Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: mjn.mixael on September 26, 2021, 07:55:42 pm
-
Starts Here.
-
Obviously the recently-released Erinyes and Centaur models would be included. Given the string of encouraging images being posted in the Meme thread I would hope that work is progressing on the Faustus, but someone with access to Hades would need to weigh in if that is a short-term possibility or not. There's also the upgraded Lucifer that Oddgrim was showing off back in the spring. I'd also like to point out there is a slight problem with the Boadicea, (now THERE'S a model that's itching for an upgrade), that's been around since retail but it only shows up on a debug. It has two dockpoints that have the same name. I fixed it in my install by adding a -L for one and a -R for the other (left and right). I think the Sathanas distantce model suffers from a similar problem.
-
Highlight please~
-
Obviously the recently-released Erinyes and Centaur models would be included.
Already in the files, awaiting for release.
Given the string of encouraging images being posted in the Meme thread I would hope that work is progressing on the Faustus...
I doubt if I can finish it for 4.5. Mesh is complete, I started working on it but looks like other stuff demands my attention more.
There's also the upgraded Lucifer that Oddgrim was showing off back in the spring.
Unlikely to be included in 4.5 unless Oddgrim pop-up from nowhere. His inactivity period is likely to be caused by overwhelming amount of irl projects, like it always does.
I'd also like to point out there is a slight problem with the Boadicea, (now THERE'S a model that's itching for an upgrade)
WiP
Overally it's not going to be huge release like the last couple ones, but it has cool stuff in. Mjn is back in bussiness, I managed to find some time to add my 2 cents to the pile. Aside brand-new Erinyes and Centaur, it will contain upgrades for existing assets like Leviathan and Rakshasa, FS1 versions of Fenris and Lev, new subspace effect, bugfixes and stuff.
It's not gonna be that awesome release with 3 HTL destroyers :]. But I doubt if anybody will be disappointed.
-
IS the Erinyes model glitched or something? It only shows up as a cockpit. There is no rest of the ship
-
Check integrity of your files. The issue you experience is likely to be caused by corrupted download. FSO can't read damaged VP file that's containing textures.
-
OKay, its working now, and the models are quite impressive. I see the Argo has finally gotten a facelift
-
OKay, its working now, and the models are quite impressive. I see the Argo has finally gotten a facelift
Negative. Argo still uses vanilla mesh. One of FSU artists - BrotherBryon is working on update (https://p3d.in/yjstR), but BB is busy man and can only pop-up from time to time to space a moment for FS work.
Next revision of MediaVPs is likely to contain his reworked Mara.
-
Nebula missions do look strange: I can see the black silouettes of all the ships present, an any distance. Any way to fix this?
-
Nebula missions do look strange: I can see the black silouettes of all the ships present, an any distance. Any way to fix this?
If you have post-processing turned off, try turning it on.
-
Thanks, it worked!
-
Someone might want to give the main FS2 campaign a once-over. The loadout for "Endgame" includes both Kaysers and Trebuchets. :p
-
That appears to be regular ol' retail data, so nothing we can do about that if that's an issue. It doesn't seem to be an MVPs thing, if that's what you mean.
-
MediaVPs however has its own set of mission files, so that the nebulae and shivan weapons are properly used. So in theory they could include bug fixes with the MediaVPs.
But well, no idea if things like bugfixes are actually intended here because of the holy grail of retail experience.
-
Damage decals if those are possible now.
Better weapon impact effects. Especially for cap ship blob turrets - they look like they are hardly scratching the paint when capships are trading blows with them.
Any chance of making the engine plumes turn off when a ship is stationary?
Different colours / particle effects for the different beam weapons (see https://www.hard-light.net/forums/index.php?topic=97951.msg1912593#msg1912593 for more details.
-
Damage decals if those are possible now.
Better weapon impact effects. Especially for cap ship blob turrets - they look like they are hardly scratching the paint when capships are trading blows with them.
Any chance of making the engine plumes turn off when a ship is stationary?
Different colours / particle effects for the different beam weapons (see https://www.hard-light.net/forums/index.php?topic=97951.msg1912593#msg1912593 for more details.
It does look kind of silly when a large ship that has taken a pounding and still looks intact violently explodes when a beam glances an antenna
-
As I recall, we've had damage decals for a while now, but they were removed because they were taking up tons of memory. (They also looked kind of funny because they were all flat, which meant that their edges would protrude off the rounded corners of models.)
-
Any chance of making the engine plumes turn off when a ship is stationary?
They do get smaller the slower a ship is moving, but turning them off entirely is generally reserved for being disabled, which I think is preferable to 'reserve' for them, being such an important state to quickly tell just by looking at them.
-
Any chance of making the engine plumes turn off when a ship is stationary?
They do get smaller the slower a ship is moving, but turning them off entirely is generally reserved for being disabled, which I think is preferable to 'reserve' for them, being such an important state to quickly tell just by looking at them.
There is a SExp that can disable (and re-enable) them without changing anything about the function of the subsystem
-
Not sure when they were introduced, but Bearbaiting is seeing some changes in behavior vs. retail:
- The Sathanas's flak guns no longer fire (which admittedly makes the mission easier, but also makes disabling the guns kind of pointless), and
- It appears that it's no longer possible for the Phoenicia to escape; it is always destroyed by the Sathanas, even when giving its "Screw this, we're outta here!" message. (This means Walls Closing is no longer a valid campaign. :( )
Just tested this in retail with the latest nightly and it worked fine, so it's not an engine problem.
-
Re: The Phoenicia at least, its survival is implicitly framerate-based due to the way the event was handled. The Phoenicia will depart (and become invincible) when its hitpoints are less than 4% (and it isn't already dead), however with low enough framerates it can go from >5% to dead in a single frame, skipping over the chance of any escape. You can fairly easily force one outcome or the other by messing with time compression, setting it slow enough will guarantee its survival, and fast enough will guarantee its destruction.
-
Re: The Phoenicia at least, its survival is implicitly framerate-based due to the way the event was handled. The Phoenicia will depart (and become invincible) when its hitpoints are less than 4% (and it isn't already dead), however with low enough framerates it can go from >5% to dead in a single frame, skipping over the chance of any escape. You can fairly easily force one outcome or the other by messing with time compression, setting it slow enough will guarantee its survival, and fast enough will guarantee its destruction.
That's a less-than-optimal workaround; the ship's already blowing up at x1 time compression and you have to enable cheats to get lower values than that, so you wind up with a mission event that new players will never know can even be triggered. (Granted, it doesn't affect the progress of the campaign, but still.)
-
I do not recall at all that the Phoenicia actually survives this mission in Retail... afair it always blowed up on my end.
First time it ever survived for me was during a MVP playthrough.
-
That's a less-than-optimal workaround; the ship's already blowing up at x1 time compression and you have to enable cheats to get lower values than that, so you wind up with a mission event that new players will never know can even be triggered. (Granted, it doesn't affect the progress of the campaign, but still.)
I'm not saying its a workaround, its just a way to blatantly expose the fact that it's all simply framerate based. We're just looking at regular ol' volition mission design. Whether the FSU wants to try and fix that is another issue, but it wasn't introduced by the MVPs (although its effect affect on your framerate can expose the issue).
-
Sounds like the MVP missions need some event modification.
-
Small thing. Could you add again relative angle for turret09a in Leviathan? It was lost on 4.5.x mvps or it was removed deliberately? 4.4.x had it.
-
I'm curious about something:
On the FSNebula campaign page the date says there was an update recently, but the version number didn't change. What changed?