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Community Projects => The FreeSpace Upgrade Project => Topic started by: mjn.mixael on October 04, 2019, 03:47:41 pm

Title: Planning a MVPs Release/Update
Post by: mjn.mixael on October 04, 2019, 03:47:41 pm
So far all I see is a Fenris to add in. Anything else I've missed? Anything anyone wants to create in the next couple months?
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 04, 2019, 03:50:21 pm
Did the Ulysses update make it in? https://www.hard-light.net/forums/index.php?topic=94975
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 04, 2019, 03:50:57 pm
I should also follow up on the Ra https://www.hard-light.net/forums/index.php?topic=94194.0 (https://www.hard-light.net/forums/index.php?topic=94194.0)
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 04, 2019, 03:52:07 pm
Was the Ra model ever completed/converted?

And there's Nyx Hygeia of course: https://www.hard-light.net/forums/index.php?topic=95789.0
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 04, 2019, 03:53:52 pm
Dunno about the "inferno-ized" Hygia. Open to thoughts/comparisons to the original.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 04, 2019, 03:55:41 pm
Both versions are included (with and w/o turret).
Title: Re: Planning a MVPs Release/Update
Post by: Mito [PL] on October 04, 2019, 05:05:55 pm
An optional addition of Axem's MessageBox script, maybe? I know that isn't retail funtionality, but it's really useful and comfortable.

Also that fix for a possible condition where the player doesn't unlock Cyclops before Slaying Ravana?
Title: Re: Planning a MVPs Release/Update
Post by: Nyctaeus on October 04, 2019, 05:29:44 pm
Dunno about the "inferno-ized" Hygia. Open to thoughts/comparisons to the original.
I provided drag'n'drop replacement for vanilla Hygeia in the download. Version with turrets is for modders usage.

Also I'm working on Hades' HTL Deimos in the same style as my Hygeia. It will be finished in november or december.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 04, 2019, 05:31:58 pm
Also that fix for a possible condition where the player doesn't unlock Cyclops before Slaying Ravana?

I'm seeing only 2 options for that:
1. Have all weapons/ships unlocked from the beginning and handle availability through loadout.
2. Fix it on the FSO side by putting SEXPs regarding loadout/techroom changes into the campaign file.
Title: Re: Planning a MVPs Release/Update
Post by: DefCynodont119 on October 05, 2019, 01:40:13 am
There are some really pretty subspace vortex textures used by a few mods, (ASW and I think a few others) that I can't jump out without.

I looked super hard but, I can't find the original creator anywhere. .  :confused:  not in the credits of ASW, or on this site for that matter. .



Still, I think they would make a good addition to the MVPs, It's amazing what just a retexture of the warp-map can achieve.

link to map textures: https://drive.google.com/open?id=1BIjCuut7EKnVTGZ2azYV2rdwKMYw4vpv

(See attachment for pics)

[attachment eaten by a Shivan]
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 05, 2019, 09:23:08 am
There are dds and png versions of Hippocrates textures included, resulting in 80 mb of dead weight.

I remember there was some path issue on the Arcadia due to presence of paths from the retail model and PCS-generated ones. INF version fixed that; only other change to the model is the addition of the 2 Arcadia extension dockpoints. There's something wrong with the INF version too, apparently. :wtf:
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 05, 2019, 09:47:54 am
So here's the fixed Arcadia: https://www.mediafire.com/file/xdetetae0d6ocnj/NuArcadia.7z
INFs version had somehow 4 addontional textures specified for some reason, and some paths were still messed up.

1-Took the Arcadia from most recent MVP update (30 Sep 2018)
2-Deleted all paths except the bay paths
3-Added the 2 docking points (BeDock and FeDock) needed for INFs Arcadia extensions
4-Used PCS autocalculation

Number of paths now matches the expected number (129 - 6 bay paths, 92 docking points, 7 subsystems, 24 turrets). Didn't change anything besides that.
Title: Re: Planning a MVPs Release/Update
Post by: Soul Reaver on October 05, 2019, 04:45:04 pm
I have a suspicion there is something wrong with at least some of the MediaVPS for primary weapons (Disruptor and ML-16, possibly others) that causes graphical issues when used with the current implementation of the post_process flag.  If my suspicion is correct, it might require a rejig of those resources in some way to make them look right in-game.

At the moment, on two different machines, the Disruptor and ML-16 look like this:
https://i.imgur.com/lNrC7pR.png

I'd need a couple more people to test it to verify but it's not hard to test.
See my thread here:
https://www.hard-light.net/forums/index.php?topic=95929.msg1888032
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 05, 2019, 05:13:23 pm
That problem only effects the FSPort MVPs, which are (to my understanding) not part of the update.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 05, 2019, 06:19:15 pm
That is correct. I do not manage the FSPort mediavps. That would be Goober5000
Title: Re: Planning a MVPs Release/Update
Post by: Soul Reaver on October 05, 2019, 07:45:16 pm
That problem only effects the FSPort MVPs, which are (to my understanding) not part of the update.
Whoops, apologies, thought that's what this one was announcing.  Was looking in the wrong forum.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 05, 2019, 08:13:49 pm
Scarab however is apparently in the MediaVPs. I thought it was just FSPort. Interesting. https://www.hard-light.net/forums/index.php?topic=86392.0 (https://www.hard-light.net/forums/index.php?topic=86392.0)
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 05, 2019, 08:22:28 pm
Didn't all FSPortMVP assets got copied over to the regular ones at some point? IIRC (?) a number of regular/FSPort dublicates got kicked from the latter, and in regard to models I don't know if there's any difference between them. From a modding POV, they could all be added to the regular MVPs AFAIK, so you wouldn't have to check whether a model is present in MVPs or has to be imported seperately.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 09, 2019, 07:28:11 pm
Almost forgotten... Galemps re-UVed Mjolnir: https://www.hard-light.net/forums/index.php?topic=95729.msg1884918#msg1884918
2 things regarding this one, though:
-Nyx told me that the height maps of this thing might not be working properly. Probably doesn't matter as height maps don't work at all.
-Live debris from the 2 subsystem isn't named properly (Debris03, 04, 05 and 06 have to be renamed).
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 11, 2019, 10:22:15 am
So here's the fixed Arcadia: https://www.mediafire.com/file/xdetetae0d6ocnj/NuArcadia.7z
INFs version had somehow 4 addontional textures specified for some reason, and some paths were still messed up.

1-Took the Arcadia from most recent MVP update (30 Sep 2018)
2-Deleted all paths except the bay paths
3-Added the 2 docking points (BeDock and FeDock) needed for INFs Arcadia extensions
4-Used PCS autocalculation

Number of paths now matches the expected number (129 - 6 bay paths, 92 docking points, 7 subsystems, 24 turrets). Didn't change anything besides that.

Tell me more about this. I know of at least 2 mods that made use of all the added dock paths on the platform in the HTL version. Has that changed?
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 11, 2019, 10:31:56 am
Almost forgotten... Galemps re-UVed Mjolnir: https://www.hard-light.net/forums/index.php?topic=95729.msg1884918#msg1884918
-Live debris from the 2 subsystem isn't named properly (Debris03, 04, 05 and 06 have to be renamed).

And this.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 11, 2019, 10:40:53 am
I didn't touch any of the 90 Docking Points that the current MVP model has. All I did was adding 2 more (BeDock and FeDock). However, I removed all paths (aside the bay paths) and had them recalculated via PCS autogenerate. There's theoretical room for a mistake in case they were hand-made; however, the autogenerated ones on my model appear to be identical to those of the old one
It appears that there is indeed a problem in the version I made: Path120 (Path147 of the current MVP model) goes through the model. :banghead: I copy the values from the Path in the original model to my version. This appears to be the only different one.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 11, 2019, 10:43:03 am
Provide a fixed pof and I'll include it.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 11, 2019, 10:45:32 am
Almost forgotten... Galemps re-UVed Mjolnir: https://www.hard-light.net/forums/index.php?topic=95729.msg1884918#msg1884918
-Live debris from the 2 subsystem isn't named properly (Debris03, 04, 05 and 06 have to be renamed).

And this.

Live debris shows up when a subsystem gets destroyed; however it needs to be named correctly (as it works automatical only through naming) without further specification. If it is named Debris03, 04 and the like, FSO will consider it part of the debris layer that shows up after the death. The Knossos model is a perfect example how it has to be set up - if it would have been done wrong, both rings would simply disappear when destroyed, only to pop up as regular debris upon the Knossos destruction.
Title: Re: Planning a MVPs Release/Update
Post by: Iain Baker on October 11, 2019, 11:34:05 am
A new MVP release? Sweet :-)

A few suggestions off the top of my head are;

How about including the custom wingman gauge as an optional extra?

https://www.hard-light.net/forums/index.php?topic=95180.0 (https://www.hard-light.net/forums/index.php?topic=95180.0)


Perhaps optional post processing filters, such as the one used in Vassago's Dirge


Perhaps further down the line, optional cockpits for the ships that have them?

One little nit-pick I have with the FS graphics thus far is that engine glows are often visible through the ship model. Is there any way to fix this?

One last things - although I suspect this isn't an MVP thing in which case apologies in advance if I'm asking in the wrong place, but is it possible to revert the god awful controls in the newer versions of the F3 ship view back to the lovely and intuitive controls the early versions had?
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 11, 2019, 11:37:15 am
https://www.mediafire.com/file/xdetetae0d6ocnj/NuArcadia.7z/file

So, I checked every path that still had a potential to screw up. Everything should be OK now, however there are 2 Paths (the 2 Retail ones, actually) that look different in the new version. While I consider both improvements I'd like to have a second opinion on that:
-NuArcadia Path32 (Current Model: Path28) - chained to "topside docking": In the current model, the path is formed along a bow, while the autogenerated one is straight top-down, like all other paths of the current model on the "Arcadia Wing". It should be noted that the old one actually misses the docking point by 50 meters (this should be fixed one way or another).
-NuArcadia Path33 (Current Model: Path29) - chained to "Bigship docking": In the current model, the path goes horizontal, while in the new version it is another Top-down path. I'd say it's an improvement, as in the current model the docking path goes right through the model, however, since it's a retail path I don't know if there are any mods depending on it working that way.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 11, 2019, 11:40:25 am
One little nit-pick I have with the FS graphics thus far is that engine glows are often visible through the ship model. Is there any way to fix this?

That would be FSO, not MVP related.

Quote
One last things - although I suspect this isn't an MVP thing in which case apologies in advance if I'm asking in the wrong place, but is it possible to revert the god awful controls in the newer versions of the F3 ship view back to the lovely and intuitive controls the early versions had?
That's also on the engine-end.
Title: Re: Planning a MVPs Release/Update
Post by: Iain Baker on October 13, 2019, 02:59:34 pm
One little nit-pick I have with the FS graphics thus far is that engine glows are often visible through the ship model. Is there any way to fix this?

That would be FSO, not MVP related.

Quote
One last things - although I suspect this isn't an MVP thing in which case apologies in advance if I'm asking in the wrong place, but is it possible to revert the god awful controls in the newer versions of the F3 ship view back to the lovely and intuitive controls the early versions had?
That's also on the engine-end.


Hi there, thanks for the heads up :-)

Two more things spring to mind if you are still taking suggestions.

1: Is there a way to make the explosions bombs, cap ship torpedos etc. make when they are intercepted different and distinct from when they hit their target? It can be difficult to tell when warheads are close to the cap ships and everything is getting a bit chaotic.

2: The electricity arcs that damaged ships give off appear to be simple two-colour images when seen up close - plain blue and white. Could these be given a bit of love? It can be a little jarring seeing them up close when everything else looks lovely and graduated, bloomy etc.
Title: Re: Planning a MVPs Release/Update
Post by: General Battuta on October 13, 2019, 03:53:35 pm
You can set 'dinky' explosions for bombs when they haven't armed yet, but it would, technically, be a gameplay change, which the MVPs aren't supposed to do.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 13, 2019, 04:30:56 pm
As far as I'm aware, those electrical arcs are created entirely within the code. I've never seen an asset defined for them.
Title: Re: Planning a MVPs Release/Update
Post by: 0rph3u5 on October 13, 2019, 04:33:35 pm
You can set 'dinky' explosions for bombs when they haven't armed yet, but it would, technically, be a gameplay change, which the MVPs aren't supposed to do.

You can set $Dinky Shockwave (https://wiki.hard-light.net/index.php/Weapons.tbl#.24Dinky_shockwave:) to the parameters of the weapon
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 21, 2019, 04:05:49 pm
Would it be possible to have all tbms of a category united in a single file? Currently, if you're setting up a mod and you want to copy the MVP values into a custom ship or weapon (like a subtype) you need to look through 3 VPs to find all data for each weapon and each ship. Nobody has ever used only a part (like the MV_Assets) as dependency for their mod without the other files; so I don't really see the point in keeping things seperate. The only problem I could think of is that some mods override the MVP tables by putting, say, mv_root-shp files into their packages. On the other hand, the mv_assets-shp was also split into pieces during the latest release. One way or another, I think it would be better to have all edits to, say, the Subach in 1 proper mv_root-wep than spread over mv_root-wep, mv_effects-wep and mv_assets-wep tbm.
Title: Re: Planning a MVPs Release/Update
Post by: 0rph3u5 on October 21, 2019, 05:28:35 pm
Counterpoint: having the .tbm split between packages also means that any new files referrenced in the .tbms are stored in the same package, e.g. the new Arcadia model which has new destroyable subobjects is stored in the assets_t package same as the .tbm that enables the destructibility of said subobjects.
Title: Re: Planning a MVPs Release/Update
Post by: 0rph3u5 on October 21, 2019, 05:37:47 pm
(Sry about split post - reason: phone)

... now that doesn't mean much for effects edits where mvps just use the retail filenames for new effects or where edits are just numerical, e.g. to scale a replacement effect to the equivalent size as retail one because e.g. post processing now takes care of some part of the effect.

However if that were to change, having the files.like they are backend editing process should be easier.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 21, 2019, 05:39:05 pm
Does it? To me it doesn't make much difference as changes introduced by the MVPs are already split across several packages (showing loadout stats in selection, different model etc). Most new models have been in there for ages, too, and so far all issues that might arise from them are disabled on the MVP side by default (Lucys new turrets, many new subsystems on some Vasudan fightercraft).
Title: Re: Planning a MVPs Release/Update
Post by: 0rph3u5 on October 21, 2019, 07:59:36 pm
Let's run through an example: Say someone where to introduce a new model for the Leviathan to replace the one currently in 3.8.2

The 3.8.2 model has several destroyable armor plates modeled onto the ship - in leviathan.pof - which are disabled by mv_assets_t-shp.tbm, which also calls for the game to use Leviathan.pof instead of cruiser01.pof as per retail ships.tbl:
Code: [Select]
$Name: GTC Leviathan
+nocreate
$POF File: leviathan.pof
[irrelevant data cut for time]
$Subsystem:                     armour01a, 1, 0.0
$Flags: ( "collide submodel" "untargetable" )
$Subsystem:                     armour02a, 1, 0.0
$Flags: ( "collide submodel" "untargetable" )
$Subsystem:                     armour03a, 1, 0.0
$Flags: ( "collide submodel" "untargetable" )
$Subsystem:                     armour04a, 1, 0.0
$Flags: ( "collide submodel" "untargetable" )
$Subsystem:                     armour05a, 1, 0.0
$Flags: ( "collide submodel" "untargetable" )
$Subsystem:                     armour06a, 1, 0.0
$Flags: ( "collide submodel" "untargetable" )
$Subsystem:                     armour07a, 1, 0.0
$Flags: ( "collide submodel" "untargetable" )

Now if you were to replace with Leviathan.pof in the package is going to be mv_assets_t.vp you only ever have to edit the files that go into that package, and without having to edit anything else. So if you were going to use for-argument-levi.pof instead of Leviathan.pof you would have just to change mv_assets_t-shp.tbm to exchange the referrence under $pof file: and remove all referrences to the now no longer existing subsystems armour01a through armor07a which would no longer exist in the hypothetical for-argument-levi.pof. No other package would have to be touched.

These steps are no that different if you were to consolidate all MVPs into a single package or consolidate the tables in one place; with one big exception - keeping track of all edits and coordination them with multiple contributors.

As the MVPs are structured now you could easily assign each package an individual version number, so you can track which edits occur when. With the packages individually versioned, you can track which changes have been made and also more easily roll back a change that doesn't work out, as any change would just be contained to a single package.

Of course, none of that you would see on the user end - which makes it extra arcane looking - but helps to organize a work process.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 21, 2019, 08:22:33 pm
Quote
As the MVPs are structured now you could easily assign each package an individual version number, so you can track which edits occur when. With the packages individually versioned, you can track which changes have been made and also more easily roll back a change that doesn't work out, as any change would just be contained to a single package.

Never heard of Knossos allowing you to give the individual files version numbers. I asked ngld once whether it'd be possible to have a "last change" for each file instead of the whole mod, but he said it'd take some fiddling with the way Nebula/Knossos works so no. I don't use Knossos so I can't tell myself though.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 21, 2019, 09:25:36 pm
What's the specific use-case where someone wants to use MediaVPs table data enough that they have to tediously copy all that data to a new table, but also doesn't want to use the MediaVPs as a secondarylist mod?
Title: Re: Planning a MVPs Release/Update
Post by: 0rph3u5 on October 22, 2019, 05:50:22 am
Never heard of Knossos allowing you to give the individual files version numbers.

That is making the assumption that MediaVPs are structured solely based on what Knossos can do; Knossos is the distribution plattfrom not work plattform as far as I am aware. Other software to manage a shared database allow for these things.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 22, 2019, 06:33:27 am
What's the specific use-case where someone wants to use MediaVPs table data enough that they have to tediously copy all that data to a new table, but also doesn't want to use the MediaVPs as a secondarylist mod?
I often use the MVP stats when I upgrade retail-level modpacks. As they are using the MVPs I tend to copy/paste/adapt the MVP stats to ensure that they go in line with their "look and feel" (ie piercing effects, damage type for weapons/effects and loadout stats for ships etc). The same goes for making ship variants.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 22, 2019, 06:37:30 am
Never heard of Knossos allowing you to give the individual files version numbers.

That is making the assumption that MediaVPs are structured solely based on what Knossos can do; Knossos is the distribution plattfrom not work plattform as far as I am aware. Other software to manage a shared database allow for these things.

I can't tell about Knossos dev mode, but unless you're having access to FSU SVN you probably won't be able to tell whether a table, or a different file in, say MV_Assets_T has been updated.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 22, 2019, 06:52:58 am
What's the specific use-case where someone wants to use MediaVPs table data enough that they have to tediously copy all that data to a new table, but also doesn't want to use the MediaVPs as a secondarylist mod?
I often use the MVP stats when I upgrade retail-level modpacks. As they are using the MVPs I tend to copy/paste/adapt the MVP stats to ensure that they go in line with their "look and feel" (ie piercing effects, damage type for weapons/effects and loadout stats for ships etc). The same goes for making ship variants.

Unfortunately, I don't see that as being a large enough use-case to completely restructure the mediavps. I did that myself for a handful of ships when I built BtA. It's annoying but not difficult.
Title: Re: Planning a MVPs Release/Update
Post by: DefCynodont119 on October 22, 2019, 07:06:14 am
What's the specific use-case where someone wants to use MediaVPs table data enough that they have to tediously copy all that data to a new table, but also doesn't want to use the MediaVPs as a secondarylist mod?
I often use the MVP stats when I upgrade retail-level modpacks. As they are using the MVPs I tend to copy/paste/adapt the MVP stats to ensure that they go in line with their "look and feel" (ie piercing effects, damage type for weapons/effects and loadout stats for ships etc). The same goes for making ship variants.

Unfortunately, I don't see that as being a large enough use-case to completely restructure the mediavps. I did that myself for a handful of ships when I built BtA. It's annoying but not difficult.
Off topic but I think that this isn't an MVP's problem:

I wonder if that could be done with some-kind of batch file or script outside the game. . .   

Or maybe as a feature in the F3 Lab? should be possible to code in I think.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 22, 2019, 07:14:51 am
Ok, I'll have to live with it then.

There is a feature similar to that in FRED but it's only for ships and only displays the table snippets, not the finally used table.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 26, 2019, 06:36:59 pm
OK, next idea: can we get rid of that old shockwave effect? It hasn't been updated since almost 10 years or so and the one from INF looks so much better.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 26, 2019, 06:40:24 pm
post links and screenshots.. more useful than a directive.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 26, 2019, 06:47:00 pm
Here're the files: https://www.mediafire.com/file/ad1ev8smzlvzsnl/Shockwave01.7z/file

The are a couple shockwaves at the 2:00 mark: https://www.hard-light.net/forums/index.php?topic=36740.msg1887298#msg1887298
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 26, 2019, 07:27:20 pm
I dunno about that shockwave. It's very different from the usual in terms of its animation speed. What do others think?
Title: Re: Planning a MVPs Release/Update
Post by: Nyctaeus on October 26, 2019, 08:27:37 pm
I love INF one. There is another one in ED modpack that is more similar to current ones we have in MVPs. Might be worth to check out.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on October 27, 2019, 12:36:03 am
As far as I know, I've got everything delivered for MediaVPs 3.9. Last chance to offer suggestions....
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on October 27, 2019, 02:50:02 pm
Here's the ED version: https://www.mediafire.com/file/wq2gahm947cs4cf/ShockwaveED.7z/file

I prefer INFs shockwave though.
Title: Re: Planning a MVPs Release/Update
Post by: tomimaki on November 04, 2019, 10:31:54 am
Better radar icons (https://www.hard-light.net/forums/index.php?topic=89098.0)?

[attachment eaten by a Shivan]
Title: Re: Planning a MVPs Release/Update
Post by: Galemp on November 05, 2019, 10:59:25 am
I made the original set of radar icons to scale with the 2D radar. How do yours look there?
Title: Re: Planning a MVPs Release/Update
Post by: tomimaki on November 05, 2019, 02:15:24 pm
It's not mine, but BirdofPrey's.

[attachment eaten by a Shivan]
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on November 05, 2019, 02:17:55 pm
I'm very unfamliar with the radar icons and what's actually changed. Galemp, I'd love your input on including this or not. I'd like to get this release out Soon (tm).
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on November 05, 2019, 02:57:49 pm
Did you make any decision regarding the shockwaves yet?
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on November 05, 2019, 02:58:26 pm
I'm including the INF ones. People seem to like them.
Title: Re: Planning a MVPs Release/Update
Post by: Galemp on November 05, 2019, 04:17:26 pm
The radar icons now are definitely smaller than what I had rendered them for--may have something to do with new HUD code. In any case I approve of the higher-fidelity icons provided in these posts.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on February 05, 2020, 08:48:54 pm
4.1 Currently includes...

Randomized explosion sound pack
Hecate
Chronos
AmazonAdv
TAC1
Zephyrus
Aeolus
Mission bugfixes
Shivan Flak effects
Other misc minor fixes
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on February 05, 2020, 08:59:27 pm
Nice :yes:

BTW, what has become of that Arcadia with fixed paths and 2 more docking points I made?
Title: Re: Planning a MVPs Release/Update
Post by: DefCynodont119 on February 05, 2020, 09:06:27 pm
RE: Randomized explosions.

I just added the sounds used by Inferno and BluePlanet to the roster, see attachment.

[attachment eaten by a Shivan]
Title: Re: Planning a MVPs Release/Update
Post by: Mito [PL] on February 06, 2020, 11:02:02 am
@DefCynodont119:
Mmm, nice. I also remember you mentioning something about randomised pitch or something like that with the explosion sounds. I wonder if it would be a good idea to include this in tables, too.
I will definitely download your expanded sound pack and ply a bit of FS while using it, but also I will probably try out the pitch setting and sound off about that too.

I'm not really sure if BP explosions will be fitting for a FS2 setting, though. Seems to me like the BP team went into the direction of physical accuracy instead of the Rule Of Cool that dominates retail FS2...
Title: Re: Planning a MVPs Release/Update
Post by: DefCynodont119 on February 06, 2020, 01:46:54 pm
To be honest, the BP/Inferno (they use the same sounds) explosions don't seem that different then the FS2 sounds. .

At least compared to the POCHIE! and THUNDERCLAP! sounds that others have already added. . .   :p


Go in the files and compare INF_boom_1 and INF_boom_2 with the others if you want.

I will add pitch variance just give me a moment.

Attachment added, Give it a go!

[attachment eaten by a Shivan]
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on February 15, 2020, 10:15:47 am
Updated list of changes

Randomized explosion sound pack
Hecate
Chronos
AmazonAdv
TAC1
Zephyrus
Aeolus
Mission bugfixes
Shivan Flak effects
Other misc minor fixes
Updated cbanims using new ship assets
Removed additional redundant POFs
Kestrelius' new weapon effects
Title: Re: Planning a MVPs Release/Update
Post by: BirdofPrey on February 16, 2020, 07:49:19 pm
I'm very unfamliar with the radar icons and what's actually changed. Galemp, I'd love your input on including this or not. I'd like to get this release out Soon (tm).
AW CRAP
Sorry haven't been around lately.  The icons I did are in .png (I think the original ones are bitmaps, but I honestly don't remember), are antialiased through the alpha channel, and are slightly larger in size and then scaled from there in the table file.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on April 17, 2020, 12:07:20 pm
New update coming soon (tm).

On the list for this update...

-New Myrmidon (Nyctaeus)
-New Perseus (Nyctaeus)
-New Ganymede (Axem)
-New FS1 weapon effects (Kestrellius)
-Enhanced sound environment and new sound effects (MorGy)

Last chance for additional submissions.

And don't say Demon...
(https://media.giphy.com/media/fWgSzuHNOfl0Rv5rqu/giphy.gif)
Title: Re: Planning a MVPs Release/Update
Post by: Iain Baker on April 17, 2020, 12:38:30 pm
sounds good  :yes:
Title: Re: Planning a MVPs Release/Update
Post by: Su-tehp on April 17, 2020, 12:54:10 pm
I was totally going to single-word post "Demon" in response to mjn.mixael's post saying "And don't say 'Demon'" but that gif of Nebula spitting and saying "It's not ripe" is just too awesome to spoil with words.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on April 17, 2020, 01:26:53 pm
And don't say Demon...
(https://media.giphy.com/media/fWgSzuHNOfl0Rv5rqu/giphy.gif)

That's so mean :/
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on April 17, 2020, 01:33:38 pm
Oh, maybe somebody could look after the thing with the Sath debris?
Title: Re: Planning a MVPs Release/Update
Post by: Iain Baker on April 17, 2020, 02:24:49 pm
A few more sugestions:

Fixing the ships that shoot through their own hulls, such as the Rakshasa, Aeolus and (I think) the Ravana?

Cockpit mod as an optional extra would be very welcome.

The improved hud that distinguishes between fighter and bomber wings would also be welcome (I have tried using it but it keeps crashing so I assume I'm doing something wrong.)

How about optional post-processing filters such as the one used by Vassago's Dirge, a sorta Reshade for freespace. (Come to think of it, would ReShade be compatible with FS as is?)

Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on April 17, 2020, 02:27:57 pm
Quote
Fixing the ships that shoot through their own hulls, such as the Rakshasa, Aeolus and (I think) the Ravana?

See the other thread

Quote
Cockpit mod as an optional extra would be very welcome.

Would be interesting, but it would mess with every mod that doesn't have cockpits for custom ships.

Quote
How about optional post-processing filters such as the one used by Vassago's Dirge, a sorta Reshade for freespace. (Come to think of it, would ReShade be compatible with FS as is?)

I think ReShade is compatible with FS, atleast Darius shared some setting for it at one point.
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on April 17, 2020, 02:30:04 pm
Fixing the ships that shoot through their own hulls, such as the Rakshasa, Aeolus and (I think) the Ravana?
Would change retail mission balance, so no. This won't be fixed in the MediaVPs. Mods can easily fix those models by adding the Check Hull flag to the turrets in question.

Cockpit mod as an optional extra would be very welcome.
MediaVPs is a repository of retail asset upgrades. Cockpits were not in retail, so this won't be going in.

The improved hud that distinguishes between fighter and bomber wings would also be welcome (I have tried using it but it keeps crashing so I assume I'm doing something wrong.)
If it looked more like the retail HUD and not an out-of-place add on, I might consider it.

How about optional post-processing filters such as the one used by Vassago's Dirge, a sorta Reshade for freespace. (Come to think of it, would ReShade be compatible with FS as is?)
This is also outside the scope of what the MediaVPs is for.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on April 17, 2020, 02:33:03 pm
Would change retail mission balance, so no. This won't be fixed in the MediaVPs. Mods can easily fix those models by adding the Check Hull flag to the turrets in question.

"C'mon, it's just a couple thousand turrets, can't take that long..."
Title: Re: Planning a MVPs Release/Update
Post by: tomimaki on April 17, 2020, 05:11:52 pm
My tiny appendix for MVPs. ;)

Summary for files in zip
Code: [Select]
Fenris
detail1
renamed turret09n-01-main to turret09b-01-main

detail2
renamed turret09c-01-main_001 to turret09c-01-main


Leviathan
detail1
renamed turret09a-02-sub_001 to turret09b-02-sub


Bes
mv_assets_v-shp.tbm
changed $Subsystem: Turret01-main,3,2.0 to $Subsystem: Turret01,3,2.0

deleted:
$Subsystem: Turret03,3,2.0
    $Default PBanks: ( "Vasudan Turret" )
$Subsystem: Turret04,3,2.0
    $Default PBanks: ( "Vasudan Turret" )
$Subsystem: Turret05,3,2.0
    $Default PBanks: ( "Vasudan Turret" )

because these turrets don't exist in model


Edjo
Turrets
deleted fire points for Turret01b and Turret01c

http://www.mediafire.com/file/1k2vhcf5z1at4ri/mvps41_fixes.zip/file
Title: Re: Planning a MVPs Release/Update
Post by: Axem on April 17, 2020, 05:15:38 pm
Oh, maybe somebody could look after the thing with the Sath debris?

I'll take a gander at it tonight.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on April 17, 2020, 05:42:19 pm
Oh, maybe somebody could look after the thing with the Sath debris?

I'll take a gander at it tonight.

Thanks, man! :)
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on April 18, 2020, 04:57:49 pm
My tiny appendix for MVPs. ;)

Summary for files in zip
Code: [Select]
Fenris
detail1
renamed turret09n-01-main to turret09b-01-main

detail2
renamed turret09c-01-main_001 to turret09c-01-main


Leviathan
detail1
renamed turret09a-02-sub_001 to turret09b-02-sub


Bes
mv_assets_v-shp.tbm
changed $Subsystem: Turret01-main,3,2.0 to $Subsystem: Turret01,3,2.0

deleted:
$Subsystem: Turret03,3,2.0
    $Default PBanks: ( "Vasudan Turret" )
$Subsystem: Turret04,3,2.0
    $Default PBanks: ( "Vasudan Turret" )
$Subsystem: Turret05,3,2.0
    $Default PBanks: ( "Vasudan Turret" )

because these turrets don't exist in model


Edjo
Turrets
deleted fire points for Turret01b and Turret01c

http://www.mediafire.com/file/1k2vhcf5z1at4ri/mvps41_fixes.zip/file

Thank you for finding these and providing zip of fixes. They have been included!

Sath fix is also included thanks to Axem.
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on April 18, 2020, 05:57:41 pm
Nice work :yes: :yes: :yes:
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on July 22, 2020, 01:16:32 pm
New release coming in 2-3 weeks. Get your upgrades and bugfixes submitted quickly so we can test and release on schedule.
Title: Re: Planning a MVPs Release/Update
Post by: Pnakotus on July 22, 2020, 01:38:20 pm
It’s_happening.gif
Title: Re: Planning a MVPs Release/Update
Post by: Nightmare on July 22, 2020, 02:19:33 pm
Gets out the calender
Title: Re: Planning a MVPs Release/Update
Post by: Su-tehp on July 22, 2020, 03:15:36 pm
Gets out the calender

Gets out the power of attorney in case all hell breaks loose

...What? (https://tvtropes.org/pmwiki/pmwiki.php/Main/DefensiveWhat)
Title: Re: Planning a MVPs Release/Update
Post by: Vidmaster on July 23, 2020, 02:22:03 am
cool  ;)
Title: Re: Planning a MVPs Release/Update
Post by: Mobius on July 23, 2020, 03:44:51 am
Great news! I'd really love to see the new Ravana in there but as far I can understand from previous discussions on Discord, you're not going to wait for it in case it takes too long to get it done. Fingers crossed, that'd be a pretty cool addition to the MVPs.  :)
Title: Re: Planning a MVPs Release/Update
Post by: manwiththemachinegun on July 23, 2020, 12:48:09 pm
For my 2 cents, it's worth a week or two delay to give the new Ravana a chance to make the cut. This being from a poor casual who already has enough trouble modding Freespace 2. :P
But super excited at any rate! Will this include the FS1 Apollo at last?
Title: Re: Planning a MVPs Release/Update
Post by: mjn.mixael on July 23, 2020, 12:57:40 pm
The FS1 Apollo has been in the MediaVPs since 4.0.x. It's just that the FSPort hasn't been updated since 2014.