Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: mjn.mixael on March 13, 2012, 12:37:22 am
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It's released! See this post! (http://www.hard-light.net/forums/index.php?topic=80236.msg1621117#msg1621117)
First thing's first. If you post in this thread, you have been prewarned. You can critique and have your opinion, but do it with tact. We will not have a repeat of this thread. (http://www.hard-light.net/forums/index.php?topic=73732.0) Got it? That goes for me as well because I was part of the problem last time.
Now, on to the fun stuff...
RgaNoris and I have been working hard on this. The mesh (Mostly Ragingloli's but with pieces of VA's & Esarai's mixed in) itself was a complete mess, so Rga cleaned it up. We broke it down into several greeble boxes as well. This is an incredibly detailed mesh and we had some tough decisions to make. We had to deal with a very large surface area and so the biggest decision was just how many maps we would use. Retail uses 15 different tiles. We finally narrowed it down to 6 maps. This, however, is still a big compromise and sadly it's map resolution that took the hit. We know this, and we made that decision to best balance visuals and optimization. It won't change at this point either, just FYI.
UV Mapping took [what felt like] a few lifetimes too... However, the mesh is fully UV Mapped and texturing is well underway. I thought it was time to show some progress. This is clearly still WIP. A few maps are incomplete (Rga and I split up the texturing work too). Shine maps are temporary or nonexistent as well.
Without further ado..
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/ImageBin-1.jpg)
More angles coming later.
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:eek2: All I can say is wow! Bummer about the map resolution, but I think it looks great. I especially love how you guys managed to incorporate a circle and a hexagon, with impressive execution I might add. :yes::yes:
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Its been awesome working as a team on this, although I would like to relay detail is still present in the model. In areas were texture resolution is low, there is more model detail. Where the model detail is low, texture resolution is increased. We broke all the rules on this one to make the compromise, and I must say... it looks great, especially in game. I would be surprised if anyone feels the detail is missing.
I am particularly proud of the fighter bay...
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Its been awesome working as a team on this, *snip*
I think you all can safely assume that you'll see many more Mjn/Rga cooperative creations in the future.
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I think the hexagon/circle discussion can be safely put to rest, as this looks absolutely mindblowing.
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Whoa! this is a nice surprise... :D
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Looks incredibly stunning. Are the two towers on the top and bottom simply unfinished? I'm guessing so, since they look kind of odd without lights.
Given any thought to baking some light that will be given off the building/skyscraper/greeble inlays? I guess that'll come with the AO bake if ever.
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Here's a closeup of what I did to try to recreate the retail tile texture that was slapped all over the old model.
I decided that the tile featured a few main things I had to try to recreate. Purple lines (looked like girders or something), the pipes, some windows, and the grey boxes.
I've tried to recreate that same style, but this time using some clever normal maps to make the pipes actually look like pipes along the hull. The purple lines mixed with some geometry on the HTL mesh, created an interesting and unanticipated effect. The station looks like it is sporting some sort of exo-structure. Once the shine map is complete, these should really look nice.
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/ImageBin-2.jpg)
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Can we see it without textures?
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I :yes: this.
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Certainly, good things come to those who wait.
I like this, the Arcadia looks great.
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I like what I see, guys you are clearly doing a good job and I have only praise to throw at you right now so here it goes: I WUV U ALL.
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It suprised me, how awesome is that texture :yes:
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FYI, It already features an AO map and baked glows are planned. Some are already baked and visible in those shots, but the bulk has yet to be started.
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Here's a new angle in celebration of finishing the diffuse, glow, and normal on all of the platform associated greebles, and greebles located around the pylon area.
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/ImageBin-3.jpg)
All that remains are the towers and the flat part of the platform (which I'll do last).
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That lazy shmuck your working with needs to finish those detail boxes as well.
What's his problem anyways?
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Ooh. First thing it reminds me of is something like
(http://0.tqn.com/d/gojapan/1/0/4/4/shinjukunight.gif)
It does look rather cartoony, but I'm assuming that's because it doesn't have shine maps yet. Should look great with shine.
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No complaints from me. Top notch compromise if I do say so myself. Keep up the good work; I'm very impressed. :nod:
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Dat installation. Dayum.
Only one minor nitpick I have is that there is no apparent depth difference between the surface piping and the purple hull struts that were worked into the texture. They seem to cut each other off, as if two images were pasted next to each other. It's quite a jarring effect, so could we try making those girders' normals stand out a bit more? Or, failing that, make the regions below the girders appear more recessed?
Then again, this might just be a fault of the camera angle, and I'm going on about nothing.
Regardless, you gents did a fine job of making this thing look like a giant space city, like it was supposed to be. Excellent work!
EDIT: Took another look at the picture, I can see that there is a shadow cast on the recessed regions from the struts, but the recessed regions have a border that appears beveled, making them appear even with the struts. Perhaps cut out the bevel around the edges of the recessions and it'll look more recessed.
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The bottom tower nearing completion. I AM UNSTOPPABLE.
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/ImageBin-4.jpg)
But now I have to stop for a day or so.... :nervous:
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The bottom tower nearing completion. I AM UNSTOPPABLE.
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/ImageBin-4.jpg)
But now I have to stop for a day or so.... :nervous:
Hmm, nice one :yes:
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I'm assuming that it is too late to bring this up, but had you even considered making a version of the Arcadia with the additional mast on the cargo pad, as seen on GTI Riviera in the FS1 intro? It is often suggested that this was part of an experimental "deflector" technology, as mentioned in the MX-50 tech description.
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It's amazing what you can get done when you can't sleep...
(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/ImageBin-5.jpg)
Temporary shine added so you can see the details better. Also, this concludes the bulk of the diffuse work. I'll be grunging it up from here and tweaking things as I go.
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Looks good. Can't wait to see it finished.
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It's amazing how awesome that looks. Keep up da good work!
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What I like:
Dat Hexagon!
Greebles. Greebles everywhere!
The towers.
Clever translation of texture into hull detail in several different places.
What I'm not completely sold on:
Silver-roofed office buildings on the docking platform. That color just looks out of place there.
I feel an opportunity was missed to add detail and definition to a docking platform element: what I presume to be bulk cargo access, or escape pod hatches, or fighter elevators down to a maintenance level. Probably not the latter, since they were also on a different texture on other parts (residential?) of the hull. You didn't even just copy the original, you made them all glowing white instead of green squares with white outer markings. On the other hand, there's so much added detail to every other part of the hull that that one little thing is really a non-issue.
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I can assure that there are no green squares anywhere on the old Arcadia texture. There are yellow rectangular areas with what seems to be a caution stripe marking around them. That seems to be the closest thing I can find to your description. And I did recreate those all over my platform.
As for the white buildings. Meh. I just basically drew an entire city... and this is my justification for being a little lazy. In a city, there are interesting buildings and there are plain ones. Consider those to be plain ones. At least they aren't a solid color. They have panel lines and some metal grunge.
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I agree with Alan. I can understand your justification. It just looks out of place.
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Ooh, very nice! I approve. :yes:
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good lord..... :jaw:
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Wow, great work so far. I'm looking so much forward to see this ingame. :)
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You're right, they're yellow, I just thought they were green because I was unintentionally comparing them to the purple-white markings that I probably assumed were yellow-white.
I'm talking about these things. What are they? I have no idea, but they're everywhere! But on the new station they look like an overexposed photo and I still don't know what they are.
Again, though, I'd like to emphasize that this is a probably pointless nitpick in what is otherwise a stupendous achievement.
[attachment deleted by ninja]
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You.. do.. realize.. that those are on the HTL model? Heck.. they've been partially modelled in...
They are even visible on the HTL model in your screen.
EDIT: Also.. it really doesn't matter what they are. They are on the retail model, so they are on the HTL model. It's like the bright yellow area on the hexagon. I tried thinking about what it actually was structurally.. but in the end it doesn't matter, it just needs to look similar.
[attachment deleted by a ninja]
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It seems that shinemaps on them could use touching up though, it's the lighting that makes them look "overexposed".
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*snip*
Temporary shine added so you can see the details better. Also, this concludes the bulk of the diffuse work. I'll be grunging it up from here and tweaking things as I go.
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That looks really good, I've got no complaints aside from the somewhat strange looking grey pieces on the far left of the first picture. ^^ The circle on the main hull piece is a nice addition, though I can't really explain why.
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Those bits on the first image don't show the textures.
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:jaw: great job, mjn great job!!!
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HAZARDLEADER!
In a real topic?
*hadsplodse*
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Who is this guy and how has he managed to get a unique title without me ever having seen one of his posts before?
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Some dude that mainly posts in GenDisc (a board that barely belongs to HLP really).
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HAZARDLEADER!
In a real topic?
*hadsplodse*
I go to real topics all the time, I just don't post as much. :nod:
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By being a colossal derp. :P
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Alright! It's finally that time. After many, MANY months of serious hard work, RgaNoris and I would like to release this mission ready version of the HTL Arcadia! It's a huge and very detailed model, so what we really need is for lots and lots of people to collision test this. We want to be absolutely sure that there are no holes or outstanding issues.
Drop the VP into your mediaVPs_3612 folder. There is a test mission included, just run that. Report your issues here!
Download FULL RELEASE IN FIRST POST
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Alright! It's finally that time. After many, MANY months of serious hard work, RgaNoris and I would like to release this mission ready version of the HTL Arcadia! It's a huge and very detailed model, so what we really need is for lots and lots of people to collision test this. We want to be absolutely sure that there are no holes or outstanding issues.
Drop the VP into your mediaVPs_3612 folder. There is a test mission included, just run that. Report your issues here!
Download
this is some kind of sadistic april fool's joke isn't it
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Nice to see the new design all squared away. :lol:
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I forgot to include a screen.
[attachment deleted by ninja]
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470 KB, huh? I think I'll hold off until the
real final release.
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small textures are for collision testing. no need for a huge download just for that, right?
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The POF itself is going to be 5 times that size. I'm not that gullible.
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Shoulda used one of those utils to create files of a specified size with random content. ;)
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Edit.
Did a bit of testing. I regret to say, there's a massive hull error I found almost immediately. Right in the middle of the model there's a huge gaping hole that I can fly all the way through.
Could it be caused by missing textures?
(http://i.imgur.com/qUHEH.jpg)
I assume this is a beta release so the full textures weren't included, but it still looks pretty good.
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Dammit Snail. Now people will think it's a RickRoll...
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On any other day, I'd download it immediately. Today, I think I'll wait for April 2nd.
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LOL.
Okay, you've all suffered our bad humor long enough.
:)
Download FULL RELEASE IN FIRST POST
EDIT: This is still a BETA for the above mentioned reasons. We've had to hold it back because we keep finding holes (we didnt make the mesh and its taken a ton of effort). So please, fly in the nooks and crannies. Also, some of the objects may appear to not have a glow, normal or shine. That's because they don't. It's a beta. Get over it.
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Hahaha. April Fools! :lol:
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well, seems screenshots can be deceiving. the actual model is ...not what i expected. it looked slightly different on the screens, but i guess it's because of the angle in those shots.
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Why is the HTL Typhon included in the VP? :confused:
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To make the file size seem reasonable.
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Why is the HTL Typhon included in the VP? :confused:
:lol:
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Why is the HTL Typhon included in the VP? :confused:
:lol:
April Fools! ;7
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Why is the HTL Typhon included in the VP? :confused:
:lol:
April Fools! ;7
Indeed. There were 50 downloads of the first pack and then another 75 for the one RgaNoris posted...
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I was like "ok, this is obviously a fake, but I want to see it anyway".
And then I was like "ok, this is probably just the same file padded somehow to take up more space", so I didn't download the second one.
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Yeah, but it was way fun. The actual release isnt far behind though. Depending on todays progress, I may post a video with some shots of the detailed (and animated!) fighter bay.
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I look forward to that!!
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Animated fighterbay?
Well well, most unexpected!
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http://youtu.be/98RNYR48x6w?hd=1
Here's a video. Please keep in mind the following:
Mission has weird lighting.
Some textures are missing normals, shines, and glows.
Most glows that are present are place holders.
Turrets are not textured.
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Your voice is utterly calming :D
This model looks so great and the little details you added to the fighter bay are insane! I think I can screw the question about the proportions? (because the FB interior looks so big in comparsion to the rest of the station and a human body)... but all in all proportions were never a real thing in the FS-Universe - so screw it :)
Also another question. The characteristic yellow glows with the X-steelbeams look cool but (of course) 2-dimensional. You didn't mind modeling the X-frames of this part of the texture to give it a more 3-dimensional look or will bumpmaps do the trick?
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The proportions are based on Mainhalls. The fighter stands perfectly fit most of the fighters, the man doors are a bit larger for the sole reason that any smaller and they would look wierd due to low resolution. The forklift is about 1/2 the size of a fighter, with the cat walk being about 2 meters in width.
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I love your fighterbay.
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Its currently not seeing anyone, but got out of an abusive relationship.
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Great work overall, and nice touch on that forklift :yes:
Movie-technicality: the SFX makes you a little hard to understand at times.
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Yeah. I tried to turn it down, but I had to speak quietly because the wife is sleeping in the next room.
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Just watched the video myself. "Really he appears to be completely intoxicated." :lol:
Also another question. The characteristic yellow glows with the X-steelbeams look cool but (of course) 2-dimensional. You didn't mind modeling the X-frames of this part of the texture to give it a more 3-dimensional look or will bumpmaps do the trick?
As RgaNoris said in the video, we didn't really design the mesh. We took Ragingloli's mesh, mixed in some from VA's mesh and Esarai's mesh (to change the hole from a circle to a hexagon) and went from there. Ragingloli didn't model in the cross beams you are talking about. In most cases a normal map would be just fine for detail like that, but with the nature of the glow in that area, the normals are somewhat hidden. (The detail stands out nicely when glows are off though). So it is what it is.
Lastly, as much as I'd like to say I've done most of the work... (as Rga seems to say in his video) I think it is, or will be, an even split when it's totally finished. This project certainly wouldn't have gotten this far if we hadn't split the work.
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Wow, very impressive guys! Ten thumbs up. :yes:
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(http://i999.photobucket.com/albums/af118/RgaNoris/ImageBin.jpg)
4340 lights placed in Blender by RgaNoris and baking is in progress. Enjoy.
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That actually looks like there's loads of activity going on inside. It gives me the same impression as looking at a lit city skyline. Amazing work. :)
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It looks incredible.
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Awesome Work!!! :yes: :yes: :yes: :yes: :yes:
Im a little more interested in seeing it blow up in-game, with debris and all, please make it as epic as possible!
Ps: I have a little suggestion (its probably too late), inside the "beak" looks rather flat compared to the outsides, is it possible to have some few high rises there?
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GTI Christmas Tree
Wait. I might have already said that one before.
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awesome work!
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Ps: I have a little suggestion (its probably too late), inside the "beak" looks rather flat compared to the outsides, is it possible to have some few high rises there?
This actually isn't our mesh. Its a combination of several other peoples work, and aside from combining their work, we never intended to spend much time modeling. So yeah, too late :)
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Awesome Work!!! :yes: :yes: :yes: :yes: :yes:
Im a little more interested in seeing it blow up in-game, with debris and all, please make it as epic as possible!
Ps: I have a little suggestion (its probably too late), inside the "beak" looks rather flat compared to the outsides, is it possible to have some few high rises there?
:wtf: It will explode just like any other ship in the game.... because short of # of debris (which won't change from retail)... the modeller has little control over how it explodes.
And inside the beak has plenty of detail. Even if it didn't there is no way that we'd go back and change it now. It's taken literally months to get the UVs and textures this far along.
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Well, if you have a lot of large debris, the fire trails will look quite pretty during the explosion. I guess it was basically a request to provide a lot of good looking debris.
Anyway, the model is awesome.
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The debris needs to be of the same size and count as the retail mesh to avoid extra insta-death material in the mission space in order to maintain complete retail compatibility.
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Is it a new FSU policy, or a policy for big ships ? 'Cause I'm pretty sure some older MVPs ships have much more debris than retail (Fenris/Leviathan, to name the first on top of my head).
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It's probably newer than those models... especially for big ones. There was a discussion recently about how debris would affect missions and, IIRC, some tests revealed that it can affect missions pretty drastically, and so debris needs to stay similar to retail especially for large models with large chunks.
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Interesting. It's a bit sad because debris are le cool, but it's FSU's job to maintain retail balance, so can't argue.
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I WANT!!! I WANT!!! (DROOOOL)
Seriously Awesome Work :yes: :yes:
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Man, this looks so good. All the little buildings and windows really give this a much better sense of scale than the purple blob that was the original.
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I agree, now with the new Colossus and the Arcadia coming along I'll finally feel like an almighty tiny small dot in the universe.
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It really looks like a city in space, like a very valuable asset, which is very important to the war effort and you don't want to lose.
Great job! :nod:
The retail model always conveyed the feeling of a minor, everyday space-installation, like the platforms of the X-Wing games.
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For some reason, the station reminds me of deadspace 2.
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I can't wait to see the Capella installation get blown to hell.
This is true craftsmanship. :yes:
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The Good: It's awesome work. It feels real. It even reminds me of Bentusi ships.
The Bad: I'm feeling a little bit of color confusion from the yellowish squares scattered across the hull, not too big a deal from far away, but a little jarring up close.
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Well, while I don't think I'm ever going to be able to really like some of the aesthetic choices you guys have gone with, I can acknowledge that it's been very well realised - the level of quality is outstanding. On that front, well done. :yes:
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The Good: It's awesome work. It feels real. It even reminds me of Bentusi ships.
The Bad: I'm feeling a little bit of color confusion from the yellowish squares scattered across the hull, not too big a deal from far away, but a little jarring up close.
Yeah, when I was placing the lights in Blender, I went over board with the yellowish coloration. Already fixed... much more desaturated with an overall more muted glow.
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You are my hero.
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I agree, now with the new Colossus and the Arcadia coming along I'll finally feel like an almighty tiny small dot in the universe.
Use the -fov flag to reduce your FOV. The default one is abnormally large and gives you a slight fisheye effect, which is why ships don't look as large ingame as they're supposed to. Report to the wiki page for command line flags for more info.
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Would you mind sharing the settings for a few of lights in there? Mainly the white window lights and red lights on the pylons.
I've always had trouble getting lights in Blender to look good, and those look pretty much perfect.
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So the trick to good lighting is trial and error. Also remember that you can only really make the cast off lighting effectively, and the "light bulb" is better off in an editor. Also, while using an ordinary lamp is simpler, I primarily use rectangular area lights. For windows or lights on large flat spots with no nearby walls or angles, one area light that is slightly larger then the source (example: window) facing the model. This will create a natural glow around the edges of the source, but it won't create anything else. Next I take that same light, duplicate it, and using local rotation (as opposed to global), I rotate it 180 degrees, increase the energy, and then use the render preview to check it out, and adjust accordingly. The inward facing light that you first placed should be elevated off the mesh a bit, while the outward facing light should be quite close to the surface. You seldom need to use energy levels above 1.0. Also remember that the energy level will be spread out through the size of the lamp, meaning a small lamp with a power of 2 will light a small area rather brightly, but a large lamp of the same power will be much duller. Also, disable spec on the lamps... You cannot bake spec, and you will get a deceptive preview if you leave it on.
So that's my recipe. Area lamps offer great control, but will not work for everything, so preview often. PM me if you need additional help.
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Thanks for the advice. Very much appreciated.
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This looks awesomesauce.
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Just a heads up everyone, today the Arcadia entered its final round of testing. Some minor glow map changes and any unforeseen bugs noted from the incredible FSU team are all that stands in the way of release. Shots, maybe a video to follow!
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Just a heads up everyone, today the Arcadia entered its final round of testing. Some minor glow map changes and any unforeseen bugs noted from the incredible FSU team are all that stands in the way of release. Shots, maybe a video to follow!
/me happy dances.
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Welp, it's that time.
RgaNoris and I have finally finished mapping, and texturing the 80,000 polies of Ragingloli's GTI Arcadia. This thing's a beast. The detail in Ragingloli's mesh is superb and we tried our best to bring out the detail while keeping the feel of the original Arcadia installation intact. Many, many hours were spent on this and I'll admit that, at times, it was not a labor of love any longer. :lol: RgaNoris painstakingly placed and baked over 4800 lights to the glowmap. I asked him just moments ago...
<@MjnMixael> RgaNoris.. when did we start this?
<@RgaNoris> 9 year ago.
That's certainly what it feels like. I've lost track of how much time we spent on this.. but here it is, completed. It features destroyable subsystems and a modelled fighterbay too. Both of which are a treat.
(http://i282.photobucket.com/albums/kk264/mjnmixael/FSU%20Screens/Arcadia.jpg)
DOWNLOAD HERE (http://www.mediafire.com/?uo1gcql71tqp7rg)
This model will still undergo a lot of FSU testing, but please report any issues here.
Lastly, we realize some people feel that this is kind of a large step from the original design. We are aware of the differences in design. However, so far the model doesn't break balance of Arcadia based missions. We realize the model's different in a lot of ways. We didn't design it. We took an impressive mesh, cleaned it up and released it. We would like to avoid major arguments over those types of things.
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Wow. Downloading right away. I can't wait to see this in mission.
The next MediaVPs are going to be the best ever.
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Now that is an absolutely gorgeous moon.
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What moon? That's no moon, it's a space sta-
Oooooh I get it.
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Umm, sorry to say this, but the normal maps are sort of invalid. Especially 03 - 06. Please refer to Herra's excellent guide (http://www.hard-light.net/forums/index.php?topic=64769.0) for info on how to make them properly.
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Looks great :yes:
I'll test some of my missions that revolve around an Arcadia and see if this geometry causes issues.
[EDIT]I tested mission 10 of Luyten Civil War, which features the Arcadia and was designed with the vanilla Arcadia in mind. The mission remains playable and beatable, and my sub-par comp didn't choke as I was flying around it, so good job in that regard. However, I have to make some modifications to the mission to better suit this geometry. Since the HTL version breaks nothing, it's more like a loud note to self than a piece of criticism.
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I like it. You nailed all of it's distinctive features.
After a closer look, the bright metal parts could be darker, and the inside of the ring could be brighter. Also, the "1C" plaque between the arms is mirrored.
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Well that was weird, I first played the Third Watch single mission to see this because I knew it had an Arcadia, noticing that I could fly right through the thing (but still shoot it). Then put it in a test mission and it was fine. Dunno whats up with that never had that happen before. Probably some kind of bug I don't know about lol.
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I notice that some of the windows are white on the diffuse map as well as the glow. Was this intentional or an oversight?
Also, the way Turret #1 hangs off the side of the hull is kinda odd.
Beautiful work all around.
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Superb job :yes:
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Does the center hole still accept the various GTx extensions?
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It should. I'll be honest, I didn't personally test it, but I'm 97% sure it's the same size and location within the mesh as the retail one.
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If the Cato still shoots through it, then everything is all right ;)
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You should check the debris for submodels. I've notticed a hole in one of the comm's debris. Others may be buggy too.
It's a... HUGE departure from original Arcadia, but it's freaking awesome anyway :yes:
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:wtf:
live debris is a "huge departure" like normal maps are a "huge departure"... in that retail didn't have that capability...
So easy with the all caps words there.
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I think he was referring to the design, as opposed to the debris, without properly conveying it.
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Yeah, the second sentence is about the Arcadia as a whole. The phrasing is ambiguous, but it might've worked better in Polish.
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The results of a few beam slashes are simply stunning. So many destroyable subobjects!
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The saddest part is that retail fighter bay hit points are null, as in you can't destroy them...but the pof is set up to blow up and spew crates and stuff.
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Sorry to be a huge noob about this.. but do I just drop the Arcadia folder into my mediavps folder? And do I have to select it specifically under the mod menu?
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Just place it in your root fs2 folder, then select a mod. It will use the mvps, if present.
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Thanks. :)
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Sweet merciful CRAP! I go away for a week for werk and I see all this awesome stuff being released! Gorgeous work. :)
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Is there a mirror for downloading this model? I get an "access denied" message from the MediaFire link.
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Uploading to my Dropbox, watch this space for download link momentarily...
EDIT: Although I will note, that I just downloaded it from MediaFire to upload for you, so apparently, there's an issue on your side with MediaFire. Just so you know. ;)
EDIT2: here (https://www.dropbox.com/s/j5cq5drrl6d2jgt/Arcadia.7z)
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Hello Mjn... I put the VP file in my Media vps folder...and I thought you want to see these...
Can you help? Do you want my debug log? :nervous:
[attachment removed and sold on the black market]
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Always, ALWAYS post a log when stuff like this happens.
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You got the wrong version, try redownloading.
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:lol:
yeah, that's the joke version. the real one should be in the first post.
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So that's what that thing did. :lol:
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That's like a boomerang April Fool's joke, you think it's gone, and then it comes back around and smacks somebody. :lol:
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Btw, how did you even get that version, HAZARDLEADER? It was taken down, what, 2~3 days after the prank?
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Actually, it looks like those are still up.. I suppose I'll go remove them.
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Maybe this could catch your attention:
Ancient-Shivan War, I get "28 errors" at the startup window (before the pilot login).
"Memento Mori" in Derelict, the mission crashed upon loading. Funnily enough, when I remove the Arcadia files, it works normally. "The Sixth Wonder" and "Dunkerque" in the main FS2 campaign worked normally with the new Arcadia, though...
Maybe it's me probably stuffing my MediaVPs folder with some of the shiny new post-3.6.12 ships.
Malloc Failed!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
fs2_open_3_6_14_RC8_DEBUG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
[attachment removed and sold on the black market]
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Those are pretty clearly mod specific issues, especially since the Arcadia worked in the main FS2 campaign.
ASW has an Arcadia? :wtf: Those 28 errors will be easy to fix with a log.
As for the malloc failed with Derelict. I'm surprised that the Arcadia would cause a malloc failure in Derelict and not in FS2. However, your inteligrated vid card isn't doing you any favors for the new Arcadia...
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lol trying to run mediavps with an intelgrated
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You know, it's odd about how Diaspora wasn't supposed to work on my laptop, but it worked when I plugged it to my HDTV, the only thing that didn't render properly was smoke effects.
Edit: As far as Derelict missions go, only "Memento Mori" crashes after the mission is loaded. Every other mission started up and worked fine.
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ASW has an Arcadia? :wtf:
No, no we don't...
Those 28 errors will be easy to fix with a log.
^ This.
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Black_Yoshi, do you perhaps happen to have two video cards? One ATI or nVidia, and the other built in to your CPU? What's GPU-Z say (link in my sig)?
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I just have one, and it's Integrated (Intel HD Graphics Family 3000, drivers from August 2012). (Please don't rub in my face that I could have spent an extra fifty to a hundred bucks for a laptop with a dedicated card, I already had to live with that torment for five months already. Sadly, my current laptop's the only thing that can even run this generation's stuff, all my desktops are 2004 stock boxes that were meant for college, not entertainment.)
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Hey, no shame in an '04 stock box; I'm stuck with one myself. Granted, I've beefed up the RAM and video card, but still. :p
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Hey, anyone else noticed that the "bigship" docking point (in this version of the arcadia, really just the docking point at the base of the command tower thingy above the rest of the docking points) has a horribly glitched docking path? All ships must clip hideously through the Arcadia model to reach this dock point. By hideously, I mean that an entire Argo will actually disappear into the hull of the station for about 30 seconds.
Would this be tough to fix? The inbound docker ship should really come in "straight down" to dock, thereby avoiding entering the model geometry.
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Check the docking path in model view or ship lab. I can't get to either at the moment. See if there are any glaring mishaps?