missions.zip", while the actual filename is "fsport-missions.zip".
Title: Old FSPort 3.1 Discussion
Post by: FUBAR-BDHR on December 15, 2008, 01:24:00 am
Strange the file I downloaded is called fsport_missions.zip. 


I see there are multiplayer missions in the file.  Are they ready for playing?
Title: Old FSPort 3.1 Discussion
Post by: Shade on December 15, 2008, 01:38:13 am
Ooh, a new version with extra goodies :yes: So much to play and so little time...
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 15, 2008, 02:06:10 am
All right -- the original version put up for download had several minor bugs in it.  I've thoroughly double-checked everything and I believe they're all fixed, though beta testing and bug reporting is, as always, appreciated. :)  Support for Turey's Installer has now been added, so the easiest thing to do would be for everybody to run the installer and bring their fsport installations up-to-date that way.  (Most notably, it is important to rename fsport_missions.vp to fsport-missions.vp -- or redownload it, as I've fixed a bunch of things in it.)  I've also added .ibx cache files to mv_fsport.  (Thanks to Vasudan Admiral for sending those along.)

Please let us know if you find any bugs -- we want to fix all problems before we release ST:R. :)
Title: Old FSPort 3.1 Discussion
Post by: Hellstryker on December 15, 2008, 02:30:37 am
Found a bug. The avenger, when firing over light things (most notably engines) turns black... as if it's negative  :wtf:
Title: Old FSPort 3.1 Discussion
Post by: eliex on December 15, 2008, 02:46:08 am
That's because the link has "fsport_missions.zip", while the actual filename is "fsport-missions.zip".

Ah thanks. With the new support of Turey's Installer, I'll run that instead.  :)
Title: Old FSPort 3.1 Discussion
Post by: Grizzly on December 15, 2008, 03:51:08 am
Silent Threat. It sucks. We know. Wait till Christmas.

Didn't people say that last time?
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 15, 2008, 04:15:08 am
Yay. Gotta try once I get home.
Title: Old FSPort 3.1 Discussion
Post by: Fenrir on December 15, 2008, 04:19:19 am
Apparently I didn't set up multimod right, as I get the following error: "Invalid MOD ini in multiple mod perameter, only -mod calls are allowed"

I have mv_fsport and its icon in the fsport-mediavps folder and everything else in fsport. What did I do wrong?
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 15, 2008, 04:22:02 am
Care to run a debug and post your fs2_open.log?
Title: Old FSPort 3.1 Discussion
Post by: Fenrir on December 15, 2008, 04:56:51 am
It's a launcher error, so I can't even get as far as running the game. I choose fsport as a mod and the error comes up. Once I hit OK, the launcher closes itself. All the other campaigns I have work fine, so it seems to be a problem with the way the multimod ini is set up. I'll redownload the launcher and mess with other stuff to see if I can fix it.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 15, 2008, 05:19:17 am
In that case, are you sure that the folder names in the mod.ini correlate with your subfolders' name?
Title: Old FSPort 3.1 Discussion
Post by: Vidmaster on December 15, 2008, 05:27:16 am
cool, new shiny FS Port  :yes:
Title: Old FSPort 3.1 Discussion
Post by: Romanmolf on December 15, 2008, 06:48:43 am
Excellent! Downloading...
Title: Old FSPort 3.1 Discussion
Post by: Dilmah G on December 15, 2008, 07:28:53 am
WOAH! NEW MVPS AND THE PORT--


IN THE SAME MONTH!!!!!!!

(Stands on desk and airspanks moniter)
Title: Old FSPort 3.1 Discussion
Post by: Macfie on December 15, 2008, 07:51:31 am
When I try to select fsport in the launcher I get the following error "Invalid MOD ini in multiple mod perameter, only -mod calls are allowed"  If I select fsport-mediavps as the selected mod everything works fine.  I can access everything and run the fsport with all the graphic enhancements.  If I select a mod that uses the fsport it only uses the retail graphics except for whatever is in the regular mediavps.  This is using "fsport,mediavps" in the mod ini.  If I change the mod ini to "fsport-mediavps,mediavps" I get the invalid mod error previously mentioned.  I have checked the file names for my installation of the new port mod and all file names are correct. 
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 15, 2008, 08:04:07 am
You want them in 'fsportmvps' not 'fsport-mediavps'. RTFP!

EDIT: Wait, what? Goober, what did you do... damn it.

Okay fine. You want your mod.ini to have 'fsport-mediavps,fsport,mediavps'. This makes sure everything works correctly.
Title: Old FSPort 3.1 Discussion
Post by: Androgeos Exeunt on December 15, 2008, 08:14:08 am
Here we go again...
Title: Old FSPort 3.1 Discussion
Post by: Hellstryker on December 15, 2008, 09:47:03 am
WOAH! NEW MVPS AND THE PORT--


IN THE SAME MONTH!!!!!!!

(Stands on desk and airspanks moniter)

Expect more before all is said and done.
Title: Old FSPort 3.1 Discussion
Post by: Dilmah G on December 15, 2008, 09:54:50 am
WOAH! NEW MVPS AND THE PORT--


IN THE SAME MONTH!!!!!!!

(Stands on desk and airspanks moniter)

Expect more before all is said and done.


w00t

I would spank my screen purepwnage style but it fell off my desk last time I tried, So I'll just eagerly wait on the forum and play some more fs2


...regardless of the fact that its 12:54am here
Title: Old FSPort 3.1 Discussion
Post by: ARSPR on December 15, 2008, 10:15:29 am
Hi, I've just installed Port and then in F3 renderer I've seen Hades as Vasudan???

And in fact from fsport3_1.vp>tables>ships.tbl:

Code: [Select]
...
$Name: GTD Hades
$Short name: THades
$Species: Vasudan

...

$Name: GTD Hades#scan
$Short name: THades
$Species: Vasudan
...

Intentional?

(And also take notice that both Hades have the same short name)

Also

All right -- the original version put up for download had several minor bugs in it.  I've thoroughly double-checked everything and I believe they're all fixed, though beta testing and bug reporting is, as always, appreciated. :)  Support for Turey's Installer has now been added, so the easiest thing to do would be for everybody to run the installer and bring their fsport installations up-to-date that way.  (Most notably, it is important to rename fsport_missions.vp to fsport-missions.vp -- or redownload it, as I've fixed a bunch of things in it.)  I've also added .ibx cache files to mv_fsport.  (Thanks to Vasudan Admiral for sending those along.)

Please let us know if you find any bugs -- we want to fix all problems before we release ST:R. :)

Are you sure they are fine?

As I've said, I've just downloaded it and Karnak has re-built cache file in F3 renderer. (It has taken AGES to get operative and I have a fully new karnak.ibx in data/cache).

(Maybe you also need to include .tsb cache files)
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 15, 2008, 10:39:54 am
Hi, I've just installed Port and then in F3 renderer I've seen Hades as Vasudan???

Yep, that's intentional. It has to do with briefing icons. Might change in the future, but you don't have to worry about it.

Quote
I've just downloaded it and Karnak has re-built cache file in F3 renderer. (It has taken AGES to get operative and I have a fully new karnak.ibx in data/cache).

(Maybe you also need to include .tsb cache files)

Goober, you wanna handle this?
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 15, 2008, 10:41:16 am
Will do.  Didn't know the .tsb file was used by FS; sorry. :(
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 15, 2008, 10:43:56 am
OK. Hold off on the upload till you see my comments in the internal though. Thanks.

Everyone else: They should be updated tonight. In the meantime please continue playtesting, so anything else that might come up can be fixed. Thanks!
Title: Old FSPort 3.1 Discussion
Post by: StrayFender on December 15, 2008, 12:01:29 pm
oooh. so great. 2 releases in less than a month!  :D
downloading NOW.
 :nod:
Title: Old FSPort 3.1 Discussion
Post by: szmuk on December 15, 2008, 12:31:06 pm
I found a bug, there are no asteroids in game. It didn't bother me (just seemed strange), but now i cant escort Galatea through asteroid field, becouse guns keep shoothing through invisible asteroids and they still do damage to the ship.
Title: Old FSPort 3.1 Discussion
Post by: Snail on December 15, 2008, 12:43:16 pm
http://fsport.hard-light.net/extras/fsport31screen9thumb.jpg

^^^

I swear there is a much better subspace effect now.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 15, 2008, 12:46:00 pm
I found a bug, there are no asteroids in game. It didn't bother me (just seemed strange), but now i cant escort Galatea through asteroid field, becouse guns keep shoothing through invisible asteroids and they still do damage to the ship.
You aren't by chance running fs2_open_3_6_9?
Title: Old FSPort 3.1 Discussion
Post by: SF-Junky on December 15, 2008, 12:49:02 pm
Wow, what's going on here? First the new MVP now FSPort 3.1 and a pack of upgraded campaigns. What's next? BWO gettin' released? :D :lol:

Will check this out later this week/next week. Looks like I'll have to do another overhaul over my WhatIf campaign...

Silent Threat. It sucks. We know. Wait till Christmas.

Didn't people say that last time?
Well. They didn't say what Christmas, after all, didn't they? :P *runs*
Title: Old FSPort 3.1 Discussion
Post by: Rodo on December 15, 2008, 01:13:48 pm
It's a tsunamy of releases!!!!! RUN for your lives!!!  :P


Downloading right now, good on you guys :D
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 15, 2008, 01:21:23 pm
I swear there is a much better subspace effect now.

If there is, why isn't it in the media VPs? Link, please.
Title: Old FSPort 3.1 Discussion
Post by: szmuk on December 15, 2008, 01:27:14 pm
Thanks a lot, how noobish of me :)
Title: Old FSPort 3.1 Discussion
Post by: Something on December 15, 2008, 02:05:31 pm
In the first mission where you meet the Shivans (as you are escorting the Plato)  if you select the other fighter to play the mission (Valkyrie I think) it already has fully working shields when no Terran ship should have any such thing.
Title: Old FSPort 3.1 Discussion
Post by: Romanmolf on December 15, 2008, 02:13:32 pm
bug?
Title: Old FSPort 3.1 Discussion
Post by: Fenrir on December 15, 2008, 02:32:34 pm
You want them in 'fsportmvps' not 'fsport-mediavps'. RTFP!

EDIT: Wait, what? Goober, what did you do... damn it.

Okay fine. You want your mod.ini to have 'fsport-mediavps,fsport,mediavps'. This makes sure everything works correctly.

Is that supposed to be in the primarylist or secondarylist? And am I supposed to select fsport-mediavps as a mod or just fsport? So far I still get the error both ways even after updating to launcher 5.5d (I had 5.5c before).

EDIT: Wait a sec... I think I'll rename my folder to fsportmvps. I'm beginning to suspect that the error comes from the launcher thinking that fsport-mediavps is a flag file name. If that's the case I don't know how it works for other people...

EDIT2: That seems to have done the job. OMG @ all the awesome!
Title: Old FSPort 3.1 Discussion
Post by: ShadowGorrath on December 15, 2008, 02:40:10 pm
The mediavps DO have better in-subspace effects! Check mv_effects.vp's Maps directory for noise01.dds and noise01b.dds ( if I remember the names right ). There are 2 versions: 3.6.10 betas and older ( effects like in Transcend ), and current 3.6.10 ones. How could you miss THAT?

There are also Vasudan Turret effect bitmaps also in the mediavps. Don't tell me you missed that as well!

Also, almost all laser weapons in FSPort have different laser head and tail radius', so the effects in-game are "rotated" and look damn ugly with the FSPort mediavps. The trick with different laser head and tail radius' works only on retail effects, while it ruins the newer, better effects, like the new fsport mediavp ones.

I've fixed all of these myself for myself. Though if you're interested in getting that TBM and extracted effects, just PM me. Just note that the different radius' might make the effects of different sizes than the originals, as I haven't checked the original values. Though they looked just fine in the tech lab with my fixes.

As for the shielded Valkyrie, I believe that it might be a corrupt pilot. Check that mission with another pilot and see if it's better. I experienced this a couple of times as well.

P.S. The HTL GTF Angel looks sweet :)
Title: Old FSPort 3.1 Discussion
Post by: shiv on December 15, 2008, 02:43:40 pm
The new interface really impressed me as well as the HUD elements :)
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 15, 2008, 02:54:41 pm
I've fixed all of these myself for myself. Though if you're interested in getting that TBM and extracted effects, just PM me.

PM sent. If those effects are in the media VPs, then it's either an issue with the subspace POF looking for the wrong textures or duplicated artwork in the FSPort VPs. Either way, I appreciate it.

In the first mission where you meet the Shivans (as you are escorting the Plato)  if you select the other fighter to play the mission (Valkyrie I think) it already has fully working shields when no Terran ship should have any such thing.

See the 'Known Issues' post immediately after the Release post. It's a bug that I was unfortunately responsible for introducing. :(

P.S. The HTL GTF Angel looks sweet :)

That's Woomeister's, had to fight to get it from him. Unfortunately you'll observe it has Loki engines, so there's still some work to do on it. The final result will look like the one in the Ship Select Animation.
Title: Old FSPort 3.1 Discussion
Post by: ShadowGorrath on December 15, 2008, 02:59:48 pm
Well, you included the retail FS1 inside-subspace effects, but not included the mediavp ones in FSPort mediavps. So the game loads FSPort's retail effects/maps for the in-subspace effect, instead of the mediavp ones.

And I'll send the files tomorrow, if you don't mind? My internet is R.I.P.
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 15, 2008, 03:05:59 pm
Hmm, we'd really really like to get it all fixed tonight... but I think we can manage based on what you've described to us. Do you think you could at least send the contents of the TBM in a PM to me?
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 15, 2008, 03:22:11 pm
EDIT: Wait a sec... I think I'll rename my folder to fsportmvps. I'm beginning to suspect that the error comes from the launcher thinking that fsport-mediavps is a flag file name. If that's the case I don't know how it works for other people...
It's a bug in the launcher.  Just delete the primarylist line in the fsport mod.ini.  If you want to run with the port mediavps, select the fsport-mediavps mod and it'll work.


In the first mission where you meet the Shivans (as you are escorting the Plato)  if you select the other fighter to play the mission (Valkyrie I think) it already has fully working shields when no Terran ship should have any such thing.
This is a SCP bug.
Title: Old FSPort 3.1 Discussion
Post by: Snail on December 15, 2008, 03:41:31 pm
Couldn't you use the Shield System editor? Or is that buggered?
Title: Old FSPort 3.1 Discussion
Post by: chief1983 on December 15, 2008, 03:43:44 pm
Aw jeez.  These files have already been changing since they were released.   I don't know if it was covered anywhere or not, but I can't see why the fsport core mod.ini needs to include the mediavps in its secondrylist.  I thought the whole point was that they would be installed separately to be used with or without them.  Using the fsport mediavps folder as a mod included the fsport and mediavps folders already, so there shouldn't be any need to have added the port mediavps and the regular mediavps to the fsport core mod.ini too, right?  Or did I miss something?
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 15, 2008, 03:51:10 pm
No, you didn't miss anything. It's one of the many trouts I've had to slap Goober with today. :rolleyes: It'll be patched within 24 hours.
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 15, 2008, 05:21:29 pm
I cannot load the first mission, In the Launcher, I have the FSPort MediaVPs V3.1 Mod selected, the games goes to the main hall OK, but when I click on the Briefing Room, I get one loading dot then:

Error: Can't open model file <S_Rockeye.pof>
File: ModelRead.cpp
Line: 1995


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

What can  I do to ensure my future destruction?
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 15, 2008, 05:58:45 pm
You need to have the FSU 3.6.10 Media VPs installed in the 'mediavps' folder.
Title: Old FSPort 3.1 Discussion
Post by: GTSVA on December 15, 2008, 06:37:43 pm
DUDE THAT'S AWESOME!
Title: Old FSPort 3.1 Discussion
Post by: Macfie on December 15, 2008, 08:40:57 pm
When I try to select fsport in the launcher I get the following error "Invalid MOD ini in multiple mod perameter, only -mod calls are allowed"  If I select fsport-mediavps as the selected mod everything works fine.  I can access everything and run the fsport with all the graphic enhancements.  If I select a mod that uses the fsport it only uses the retail graphics except for whatever is in the regular mediavps.  This is using "fsport,mediavps" in the mod ini.  If I change the mod ini to "fsport-mediavps,mediavps" I get the invalid mod error previously mentioned.  I have checked the file names for my installation of the new port mod and all file names are correct. 

Once I changed the fsport-mediavps file to fsportmvps the launcher problem went away.  I then used fsportmvps,fsport,mediavps in the secondary list for all my mods and everything works fine.  Just deleting the primarylist line did not fix it.
Title: Old FSPort 3.1 Discussion
Post by: SypheDMar on December 15, 2008, 09:31:17 pm
In training mission 4, I cannot complete it because the order to disarm is not available.
Title: Old FSPort 3.1 Discussion
Post by: neoterran on December 16, 2008, 02:16:21 am
I seem to be missing my reticle in freespace port now  :confused:
Title: Old FSPort 3.1 Discussion
Post by: Androgeos Exeunt on December 16, 2008, 04:12:42 am
In training mission 4, I cannot complete it because the order to disarm is not available.

I got that too! C-2-1 is fine. 3 isn't. :mad:
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 16, 2008, 04:32:13 am
You need to have the FSU 3.6.10 Media VPs installed in the 'mediavps' folder.

Sorry, but I have no idea what to do.  I used Turey's Installer to download it, but after that I'm more than confused.com about this.  I'm also trying to put in IceyJones cutscene in, but I'm unable to edit the Mission File.
Title: Old FSPort 3.1 Discussion
Post by: Macfie on December 16, 2008, 04:59:05 am
Here is an edited campaign file to use the IceyJones cutscene.  Just create a new folder named missions in the data folder of the fsport folder and place this in it.

[attachment stolen by Slimey Goober]
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 16, 2008, 05:01:37 am
umm, I don't have a data folder...
Title: Old FSPort 3.1 Discussion
Post by: Narvi on December 16, 2008, 05:04:58 am
Question from a manual downloader: are all the files new and required, or can we use old files for some, like FS1OggCutscenes?
Title: Old FSPort 3.1 Discussion
Post by: Androgeos Exeunt on December 16, 2008, 05:05:31 am
You need to have the FSU 3.6.10 Media VPs installed in the 'mediavps' folder.

:wtf:

Uhh, Galemp, you made me confused for a moment. Do you mean FS[size=8]O[/size]? I thought FSU was restricted to HLP only.

Oi! Stop posting so that I can post!
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 16, 2008, 05:40:44 am
You need to have the FSU 3.6.10 Media VPs installed in the 'mediavps' folder.

:wtf:

Uhh, Galemp, you made me confused for a moment. Do you mean [size=big]O[/size]? I thought FSU was restricted to HLP only.

FSU, as in FreeSpace Upgrade, like in The FreeSpace Upgrade Project. Used here to clarify the difference between the FSPort MediaVPs and the regular (FSU) MediaVPs.

Question from a manual downloader: are all the files new and required, or can we use old files for some, like FS1OggCutscenes?
I'm sure the cutscenes are the same they've always been. And I'd bet that the voices, the music and the command-brief animations are also the same.

umm, I don't have a data folder...
:sigh: ...here (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/data.zip).
Title: Old FSPort 3.1 Discussion
Post by: Narvi on December 16, 2008, 06:27:14 am
Weird bug in the techroom... there's a "Shivan#Fury" present as an option in the weapons section, and when I select it, nothing shows up.  :wtf:
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 16, 2008, 09:16:07 am
OK, I'm sorry to keep doing this, but I still cannot get the damn thing to work.  I have no idea how to correct this:

Error: Can't open model file <S_Rockeye.pof>
File: ModelRead.cpp
Line: 1995


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


In the "MediaVPs" folder, I have a data folder, and the following files;

mp-710_adveffects
mp-710_effects
mp-710_models
mv_adveffects
mv_complete (downloaded from the 3.6.10 thread as I thought it was what I needed)
mv_core
mv_effects
mv_models
mv_music
mv_textures
readme
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 16, 2008, 09:21:07 am
mp-710_adveffects
mp-710_effects
mp-710_models
mv_adveffects

mv_core
mv_effects
mv_models
mv_music
mv_textures
Remove.

And if there is a \MediaVPs\data\cache\ folder, empty it.
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 16, 2008, 09:27:19 am
Just so I'm clear, I need to delete everything but the data folder, the MV_complete VP and the readme file?
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 16, 2008, 09:32:17 am
Yes. You have 3.6.8 MediaVPs and 3.6.10 MediaVPs in there. The 3.6.8's must go, or they'll interfere with stuff. And empty the \data\cache folder, in case there are .ibx files from the 3.6.8's in there.

And, well, if the readme is for the 3.6.8's you won't need it, either. But it's your choice. It won't do anything in there.
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 16, 2008, 09:50:48 am
I'm going to expell this thing out of the frigging air lock soon!  Still getting the same problem.  And I followed Mr. Lobo's instructions.

EDIT

Just to try something out, from the Launcher, I switched from "fsportmediavps" to "destinyofpeace", that sort of worked, it was loading the briefing backgrounds of FS1, but had the layout of FS2.  More importantly, I was able to continue my FS1 main campaign, but without any weapons.
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 16, 2008, 01:17:28 pm
Methinks you have some problems with your installation. I'd recommend getting FS2 to play nicely with the FSU MVPs before you try running FSPort.
Title: Old FSPort 3.1 Discussion
Post by: chief1983 on December 16, 2008, 02:29:37 pm
Your MediaVPs folder should also have a .bmp file and a mod.ini file as well as the MV_*.vp files for the current release.  It might not be required but those were a part of the current release.  If you didn't extract the MV_Complete.7z file to your MediaVPs folder, you need to do that first.  It came with MV_Complete.vp, the mod bitmap image, a mod.ini file, and a readme.txt for the current release.  If you didn't extract that file yet, delete everything else in the mediavps folder except it, and then extract it there.  If you don't have 7-zip you can get it free from 7-zip.org.
Title: Old FSPort 3.1 Discussion
Post by: StrayFender on December 16, 2008, 03:32:41 pm
 :wtf:



"Invalid MOD ini multiple mod parameter ,  only -mod calls are allowed"



what i should do?
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 16, 2008, 03:48:58 pm
Run the Port by selecting the fsport-mediavps folder in the Launcher, rather then the fsport folder.
Title: Old FSPort 3.1 Discussion
Post by: Nuclear1 on December 16, 2008, 08:40:30 pm
Oh my God, you guys really did make this old school. Thankyouthankyouthankyouthankyouthankyouthankyouthankyou.
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 17, 2008, 01:17:00 am
Just a heads up -- 3.1.1 is nearly ready to go, but we're spending a bit of extra time testing it to make sure we've got all the bugs fixed.  We already spotted one silly bug that would have slipped through had it not been for the extra tests. ;)  Stay tuned.
Title: Old FSPort 3.1 Discussion
Post by: neoterran on December 17, 2008, 01:39:05 am
I seriously am missing my center of reticle and some parts of the 2 gauges on either side - the numbers are still there tho - the "frame" in freespace port. If it's not just me or i've done something dumb, that might be a bug  :nervous:
Title: Old FSPort 3.1 Discussion
Post by: ssmit132 on December 17, 2008, 02:27:30 am
As other people said, we have another present this month!  :) Dang, I need to find some more hard drive space...

Is it all right to ask why the FSPort MediaVPs are by default in a different directory to the main stuff? (Too late, I asked!  :lol:)
Title: Old FSPort 3.1 Discussion
Post by: chief1983 on December 17, 2008, 02:33:18 am
The port is original FS2 executable compatible.  You don't even need the SCP engine to use it.  If you want the pretty graphics however, you can use the port mediavps, but they couldn't combine them or else it would break that retail compatibility.
Title: Old FSPort 3.1 Discussion
Post by: ssmit132 on December 17, 2008, 02:37:06 am
I understand that. Anyway, disregard that question  :nervous:. I'll just fix everything up so that it also references the fsport-mediavps folder.

EDIT: Just tried this, and it's BRILLIANT! Thank you very much for bringing this out for all of us.  ;)
Title: Old FSPort 3.1 Discussion
Post by: Solatar on December 17, 2008, 09:25:35 am
I was dumb and left my joystick in my dorm room (I'm home for Christmas break now).

Rather than wait until mid-January to retrieve it, this might inspire me to spend $30 on one.
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 17, 2008, 09:35:04 am
I seriously am missing my center of reticle and some parts of the 2 gauges on either side - the numbers are still there tho - the "frame" in freespace port. If it's not just me or i've done something dumb, that might be a bug  :nervous:
1) Screenshot?
2) Which build are you using?
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 17, 2008, 11:00:16 am
Your MediaVPs folder should also have a .bmp file and a mod.ini file as well as the MV_*.vp files for the current release.  It might not be required but those were a part of the current release.  If you didn't extract the MV_Complete.7z file to your MediaVPs folder, you need to do that first.  It came with MV_Complete.vp, the mod bitmap image, a mod.ini file, and a readme.txt for the current release.  If you didn't extract that file yet, delete everything else in the mediavps folder except it, and then extract it there.  If you don't have 7-zip you can get it free from 7-zip.org.

I tried to re-extract it (with WinRar), and all that was there was the MV_Complete VP.  Does it really matter to use 7-Zip?
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 17, 2008, 11:02:03 am
Does it really matter to use 7-Zip?
Shouldn't. Rumours tell that WinRAR has .7z support. People (including myself) just tend to say "use 7-Zip", since it is more free than WinRAR.
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 17, 2008, 11:11:04 am
Where can I go then to find the mod.ini and the .bmp?
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 17, 2008, 11:13:32 am
http://www.hard-light.net/forums/index.php/topic,58230.0.html

Step 3.
Title: Old FSPort 3.1 Discussion
Post by: admiral_wolf on December 17, 2008, 11:36:16 am
ummm, this may sound stupid, but is this compatible with FSO?  Just seen there something about a retail installation, as I'm still getting the Rockeye problem.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 17, 2008, 11:40:46 am
ummm, this may sound stupid, but is this compatible with FSO?
Indeed it does. Because,
Quote from: the first post of this thread
As always FSPort remains retail compatible but optimized for Freespace Open.

Rockeye suggests that you're still doing something wrong. Run a debug and post your fs2_open.log. Then, tell us which subfolder you're using as a mod and post the contents of the mod.ini in that folder.
Title: Old FSPort 3.1 Discussion
Post by: chief1983 on December 17, 2008, 11:50:28 am
Oh crap my bad.  The mod.ini and the bitmap weren't in the .7z file, they were alongside it, at least with the torrent.  Sorry for the confusion.
Title: Old FSPort 3.1 Discussion
Post by: neoterran on December 17, 2008, 12:28:03 pm
I seriously am missing my center of reticle and some parts of the 2 gauges on either side - the numbers are still there tho - the "frame" in freespace port. If it's not just me or i've done something dumb, that might be a bug  :nervous:
1) Screenshot?
2) Which build are you using?

Goob, I'll get you a screenshot shortly - I'm at work at the moment.
I first noticed it with build 4999 and up, It's only on freespace port (or mods that use it) and it's persistent if i change pilots. I'm using 3.6.10 and latest version of the port. It's really odd, the numbers for the gauge are floating there in space but i'm just missing the left and right brackets and the center reticle.

I should mention I'm on a Mac, But i have no such issue with Freespace 2 campaigns (or the 3.0.4 Freespace port)
Title: Old FSPort 3.1 Discussion
Post by: TopAce on December 17, 2008, 12:29:33 pm
I have a problem when I start the Plato mission: "Can't opem model file: S_Rockeye.pof." I'm using 3.6.10 with all VPs downloaded from the first post. The way I installed FSPort looked like this: Delete the whole FSPort folder that contained the previous, old release --> create FSPort/data --> stick all VPs and the mod.ini into FSPort/data --> Launch the launcher, select the mod as usual --> play.

Could anyone help? Is this the "Rockeye" issue admiral_wolf is speaking about above?
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 17, 2008, 12:32:26 pm
--> create FSPort/data --> stick all VPs and the mod.ini into FSPort/data
Uh, why? Sticking the FSPort vps to \fsport\ would have really sufficed.

Do the same I told admiral_wolf to do: run a debug and post the log; obviously something has been done wrong.
Title: Old FSPort 3.1 Discussion
Post by: TopAce on December 17, 2008, 12:44:33 pm
Uh, why? Sticking the FSPort vps to \fsport\ would have really sufficed...

Did I miss something? Last time I checked, you had to put the VPs into modname/data.

Quote
Do the same I told admiral_wolf to do: run a debug and post the log; obviously something has been done wrong.

That doesn't even start up. It says Shivan_Impact01 does not have a LOD0.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 17, 2008, 12:51:05 pm
Uh, why? Sticking the FSPort vps to \fsport\ would have really sufficed...

Did I miss something? Last time I checked, you had to put the VPs into modname/data.
Apparently. Mods go to \freespace2\modname\. Period. Individual non-vp files go to \freespace2\modname\data\ and the subsecuent subfolders.

Quote
Do the same I told admiral_wolf to do: run a debug and post the log; obviously something has been done wrong.

That doesn't even start up. It says Shivan_Impact01 does not have a LOD0.
Keep hitting Ok or something until you get to the Main Hall. You should then have a file called fs2_open.log in your \freespace2\data\ folder.
Title: Old FSPort 3.1 Discussion
Post by: ARSPR on December 17, 2008, 01:03:21 pm
Hi, another "possible" issue.

I was going to post as [Coded] a sample of both edited freespace.fc2 and cutscene.tbl in the Vasuda Destruction cutscene thread in order to get it working. But before doing that, I've just compared my previous fc2 edited file (from 3.0.4) against the new one (from 3.1) with Winmerge. And I've noticed:


Is that fine?

EDITED -----

More possible issues. While testing Mantis 1847 about cutscenes (http://scp.indiegames.us/mantis/view.php?id=1847) I've used debug 5008 and look what fs2_open.log I get:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -noscalevid
  -spec
  -normal
  -height
  -3dshockwave
  -cache_bitmaps
  -no_vsync
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod MOD_FSPort3,mediavps
  -fps
Building file index...
Found root pack 'E:\FreeSpace2\MOD_FSPort3\00-VasudaCutscene.vp' with a checksum of 0x8e80a357
Found root pack 'E:\FreeSpace2\MOD_FSPort3\01-mv_fsport.vp' with a checksum of 0xdc35d4be
Found root pack 'E:\FreeSpace2\MOD_FSPort3\fsport-missions.vp' with a checksum of 0xe1be91ee
Found root pack 'E:\FreeSpace2\MOD_FSPort3\fsport3_1.vp' with a checksum of 0xb4418da7
Found root pack 'E:\FreeSpace2\MOD_FSPort3\sparky_hi_fs1.vp' with a checksum of 0xc881671a
Found root pack 'E:\FreeSpace2\MOD_FSPort3\stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack 'E:\FreeSpace2\MOD_FSPort3\tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack 'E:\FreeSpace2\MOD_FSPort3\warble_fs1.vp' with a checksum of 0x49c6c98d
Found root pack 'E:\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'E:\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'E:\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'E:\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'E:\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'E:\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\FreeSpace2\MOD_FSPort3\' ... 38 files
Searching root pack 'E:\FreeSpace2\MOD_FSPort3\00-VasudaCutscene.vp' ... 2 files
Searching root pack 'E:\FreeSpace2\MOD_FSPort3\01-mv_fsport.vp' ... 235 files
Searching root pack 'E:\FreeSpace2\MOD_FSPort3\fsport-missions.vp' ... 138 files
Searching root pack 'E:\FreeSpace2\MOD_FSPort3\fsport3_1.vp' ... 734 files
Searching root pack 'E:\FreeSpace2\MOD_FSPort3\sparky_hi_fs1.vp' ... 1171 files
Searching root pack 'E:\FreeSpace2\MOD_FSPort3\stu_fs1.vp' ... 1497 files
Searching root pack 'E:\FreeSpace2\MOD_FSPort3\tango_fs1.vp' ... 69 files
Searching root pack 'E:\FreeSpace2\MOD_FSPort3\warble_fs1.vp' ... 110 files
Searching root 'E:\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'E:\FreeSpace2\' ... 108 files
Searching root pack 'E:\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\warble_fs2.vp' ... 52 files
Found 25 roots and 16761 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 8800 GTX/PCI/SSE2
  OpenGL Version    : 2.1.2

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsnh-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsnhe-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsnhe-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgnh-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsnh-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbnh-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsnh-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsnhe-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsnhe-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lnh-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsnh-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsnhe-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsnhe-f.sdr ...

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 392
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter04.pof'
IBX: Found a good IBX/TSB to read for 'fighter04.pof'.
IBX-DEBUG => POF checksum: 0xa939505f, IBX checksum: 0xef2f644f -- "fighter04.pof"
Frame  0 too long!!: frametime = 0.773 (0.773)
Got event GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN (34) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...

So you can see:
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!


Is it fine? (I swear that I have no strange ships.tbl, -shp.tbm, weapons.tbl or -wep.tbm floating arround)
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 17, 2008, 03:58:51 pm
I have a problem when I start the Plato mission: "Can't opem model file: S_Rockeye.pof."

Are you sure you have the Freespace Upgrade 3.6.10 Media VPs downloaded? Look in the tech room; if the Fenris isn't high-poly you're doing it wrong.
Title: Old FSPort 3.1 Discussion
Post by: Rodo on December 17, 2008, 04:16:53 pm
I found something odd...hope it wasn't mentioned before.

In training mission 04, the instructor tells you to order epsilon wing to disarm freighter 1 but the freighter jumps in already disarmed... so you don't get a choice to disarm thus you are stuck in the training... of course you can skip the training but just letting you know guys.
Title: Old FSPort 3.1 Discussion
Post by: Spidey- on December 17, 2008, 06:04:01 pm
Is the Apollo in the release screenshot supposed to be a high poly version? It's the same one I get when running the mod, but it doesn't seem very upgraded?
Or is the Lt. Ash version the only upgraded apollo?
Title: Old FSPort 3.1 Discussion
Post by: Titan on December 17, 2008, 06:31:48 pm
just a reskin, IIRC. though TVWP should really include a new one (hint hint)
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 17, 2008, 07:12:41 pm
There's a cockpit, and glowpoints, and a lot of little details added to the mesh. It still needs a normal map though.
Title: Old FSPort 3.1 Discussion
Post by: Mongoose on December 17, 2008, 08:54:35 pm
I just got around to downloading these puppies, and since a cursory search of the thread didn't turn anything up...is there any reason you could think of why my HUD is largely invisible in-mission? :nervous:

(This is with both the Port MVPs and 3.6.10 final MVPs on a recent nightly build.)
Title: Old FSPort 3.1 Discussion
Post by: dANGER boy on December 17, 2008, 08:58:59 pm
Does this release include the hi-poly model that makes the Apollo look like the one from the opening cutscene?
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 17, 2008, 10:23:27 pm
Nope, it uses the GTA standard issue gray. You can just put the reskin in the Maps folder though and it will use that instead if you prefer.
Title: Old FSPort 3.1 Discussion
Post by: dANGER boy on December 17, 2008, 11:35:51 pm
So I found the HTL Apollo file that has been redone but how and where do I put the files?  I was looking at the vps for FS Port 3.1 and thye have renamed all the fighters and stuff.
Title: Old FSPort 3.1 Discussion
Post by: chief1983 on December 18, 2008, 12:38:07 am
Might need a custom tbm to use it to override the included ship entry for it.
Title: Old FSPort 3.1 Discussion
Post by: neoterran on December 18, 2008, 01:24:06 am
I just got around to downloading these puppies, and since a cursory search of the thread didn't turn anything up...is there any reason you could think of why my HUD is largely invisible in-mission? :nervous:

(This is with both the Port MVPs and 3.6.10 final MVPs on a recent nightly build.)

yeah, i have hud problems too.

See :

(http://img241.imageshack.us/img241/9695/48619497yv9.th.jpg) (http://img241.imageshack.us/my.php?image=48619497yv9.jpg)
Title: Old FSPort 3.1 Discussion
Post by: chief1983 on December 18, 2008, 09:56:02 am
Is everyone having the trouble running the 3d radar?  Try disabling that perhaps.
Title: Old FSPort 3.1 Discussion
Post by: Androgeos Exeunt on December 18, 2008, 10:15:34 am
I have no issues with the radar.

My issue lies with the mod.ini folders of both fsport and fsport-mediavps.

1) OS X Launcher does not recognise a "-";
2) Command-lines are screwed because of the primarylist and secondarylist fields in both fsport and fsport-mediavps, so I ended up removing everything. :p
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 18, 2008, 10:56:09 am
Well then all you gotta do is rename your fsport-mediavps folder and change the mod.ini to reflect the new name. Simple.

Just remember to change the mod.ini for any other mods that depend on FSPort.
Title: Old FSPort 3.1 Discussion
Post by: neoterran on December 18, 2008, 12:41:46 pm
Is everyone having the trouble running the 3d radar?  Try disabling that perhaps.

The radar isn't the problem - the problem is the center of reticle and the 2 gauge brackets on either side are missing in that shot. You can see the numbers are still there and function - 0 0 (because i'm not moving in the shot).
I've used it with other builds besides the wanderer build as well, same problem.

*edit* just checked with no 3d radar, same issue.

If there's some way i have turned this off without knowing, please hit me with a trout. But I've tried turning it off in HUD controls, and the numbers disappear then, which leads me to believe there is a problem.

*edit 2* Oh, i see there is a size bug with the mv_radaricons.vp when using 3D radar. Sorry to confuse you. I thought they were supposed to be like that. No, that's not the issue I meant to refer to. But now i'll use the 2D radar, since it looks better and I love the icons, thanks.
Title: Old FSPort 3.1 Discussion
Post by: chief1983 on December 18, 2008, 01:17:47 pm
I don't know then, I've tried two or 3 separate releases so far and my HUD has shown up every time, albeit a bit blocky looking.
Title: Old FSPort 3.1 Discussion
Post by: neoterran on December 18, 2008, 01:21:15 pm
Yeah, I thought i'd report it since maybe other poeple have the same issue. It's not the end of the world; i don't need those things to be able to hit Zods anyway.
Title: Old FSPort 3.1 Discussion
Post by: Mongoose on December 18, 2008, 04:49:54 pm
Yeah, that's exactly what I saw when I tested it.  I haven't tried the very latest nightly build yet, but I'll give that a shot and see if anything changes.
Title: Old FSPort 3.1 Discussion
Post by: Aurora Paradox on December 18, 2008, 05:06:28 pm
Support for Turey's Installer has now been added

Does Turey's installer download the modified campaign files that integrate the Fall of Vasuda Prime cut scene?  Or do I still have to make the modifications manually?

Aurora Paradox
Title: Old FSPort 3.1 Discussion
Post by: eliex on December 18, 2008, 05:40:49 pm
Well then all you gotta do is rename your fsport-mediavps folder and change the mod.ini to reflect the new name. Simple.

Just remember to change the mod.ini for any other mods that depend on FSPort.

What do you rename the fsport-mediavps folder to?
Title: Old FSPort 3.1 Discussion
Post by: SypheDMar on December 18, 2008, 06:02:53 pm
In the mission Playing Judas, one cannot target the subsystems of the Lucifer (nor the Eva), which makes locating the docking bay a bit more difficult than it should be.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 18, 2008, 06:03:44 pm
What do you rename the fsport-mediavps folder to?
Something without a "-".

In the mission Playing Judas, one cannot target the subsystems of the Lucifer (nor the Eva), which makes locating the docking bay a bit more difficult than it should be.
Any specific reason why one cannot target the subsystems of the Lucifer and the Eva?
Title: Old FSPort 3.1 Discussion
Post by: eliex on December 18, 2008, 06:47:45 pm
Thankyou very much. The mod ini works now.  :)
Title: Old FSPort 3.1 Discussion
Post by: SypheDMar on December 18, 2008, 07:47:48 pm
In the mission Playing Judas, one cannot target the subsystems of the Lucifer (nor the Eva), which makes locating the docking bay a bit more difficult than it should be.
Any specific reason why one cannot target the subsystems of the Lucifer and the Eva?
Because it doesn't allow one to?
Title: Old FSPort 3.1 Discussion
Post by: Mongoose on December 18, 2008, 07:53:35 pm
Okay, I can confirm that the HUD elements are not displaying for me on the 12/17 nightly build with the 3.6.10 MVPs, with or without the Port MediaVPs.  There's nothing fancy about my command line as far as I know, other than -no_glsl.
Title: Old FSPort 3.1 Discussion
Post by: azile0 on December 18, 2008, 11:46:08 pm
ooh, I hope my bum's ass of a computer can run this eye-candy. I've got a 64mb card.
Title: Old FSPort 3.1 Discussion
Post by: Dilmah G on December 19, 2008, 03:36:00 am
ooh, I hope my bum's ass of a computer can run this eye-candy. I've got a 64mb card.

64? Jesus Christ, can that thing even run xp? I thought it was a minimum of 128mb for like everything these days
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 19, 2008, 03:39:12 am
In the mission Playing Judas, one cannot target the subsystems of the Lucifer (nor the Eva), which makes locating the docking bay a bit more difficult than it should be.
Any specific reason why one cannot target the subsystems of the Lucifer and the Eva?
Because it doesn't allow one to?
Hmm. Oh, for the love of Olga's crackers... I can confirm this. It would almost seem as if the Lucifer didn't have any subsystems to begin with. Didn't thought of checkign the Eva, though. I have my last exam for this year in 2.5 hours. After that I'll test this issue (and some other non-related issues) more.
Title: Old FSPort 3.1 Discussion
Post by: WhiteFox on December 19, 2008, 05:05:12 am
I have a little Problem.
I installed FS2 , downloaded all from the Installer
Whan i play the PTV Isis is invisible ! I can see the engine and the gunframes but not more.
This is very difficult to deacivate or destroy it on the mission you have to stop the Omega-Transport with the Prototypes.
I reinstalled all 3 times - no change.
In the Simulator - where you can look at the ships   this one has no Animation - a few other too.

Whats wrong ?


PS:  I registred me in Mantis but i never had an email from it to activate the acc.
Title: Old FSPort 3.1 Discussion
Post by: Androgeos Exeunt on December 19, 2008, 06:31:29 am
HI!!!

:welcomepurple:

Umm, right...I'm assuming it's the mission with the Omega-Rasputin transfer. Have you tried cycling through the subsystems of the Omega? Default key is S.
Title: Old FSPort 3.1 Discussion
Post by: cloneof on December 19, 2008, 08:53:35 am
Could someone help me with a minor problem? I have for a few times reinstalled the whole FS 2 retail, source and then the FSO to get to the bottom of this problem. There seems that I have some setting wrong as my HUD is still the normal FS2 3d with it`s small green and red dots to point the enemies, unlike the sweet kick ass things that the screenshots show.

Other then that the interface is as it should be, FS1 style. For now I have seen everything else promised, but the changed HUD :(. Does anyone know what this setting could be that I have screwed earlier in the launcher?
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 09:14:28 am
Hi, welcome to the forum. Let's see what we can do for you.

Whan i play the PTV Isis is invisible ! I can see the engine and the gunframes but not more.

That's odd--it sounds like you're missing a texture. Can you take a screenshot please? Also, are you using the regular FS2, FS2 Open, or FS2 Open + Media VPs?

Quote
In the Simulator - where you can look at the ships   this one has no Animation - a few other too.

What animation are you referring to?

There seems that I have some setting wrong as my HUD is still the normal FS2 3d with its small green and red dots to point the enemies, unlike the sweet kick ass things that the screenshots show.

This is actually an unofficial feature, as it hasn't been merged in yet with the main codebase. You'll need to download this file (http://fsport.hard-light.net/extras/MV_radaricons.vp) and put it in your FSPort or MediaVPs folder, then play using a Wanderer build of FS Open. (http://swc.fs2downloads.com/files/fso-WIN-20081217_r5008-Wanderer.7z) Using one of the nightly builds (or any build that doesn't have Wanderer in its name) will crash unless you remove that VP.
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 09:19:20 am
In the mission Playing Judas, one cannot target the subsystems of the Lucifer (nor the Eva), which makes locating the docking bay a bit more difficult than it should be.

I'll have to follow up on this but my gut tells me it's a hack to get you to scan the entire ship, as in FS1 "Playing Judas," instead of individual subsystems, as in FS2 "Monster in the Mist." By default FS2 won't let you scan capital ships or higher in a single pass, only their individual subsystems.

The reason I have to follow up on this is because we already hacked this in by having copies of the Eva and Lucifer flagged as corvettes. It might be something in the table, or the mission.
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 09:22:22 am
I just got around to downloading these puppies, and since a cursory search of the thread didn't turn anything up...is there any reason you could think of why my HUD is largely invisible in-mission? :nervous:

(This is with both the Port MVPs and 3.6.10 final MVPs on a recent nightly build.)

yeah, i have hud problems too.

See :

(http://img241.imageshack.us/img241/9695/48619497yv9.th.jpg) (http://img241.imageshack.us/my.php?image=48619497yv9.jpg)

Okay, I can confirm that the HUD elements are not displaying for me on the 12/17 nightly build with the 3.6.10 MVPs, with or without the Port MediaVPs.  There's nothing fancy about my command line as far as I know, other than -no_glsl.

I  have to admit I'm baffled here. I have no problems at all and I don't have the faintest idea what could be going wrong.
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 09:24:32 am
Does Turey's installer download the modified campaign files that integrate the Fall of Vasuda Prime cut scene?  Or do I still have to make the modifications manually?

You have to make the modifications yourself, as currently the slots where the cutscene should go are occupied by existing, canonical cutscenes--and you can't play two cutscenes in a row. (The FS2 endgame was an ugly code hack and can't be reproduced.) I have a novel solution to this but it will take some time to implement.
Title: Old FSPort 3.1 Discussion
Post by: cloneof on December 19, 2008, 10:04:02 am
Thanks for the help, but now I seem to have other problems :/.

I get this error message, sying that the support1 is in a full moment of non inertia and this happens annyoingly and often and after a few times this error message causes the game to crash.

Can anyone help meh  :o?
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 12:18:28 pm
Make sure you run the 3_6_10r executable, not the 3_6_10d executable. That's for debugging. (Although that null moment of inertia bug will be fixed. :) )

Incidentally, THIS BUILD (http://swc.fs2downloads.com/files/fso-WIN-20081217_r5008-Wanderer.7z) allows you to use the radar icons AND fixes the shield bug in Act I. I've updated the link in the earlier post.
Title: Old FSPort 3.1 Discussion
Post by: BigDamnHero on December 19, 2008, 12:31:26 pm
I just dled all these enhancements (I think they're working right), but I don't see my "freespace.fc2" file anywhere. Where is it? Right now I've got the Freespace2 update and the Freespace Port... I read just a few posts up that I'd have to create the data/movies folders for my movie so I've done that.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 19, 2008, 12:50:40 pm
http://www.hard-light.net/forums/index.php/topic,58357.msg1178741.html#msg1178741
Title: Old FSPort 3.1 Discussion
Post by: uk_john on December 19, 2008, 02:37:06 pm
No respect for newbies!

The installation instructions are total crap - they are so brief that they are for peopl that already know how to do it and don't need it! those of us that do need it get bare minimum installation instructions!

No actual file names are used, more files are downloaded that are mentioned in the instructions and I am looking in zips expecting readme's and finding none!

What a way to expand the number of people playing this great game! All you are doing is talking to the same small group of people that have installed previous versions and already know what to do!

I will attempt to make 'educated guesses' as to what file goes where, but with just files in zips rather than folders, and therefore the need to create a folder to put the files into, i am not confident at all!

Given how much work has gone into this over the months and years I am stupified as to why he last 4 yards have been ignored! How many newbies from GOG, or other sites are going to come here and just give up?  I am not sure, based on the total lack of help to new 'customers' - that you even care!

This whole site seems so incestuous, with grognards talking to grognards. As a new FS2 owner, wanting to start out right, I am so sorely disappointed and frustrated.

When you go hoop-la over the next build and are patting yourself on the back for a 'job well done' remember - 'without new blood all fortunes die' - and write installation instruction assuming no knowledge - not huge knowledge!
 
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 19, 2008, 02:48:42 pm
:welcome:

Your frustration is unwarranted.  Nearly everybody here is more than willing to help you out.

In fact, there is a one-stop solution for getting everything you need to run the Port in full SCP-supported glory, right here (http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip).  Download the Installer and run it in the same folder you installed FreeSpace 2 into.  Select the Port option and any optional expansion packs.  Then sit back and relax as the installer automatically sets everything up for you.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 19, 2008, 02:49:13 pm
No respect for newbies!

The installation instructions are total crap - they are so brief that they are for peopl that already know how to do it and don't need it! those of us that do need it get bare minimum installation instructions!

No actual file names are used, more files are downloaded that are mentioned in the instructions and I am looking in zips expecting readme's and finding none!

What a way to expand the number of people playing this great game! All you are doing is talking to the same small group of people that have installed previous versions and already know what to do!

I will attempt to make 'educated guesses' as to what file goes where, but with just files in zips rather than folders, and therefore the need to create a folder to put the files into, i am not confident at all!

Given how much work has gone into this over the months and years I am stupified as to why he last 4 yards have been ignored! How many newbies from GOG, or other sites are going to come here and just give up?  I am not sure, based on the total lack of help to new 'customers' - that you even care!

This whole site seems so incestuous, with grognards talking to grognards. As a new FS2 owner, wanting to start out right, I am so sorely disappointed and frustrated.

When you go hoop-la over the next build and are patting yourself on the back for a 'job well done' remember - 'without new blood all fortunes die' - and write installation instruction assuming no knowledge - not huge knowledge!
 
Again my heart is filled with joy, when I see that kara wrote his FAQ (http://homepage.ntlworld.com/karajorma/FAQ/intro.html) for nothing.  :rolleyes:

Yes, the installation instructions might be a bit short, but it is partially due to the fact that the installation procedure has been carefully described in The Holy BookTM (http://homepage.ntlworld.com/karajorma/FAQ/intro.html). If there are people who are still a bit lost with the installation procedure, no one is stopping them from asking for help.

Edit: I'd actually concider the instructions on the first post to be quite sufficient as well. Download, extract to \freespace2\fsport\, select \freespace2\fsport\ with the Launcher, run, select the FS1 campaign and boom; that's it.
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 03:13:38 pm
I'm sorry you feel that way, John. I can't think of any simpler packaging than 'unzip all these files to this directory' except maybe a dedicated installer, which I included a link to. Lemme go over what I posted:

You may download version 3.1 automatically using Turey's Installer (http://www.fsoinstaller.com/) or manually via the links below.

So far so good.

Quote
INSTALLATION INSTRUCTIONS
Retail FS2: Unzip to your Freespace2 directory, and make a new pilot. To return to the FS2 campaign, move, delete, or rename the extension of fsport3_1.vp. The readme should help answer the most common questions.

If you're using retail FS2 I really can't see how I can make things any clearer. The files in the zips go in your Freespace2 directory. Nowhere else. You don't need to make any folders, or put them anywhere special, and I don't see why you need filenames either when they all go in the same place. It's pretty idiot-proof, and if you do run into problems there's the readme in FSPort Core zip.

Quote
FS2 Open: Unzip to a new 'fsport' directory in your Freespace2 directory, and select it from the Mods tab of the launcher.
If using the FSPort Media VPs, unzip them to a new 'fsport-mediavps' directory in your FreeSpace2 folder. Be sure that you have the 3.6.10 MVPs installed in 'mediavps' and you're using a 3.6.10 build. If you're playing a mod that uses FSPort, add 'fsport-mediavps' to the mod.ini just before 'fsport' in the SecondaryMod line.

This assumes that you already have FS2_Open up and running, and the media VP install instructions are handled in their own thread. If you haven't gotten FS2_Open running I can't help you. There are other instructions devoted to that.

Quote
You must select a Ported campaign in the campaign room such as "The Main FreeSpace Campaign" or "Silent Threat".  Simply launching into the ready room will start the main FreeSpace 2 campaign, which will not work when the Port is active.

This is just a preventative measure, just to help you get started.

So, again, I'm sorry if you're frustrated--I meant these instructions to be really, really simple.

Title: Old FSPort 3.1 Discussion
Post by: Titan on December 19, 2008, 03:35:54 pm
(and by the way, that wasn't sarcasm on galemps part)

Title: Old FSPort 3.1 Discussion
Post by: Mongoose on December 19, 2008, 03:54:31 pm
ooh, I hope my bum's ass of a computer can run this eye-candy. I've got a 64mb card.

64? Jesus Christ, can that thing even run xp? I thought it was a minimum of 128mb for like everything these days
64MB card, not 64MB of RAM.

I  have to admit I'm baffled here. I have no problems at all and I don't have the faintest idea what could be going wrong.
Would it do anyone any good if one of us ran a debug build and attached the log?

(Also, I think there's some inherent irony in calling us "grognards." :p)
Title: Old FSPort 3.1 Discussion
Post by: neoterran on December 19, 2008, 03:58:25 pm
I just got around to downloading these puppies, and since a cursory search of the thread didn't turn anything up...is there any reason you could think of why my HUD is largely invisible in-mission? :nervous:

(This is with both the Port MVPs and 3.6.10 final MVPs on a recent nightly build.)

yeah, i have hud problems too.

See :

(http://img241.imageshack.us/img241/9695/48619497yv9.th.jpg) (http://img241.imageshack.us/my.php?image=48619497yv9.jpg)

Okay, I can confirm that the HUD elements are not displaying for me on the 12/17 nightly build with the 3.6.10 MVPs, with or without the Port MediaVPs.  There's nothing fancy about my command line as far as I know, other than -no_glsl.

I  have to admit I'm baffled here. I have no problems at all and I don't have the faintest idea what could be going wrong.

Hi Galemp. Well, if it's not an assets problem, could it possibly be a code problem ? I see recent checkins were dealing with the HUD. I ought to check to see if  the no_glsl flag is doing something in the meantime.
Title: Old FSPort 3.1 Discussion
Post by: WhiteFox on December 19, 2008, 04:01:37 pm
Quote
Whan i play the PTV Isis is invisible ! I can see the engine and the gunframes but not more.

That's odd--it sounds like you're missing a texture. Can you take a screenshot please? Also, are you using the regular FS2, FS2 Open, or FS2 Open + Media VPs?

Sorry i cant make a Screenshot because Im just traveling. The PC that have installed the Game is at home. But i sent you one as an pm when i am at home.  
I use FS2 with the FS2Open-Installation in the ! SAME ! Directionary. As Mod the FSport-mediavps are selected.

Quote
In the Simulator - where you can look at the ships   this one has no Animation - a few other too.

What animation are you referring to?

I mean the animation from that ship you can see in the window. Just viewing the other ones - but by this ship the window is only black.


PS: Sorry for my english ^^ Its just a little schoolenglish
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 04:07:28 pm
Ah, I think I understand--you don't have the 3.6.10 MediaVPs installed. You need those! Just as FSPort needs the original FS2 to run, so do the FSPort Media VPs need the original Media VPs to run. Follow the directions in this post. (http://www.hard-light.net/forums/index.php/topic,58230.0.html) It will make FS2 look a hell of a lot better too.
Title: Old FSPort 3.1 Discussion
Post by: WhiteFox on December 19, 2008, 04:16:35 pm
Ah, I think I understand--you don't have the 3.6.10 MediaVPs installed. You need those! Just as FSPort needs the original FS2 to run, so do the FSPort Media VPs need the original Media VPs to run. Follow the directions in this post. (http://www.hard-light.net/forums/index.php/topic,58230.0.html) It will make FS2 look a hell of a lot better too.

I thought the 3.6.10 MediaVPs are online and downloadable with the Installer or not ?
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 04:19:37 pm
They should be; I haven't checked.

Just run the Installer again and it will update the Media VPs, if it can.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 19, 2008, 04:24:02 pm
And if they aren't, you can always download them manually here (http://www.hard-light.net/forums/index.php/topic,58230.0.html).
Title: Old FSPort 3.1 Discussion
Post by: futureshock on December 19, 2008, 04:26:29 pm
Ah, I think I understand--you don't have the 3.6.10 MediaVPs installed. You need those! Just as FSPort needs the original FS2 to run, so do the FSPort Media VPs need the original Media VPs to run. Follow the directions in this post. (http://www.hard-light.net/forums/index.php/topic,58230.0.html) It will make FS2 look a hell of a lot better too.

I thought the 3.6.10 MediaVPs are online and downloadable with the Installer or not ?

No unfortunately not yet. Ran into the same problems and download them now manually after renaming my old mediavps folder.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 19, 2008, 04:30:08 pm
Ran into the same problems and download them now manually after renaming my old mediavps folder.
Excellent! Far too many people have just stuffed the new MediaVPs in the same folder as the old ones and then wondered why nothing works.
Title: Old FSPort 3.1 Discussion
Post by: WhiteFox on December 19, 2008, 04:32:47 pm
They should be; I haven't checked.

Just run the Installer again and it will update the Media VPs, if it can.



Okay... That sounds good.
Hm... I think my Problem is the Mod-Selection. Do i have to select "mediavps" as Mod or "fsport-mediavps" ?
Currently i think the fsport-mediavps are the 3.6.10 vps for  FS1.
What happens when i select the "normal" mediavps ? i mean the Apollo in the fsport-mediavps looks great an i will not miss it ^^

okay - what folder i have to select ?






No unfortunately not yet. Ran into the same problems and download them now manually after renaming my old mediavps folder.



Okay i test it on Sonday 23:00 European TimeZone ^^
I hope there no CRC-Problems as on the last VPs that was packed in rar-folders.  I downloaded them before a long time and on every download there was an crc-error.  I see it on Sonday.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 19, 2008, 04:34:52 pm
okay - what folder i have to select ?
For FSPort: \fsport\.
For pretty FSPort: \fsport-mediavps\.
For FS2: nothing.
For pretty FS2: \mediavps\.
Title: Old FSPort 3.1 Discussion
Post by: WhiteFox on December 19, 2008, 04:38:58 pm
okay - what folder i have to select ?
For FSPort: \fsport\.
For pretty FSPort: \fsport-mediavps\.
For FS2: nothing.
For pretty FS2: \mediavps\.

Hm - okay... After i updated my Installation and reinstalled it after it wasnt working i mean to see the folder "Fsport-mediavps" the firsttime. I mean it downloaded this. But currently i have selected this folder and have the one "Problem" that i cant see that damn "PVR (or PVC, sry) Isis" .
Switching between D3D and OpenGL have not worked.  That could be a little difficulty problem...
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 19, 2008, 04:43:32 pm
1) Download the latest nightly build (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20081217_r5008.7z).
2) Extract the contents of the .7z file to your \freespace2\ folder.
3) Select fs2_open_3_6_10d-20081217_r5008.exe as the used game engine with the Launcher.
4) Run the game until you get to the Main Hall.
5) There now is a file called fs2_open.log in your \freespace2\data\ folder. Post it here as an attachment.
Title: Old FSPort 3.1 Discussion
Post by: WhiteFox on December 19, 2008, 04:45:26 pm
1) Download the latest nightly build (http://swc.fs2downloads.com/builds/WIN/fso-WIN-20081217_r5008.7z).
2) Extract the contents of the .7z file to your \freespace2\ folder.
3) Select fs2_open_3_6_10d-20081217_r5008.exe as the used game engine with the Launcher.
4) Run the game until you get to the Main Hall.
5) There now is a file called fs2_open.log in your \freespace2\data\ folder. Post it here as an attachment.

Okay as i said i can make this steps on sonday. no other way. sry ^^  but i write you an P.M.
Title: Old FSPort 3.1 Discussion
Post by: Aurora Paradox on December 19, 2008, 05:35:36 pm
Does Turey's installer download the modified campaign files that integrate the Fall of Vasuda Prime cut scene?  Or do I still have to make the modifications manually?

You have to make the modifications yourself, as currently the slots where the cutscene should go are occupied by existing, canonical cutscenes--and you can't play two cutscenes in a row. (The FS2 endgame was an ugly code hack and can't be reproduced.) I have a novel solution to this but it will take some time to implement.

Understood.  I have two problems though.  One I have can't find the file and I'm not sure what tool I need to use for to make this modification.  Are there more in-depth instructions available?

Aurora Paraodx
Title: Old FSPort 3.1 Discussion
Post by: Galemp on December 19, 2008, 06:39:43 pm
Eh, the cutscene thing is... more of a bonus at the moment. It's really not designed to be slotted into the campaign. If you don't know what you're doing it's probably best just to watch the AVI.

As far as WhiteFox's problems go I'm positive it's because the Isis model in FSPortMVP is referencing textures found in the 3.6.10 Media VPs (which it can't find.) The problem (I believe) is that the FSO installer hasn't been updated with the new MVPs.
Title: Old FSPort 3.1 Discussion
Post by: Grimper on December 19, 2008, 11:28:05 pm
*snip*

INSTALLATION INSTRUCTIONS
Retail FS2: Unzip to your Freespace2 directory, and make a new pilot. To return to the FS2 campaign, move, delete, or rename the extension of fsport3_1.vp. The readme should help answer the most common questions.

FS2 Open: Unzip to a new 'fsport' directory in your Freespace2 directory, and select it from the Mods tab of the launcher.
If using the FSPort Media VPs, unzip them to a new 'fsport-mediavps' directory in your FreeSpace2 folder. Be sure that you have the 3.6.10 MVPs installed in 'mediavps' and you're using a 3.6.10 build. If you're playing a mod that uses FSPort, add 'fsport-mediavps' to the mod.ini just before 'fsport' in the SecondaryMod line.
*snip*

Man your installation instructions are confusing.

I got a couple of questions.

1. I downloaded all the files you listed, and a lot of them include VP files. Which ones go in the fsport -mediavps folder?
2. The files I unzipped came in their own separate folders. Do i keep them in those folders of put them all in my main fsport mod directory?

Any help is appreciated.

EDIT: This pic is in regards to question 2.
Is that right or should the things in the folders be in the main directory?

[attachment stolen by Slimey Goober]
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 20, 2008, 03:00:44 am
1. I downloaded all the files you listed, and a lot of them include VP files. Which ones go in the fsport -mediavps folder?
The FSPort MediaVP Pack (mv_fsport.vp and the mod.inis and such that came with it).

2. The files I unzipped came in their own separate folders. Do i keep them in those folders of put them all in my main fsport mod directory?
:wtf: Well, you appear to have extracted each .zip into its own folder. But the point was that mv_fsport.vp and the other files that were in its .zip go to \freespace2\fsport-mediavps\. The rest of the FSPort files go to \freespace2\fsport\.
Title: Old FSPort 3.1 Discussion
Post by: Macfie on December 20, 2008, 07:27:32 am
You should use a folder for the fsport media vp files other than fsport -mediavps because this will cause problems with the launcher.  You should rename the file to fsportmvps or somthing else without the dash in it. 
Title: Old FSPort 3.1 Discussion
Post by: Don-DiZzLe on December 20, 2008, 08:18:24 am
So is the correct order for using fsport in linux: -mod  fsport,fsport-mediavp,mediavps ?

Does the fsport-mediavp need to be in a seperate folder or can i just let it in the fsport folder?
Title: Old FSPort 3.1 Discussion
Post by: smurd on December 20, 2008, 08:42:28 am
No. Use: fs2_open -mod fsport-mediavps,fsport,mediavps
Otherwise, the standard models from fsport, e.g. for Apollo, will be used instead of the better ones from
fsport-mediavps. Also, you need to put the fsport-mediavps VP into it's own folder. If you put it into the
fsport folder, it's contents will not be used correctly due to the loading order.

By the way, the mod.ini included in the fsport mediavps package has the proper configuration, just use it, e.g.
with yal (http://www.hard-light.net/forums/index.php/topic,53206.0.html (http://www.hard-light.net/forums/index.php/topic,53206.0.html))
Title: Old FSPort 3.1 Discussion
Post by: Don-DiZzLe on December 20, 2008, 08:54:37 am
Thnx copy that.
Title: Old FSPort 3.1 Discussion
Post by: uk_john on December 20, 2008, 01:06:52 pm
When I look at the ships I am missing the graphics on the following: (The window is empty)

GTDr Amazon Advanced
GTSC Faustus
PVT ISIS
PVC ATPV

I have searched the site with no joy - any answers?
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 20, 2008, 01:23:27 pm
Run a debug build until you get to the main hall, then quit. Then, post the fs2_open.log file the debug build generated in \freespace2\data.
Title: Old FSPort 3.1 Discussion
Post by: WhiteFox on December 20, 2008, 01:47:21 pm
When I look at the ships I am missing the graphics on the following: (The window is empty)

GTDr Amazon Advanced
GTSC Faustus
PVT ISIS
PVC ATPV

I have searched the site with no joy - any answers?

GREAT !!! Exactly THIS is my Problem, too !! ^^
Can you see that Ships ingame ?  I dont see these ships...
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 20, 2008, 02:02:47 pm
It's worth noting that 3.1.1 will be released very soon.  A lot of these problems will be fixed by then.
Title: Old FSPort 3.1 Discussion
Post by: freespacegundam on December 20, 2008, 02:22:43 pm
Having bad problems with missing ships.  Its missing the Aten, the textures for the Imhotep, and the osiris bomber.  Tried every mod configuration imaginable to get this to work, and its just not flying.

mod.ini config

primarylist  = fsport;
secondarylist = fsportmvps, mediavps;

And that's the best I've been able to come up with so far.
Title: Old FSPort 3.1 Discussion
Post by: Jeff Vader on December 20, 2008, 02:26:18 pm
Remove all primarylist lines from all the mod.inis. Then, modify the mod.ini in \fsportmvps\ so that  it has

secondarylist = fsport, mediavps;

, then select the \fsportmvps\ folder as a mod.
Title: Old FSPort 3.1 Discussion
Post by: freespacegundam on December 20, 2008, 05:56:07 pm
Still missing the Isis and the Aten...
Title: Old FSPort 3.1 Discussion
Post by: Goober5000 on December 20, 2008, 06:25:59 pm
Make sure your mediavps are completely up-to-date and none of the old files are present.
Title: Old FSPort 3.1 Discussion
Post by: freespacegundam on December 20, 2008, 08:21:03 pm
Just downloaded MVP complete, deleted everything from the mediavps folder, and still missing ships.

Edit:

Nevermind, for some reason reloading the exact same mod.ini file from the fsport mvps download made it work, you figure it out.  The old and the new one both had the same code, but the new one was one byte smaller.

Thanks for the help :)