Hard Light Productions Forums

FreeSpace Releases => Asset Releases => Topic started by: mjn.mixael on December 03, 2019, 12:28:38 am

Title: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 03, 2019, 12:28:38 am
(https://i.imgur.com/SsEJ8jv.png)
Licensing details can be found here (https://www.hard-light.net/forums/index.php?topic=96090.msg1911519#msg1911519)

EDIT: The pack on Knossos has been updated to include the new Aquitaine mainhall.

--Updated to 1.4.8: Resolves shortcut key discrepancy where in some halls B = Barracks, C = Campaign and in other halls B = Campaign, C = Barracks.

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/MjnMHs)

This pack includes...

-Galatea Version A
-Galatea Version B
-Bastion Version A
-Bastion Version B
-Krios
-Soyakaze
-Intrepid
-Wayfarer
-Lucifer
-Centaur
-Aquitaine

Screenshots
(https://i.imgur.com/qXw6iI5.png)
(https://i.imgur.com/2d1y3ES.png)
(https://i.imgur.com/F0FB6AE.png)
(https://i.imgur.com/eiShbGE.png)
(https://i.imgur.com/pjHPybW.png)
(https://i.imgur.com/kHRRDVN.png)
(https://i.imgur.com/TsXMlhg.png)
(https://i.imgur.com/Sl2Ar6f.png)
(https://i.imgur.com/JlF23XX.png)
(https://i.imgur.com/fy5rAFb.png)
(https://i.imgur.com/VS7EwIs.png)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: DefCynodont119 on December 03, 2019, 12:53:43 am
How does he do it?

How does Mjn make such perfection?

we may never know. . .
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Colonol Dekker on December 03, 2019, 01:09:36 am
Omg they're hawt
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 03, 2019, 07:03:38 am
How does he do it?

What will really bake your noodle is wondering why I posted this release thread in the more generic modding section rather than the Port Upgrade section...  :nod:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Trivial Psychic on December 03, 2019, 07:10:42 am
...or in the Asset Releases section.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 03, 2019, 07:14:42 am
Oh lol. I forgot about that one. I blame the forum rename from years ago... Mods can move this if it seems appropriate.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: wookieejedi on December 03, 2019, 08:08:39 am
Wow, simply fantastic!
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nyctaeus on December 03, 2019, 09:24:15 am
 :jaw: :jaw: :jaw:

Geeez, man! I have no words :yes:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: starlord on December 03, 2019, 10:06:51 am
Truly amazing.

Out of curiosity, has anyone considered creating an Arcadia hall? Would it be different compared to Orion halls?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 03, 2019, 10:10:08 am
Out of curiosity, has anyone considered creating an Arcadia hall? Would it be different compared to Orion halls?
:nervous:

(https://i.imgur.com/j656SqW.jpg)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: starlord on December 03, 2019, 10:16:15 am
Very nice.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 03, 2019, 10:28:46 am
You forced me to spoil my surprise.. but that's ok. I have another surprise that I'll hold on to a little longer.

That Arcadia view is preliminary. For my use, I need 9 clickable areas which that view has... Just not creatively. Might you around with other angles and ideas. And yes, it is the set I used for the FS1 Intro cutscene.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on December 03, 2019, 10:56:46 am
Amaaaazing! :eek: :eek2:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Rhymes on December 03, 2019, 11:16:42 am
Downloaded last night but haven't installed yet. Super excited. These look amazing, mjn.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: starlord on December 03, 2019, 11:44:38 am
Whoops. Sorry, my bad!
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: OverDhill on December 03, 2019, 12:30:26 pm
How do we use these? They look awesome
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 03, 2019, 12:36:56 pm
Campaign files need to reference these mainhalls. FSPort MediaVPs should do that automatically, so just drop the files in your FSportMediaVPS\data folder.

But mostly these meant are available to mods who want to use them.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: DefCynodont119 on December 03, 2019, 01:43:58 pm
You forced me to spoil my surprise.. but that's ok. I have another surprise that I'll hold on to a little longer.

That Arcadia view is preliminary. For my use, I need 9 clickable areas which that view has... Just not creatively. Might you around with other angles and ideas. And yes, it is the set I used for the FS1 Intro cutscene.

What if you change some of the overhead signs to be different clickable areas? 

Like:

Ready room Deck 12 >> 

and

<< Techroom Deck 1?

that could fill in some buttons.

Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Cobra on December 03, 2019, 03:45:46 pm
How does he do it?

How does Mjn make such perfection?

we may never know. . .

Hey, now. I was there, too. :P
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Trivial Psychic on December 04, 2019, 01:01:47 am
You forced me to spoil my surprise.. but that's ok. I have another surprise that I'll hold on to a little longer.
Let me guess... Typhon mainhall?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: X3N0-Life-Form on December 04, 2019, 04:48:53 am
Secret Demon mainhall, in collaboration with Oddgrim :).
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on December 04, 2019, 05:24:05 am
You're not particularly eager to highlightify the things you release anymore... had too many highlights right? :D
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on March 15, 2020, 11:27:11 pm
In the spirit of releasing things I make for my mods so everyone can use them, I have released my new mainhall on Knossos.

This is the Arcadia mainhall called Wayfarer from Between the Ashes chapter 2. See first post for the Knossos link.

(https://i.imgur.com/eiShbGE.png)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on March 16, 2020, 07:06:19 am
Amazing work as always. :cool:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nyctaeus on March 16, 2020, 09:22:02 am
I was waiting for this one. Exceptional work :yes:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: DefCynodont119 on March 16, 2020, 08:28:07 pm
Arcadia mainhall BUG:

Um, when the guy looks at me a still image of him not looking at me is still there. . . But only if nothing is in the window. .
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on March 16, 2020, 09:17:56 pm
Arcadia mainhall BUG:

Um, when the guy looks at me a still image of him not looking at me is still there. . . But only if nothing is in the window. .

Lol, Oops. I know why.

EDIT: Fixed pushed out.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on May 14, 2020, 06:33:13 pm
Working on a thing...

(https://cdn.discordapp.com/attachments/223511363807346691/710635660897419344/Capture.jpg)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on May 14, 2020, 06:45:57 pm
Oh, Carls dining room :cool:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Trivial Psychic on May 15, 2020, 04:17:56 pm
Shivan Mainhall?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Iain Baker on May 15, 2020, 05:11:26 pm
Creepy - me likey :-)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Su-tehp on May 15, 2020, 06:19:09 pm
I dunno, that yellow grate and rsailing don't look very Shivan-y.... :wtf:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on May 15, 2020, 06:22:47 pm
The interior of the Azreal from the hallfight cutscene has yellow parts too.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on May 15, 2020, 07:17:19 pm
I dunno, that yellow grate and rsailing don't look very Shivan-y.... :wtf:

Ahaha here we go again.

This is inspired/modeled directly from the Hall Fight cutscene which happens inside a Shivan freighter.

The last time you made similar claims about Shivan pipes in the Demon thread I thought I posted enough evidence for you... But here's more. Screenshot straight from  :v-old:'s Hall Fight cutscene.

Note the yellow pit and all the circled pipe-like objects.
(https://cdn.discordapp.com/attachments/223516619052285952/711009074938118254/Capture.jpg)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Cobra on May 15, 2020, 07:18:59 pm
One would think Shivan interiors aren't really supposed to make sense.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Su-tehp on May 15, 2020, 09:43:52 pm
One would think Shivan interiors aren't really supposed to make sense.

Now that you mention it, it makes sense that Shivan interiors aren't really supposed to make sense. So it makes sense that that yellow grate didn't make sense before but now it does make sense that it didn't make sense then but makes a little bit of sense now even though it wasn't supposed to make sense....

My head hurts. :mad:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Black Wolf on May 16, 2020, 01:21:14 am
I dunno, that yellow grate and rsailing don't look very Shivan-y.... :wtf:

It's the same colour as the big glowy bits in the Arcadia and Ganymede, I think that's what's making it look so Terran.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on May 16, 2020, 01:32:47 am
Being a shade of yellow like one or two other ships does not make it inherently un-Shivan. I mean.. go look at retail Asmodeus and the bright shade of the yellow glows on that baby.

(https://cdn.discordapp.com/attachments/223516619052285952/711104640556597248/screen0003.png)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on May 16, 2020, 06:53:34 am
IIRC :v-old: originally wanted to make the Shivans green-yellow and later decided for grey-red only; makes one wonder whether this was intentional or an oversight nobody cared about anymore.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Colonol Dekker on May 16, 2020, 11:01:31 am
Colours aren't race exclusive 😉 Ibalwya thought the blue on the osiris looked out of place.  Buuuuuut *shrug.gif*
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Su-tehp on May 16, 2020, 11:59:36 am
Ok, yellow has been used by the Shivans before, that's evident. I stand corrected. But does a grate strike anyone as more of a humanoid sort of architecture, something that seems out of place in Shivan engineering? :confused:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: The E on May 16, 2020, 12:02:55 pm
Ok, yellow has been used by the Shivans before, that's evident. I stand corrected. But does a grate strike anyone as more of a humanoid sort of architecture, something that seems out of place in Shivan engineering? :confused:

Absolutely -- but again, the original cutscene did have that grate right there, so canonically grates are a part of shivan architecture.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on May 16, 2020, 01:37:33 pm
Shivan ships may look very different on the inside than they do on the outside.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Trivial Psychic on May 16, 2020, 04:42:25 pm
Just like Shivans.  :D
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Su-tehp on May 16, 2020, 08:04:05 pm
Shivan ships may look very different on the inside than they do on the outside.

Just like Shivans.  :D

To be fair, humans look plenty different on the inside than they do on the outside too.

Does that make humans pseudo-Shivans? :shaking: :shaking: :shaking:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on May 16, 2020, 08:42:11 pm
No. :(
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on June 05, 2020, 07:48:30 pm
Spoiler warning.. I'm about to make FS2 completely unplayable.

(https://cdn.discordapp.com/attachments/223511363807346691/718625382215188490/unknown.png)
(https://cdn.discordapp.com/attachments/223511363807346691/718625159849836587/unknown.png)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Su-tehp on June 05, 2020, 07:58:38 pm
Spoiler warning.. I'm about to make FS2 completely unplayable.

I have absolutely no idea what the circled things have in relation to your statement, nor, for that matter, how you intend to make FS2 unplayable. All I can say is this: If you make FS2 unplayable, I'll give you such a pinch. (https://www.youtube.com/watch?v=vHTUDwc1fd8)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: 0rph3u5 on June 05, 2020, 08:06:26 pm
Prefabricated ship parts, repurposed.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: DefCynodont119 on June 05, 2020, 11:59:10 pm
The only way it would be unplayable is if the guy in the options screen chair is not the FS2 Command guy.  :p


No really if the FS2 Command guy is not there someone will complain.

and that someone may-or-may-not end up being me
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on June 06, 2020, 12:10:09 am
There will be a guy there.. and he will be the correct race with the same balding hairstyle, but I'm not a good enough character artist to make a human character look exactly like another.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: DefCynodont119 on June 06, 2020, 12:29:39 am
There will be a guy there.. and he will be the correct race with the same balding hairstyle, but I'm not a good enough character artist to make a human character look exactly like another.

As long as he's close enough and looks like him, then that's fine.  :yes:

Also keep the character model around after you make it, just in case Axem decides they want to make a ship that's a giant T-posing FS2 Command that shoots beams from his eyes.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on June 10, 2020, 04:47:03 pm
Sorry. I used the wrong shade of yellow.

Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: CKid on June 10, 2020, 05:33:08 pm
Damn dude, that **** is creepy! I love it.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on June 10, 2020, 05:52:31 pm
Cool! But it hasn't been released yet, right?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Su-tehp on June 10, 2020, 06:43:13 pm
Holy sh!t, that Shivan mainhall is suitably creepy...

...but thematically speaking, what is it good for? Shivan campaigns? Now there is a novel concept.... :jaw:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on June 10, 2020, 06:56:23 pm
You haven't played Trimurti, right?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on June 10, 2020, 07:04:23 pm
Cool! But it hasn't been released yet, right?

No it's not released yet. Aiming for tomorrow. Collabing with Asteroth on a few things.

Holy sh!t, that Shivan mainhall is suitably creepy...

...but thematically speaking, what is it good for? Shivan campaigns? Now there is a novel concept.... :jaw:

Clearly you need to play Trimurti. I have the whole Shivan interior environment from the Hall Fight cutscene... figured I should make additional use out of it. (Same as I did the Arcadia interior from the FS1 Intro). Took 4-5 hours to whip up the various animations and one night to render everything. Efficiency, baby.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Su-tehp on June 10, 2020, 07:13:26 pm
So there actually is a Shivan campaign and it's called Trimurti? Damn, I really have been away too long....
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: perihelion on June 10, 2020, 07:16:49 pm
Droid also released one a long time ago called Tides of Darkness.  I'm not sure if it is still playable with modern settings, but I enjoyed the heck out of it at the time.  I'm pretty sure there are more, ToD and Trimurti are just the best examples that spring to mind.

Mjn, dude, the creep is real!
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on June 10, 2020, 09:20:23 pm
So there actually is a Shivan campaign and it's called Trimurti? Damn, I really have been away too long....

I think pretty much anybody who played it said it was awesome. Just saying...
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Su-tehp on June 10, 2020, 11:56:37 pm
No wonder I had no idea what Trimurti was. I took a peek at this mod in the Explore function of Knossos, saw its description written in what is apparently Trinary (instead of Binary, since it uses 0, 1 and 2 as digits), had no idea what the f*ck it was or what it meant ("strange code" indeed), promptly lost interest, and then forgot about it.

Now it's something else on the To Do list.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on June 11, 2020, 09:19:30 am
Lucifer mainhall is released. You can find the dl links on the first post.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Nightmare on June 11, 2020, 09:51:07 am
Nice~ :)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on June 11, 2020, 10:03:25 am
Here's a 5 minute demo of the mainhall and the soundscape that Asteroth and I came up with. Put this on a loop in the background and send emails to your boss.

Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 28, 2020, 02:29:43 pm
Surprise! Here's another new mainhall. I needed a 2nd Arcadia style mainhall for BtA chapter 2. This one is called Centaur. It's a quick & dirty remix of the Wayfarer mainhall, but it serves it's purpose well. The window features Ulysses, Orion, Leviathan flybys. Available now on Knossos.

(https://i.imgur.com/2d1y3ES.png)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Colonol Dekker on December 28, 2020, 03:10:35 pm
You're a machine 👍
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 31, 2020, 06:42:20 pm
(https://i.imgur.com/6B8ul64.gif)

(https://cdn.discordapp.com/attachments/223511363807346691/794362738066456636/unknown.png)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: DefCynodont119 on December 31, 2020, 07:43:35 pm
My brain when looking at this:

Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 31, 2020, 08:29:09 pm
My brain sees hears the upgraded version.... (https://soundcloud.com/daniel-wentz/freespace2-main-hall-remaster)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: DefCynodont119 on December 31, 2020, 11:47:35 pm
My brain sees hears the upgraded version.... (https://soundcloud.com/daniel-wentz/freespace2-main-hall-remaster)

Lol, I was gonna use that one but I was too lazy to look for it.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Svedal on January 01, 2021, 06:33:37 am
My brain sees hears the upgraded version.... (https://soundcloud.com/daniel-wentz/freespace2-main-hall-remaster)

WHOA

Is that what's currently used in the MVPs? I've been tacitly hoping Dan Wentz would come back and remaster FS2's music because if it was *that* crisp in 1998, imagine 2020...but has he already done it??
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: AV8R on January 02, 2021, 12:55:05 pm
My brain sees hears the upgraded version.... (https://soundcloud.com/daniel-wentz/freespace2-main-hall-remaster)

OMG - that sounds incredible. :eek2:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Iain Baker on January 03, 2021, 12:52:57 pm
 :) :) :) :yes: :yes: :yes:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: AV8R on January 03, 2021, 02:55:18 pm

So I discovered an issue with the 1.3.0 Mainhalls update that, if you rename/remove the old 1.2.0 folder, FSPort and ST:R will refuse to start stating that 1.2.0 is required to run those mods.

I'm guessing an FSPort update is soon to follow that can properly utilize the 1.3.0 Mainhall update so 1.2.0 will no longer be necessary to have installed?

Or is 1.3.0 a supplement to 1.2.0 and both must be installed simultaneously in order to function properly?

I usually like to remove older versions of mods once I confirm that the newly installed updates/upgrades function properly - mainly to reclaim drive space and make direct copy backups smaller in size (and the Mainhall mods take up quite a bit of space at over 3GB for each version installed).
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on January 03, 2021, 03:56:53 pm
That's an FSPort issue. They need to specifically allow Knossos to use newer versions of this mod dependency, otherwise it requires exactly 1.2.0 to run.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Iain Baker on January 03, 2021, 05:22:28 pm
No wonder I had no idea what Trimurti was. I took a peek at this mod in the Explore function of Knossos, saw its description written in what is apparently Trinary (instead of Binary, since it uses 0, 1 and 2 as digits), had no idea what the f*ck it was or what it meant ("strange code" indeed), promptly lost interest, and then forgot about it.

Now it's something else on the To Do list.


Yup, it's bloody awesome. You should be able to work out the mission objectives by following the briefing graphics. Remember you are basically replaying FS1, but on the Shivan's side  :cool:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on January 04, 2021, 12:36:59 pm
Now we're getting somewhere...

(https://cdn.discordapp.com/attachments/223511363807346691/795719012701044786/unknown.png)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Colonol Dekker on January 04, 2021, 04:10:01 pm
I like where this is going.

Puhleaaaaaase make an alternate joke overlay Easter egg for the main screen.   I don't know what, anything from BSOD to brazzers logo would work.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Trivial Psychic on January 04, 2021, 04:29:27 pm
I think that a Vasudan FS1-era Typhon and Karnak mainhalls would be useful. ;7 That having been said, one doesn't praise the great work of others, by suggesting that they should do more... so: You continue to exceed our expectations.  Well done.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on January 05, 2021, 12:47:58 pm
I like where this is going.

Puhleaaaaaase make an alternate joke overlay Easter egg for the main screen.   I don't know what, anything from BSOD to brazzers logo would work.

I can definitely do custom cheats for non-clickable things.. I've never considered if that would work for clickable things, too. Hmm.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Colonol Dekker on January 05, 2021, 03:14:03 pm
I know you can do it...
Mainhall jedi master.
This is the way.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: jadeddragoon on January 08, 2021, 08:02:28 pm
Squeeee! I picked just the right time to re-explore FSO.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on January 13, 2021, 04:24:31 pm
[image removed]
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Trivial Psychic on January 13, 2021, 10:00:20 pm
Lookin' good.  :yes:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on January 18, 2021, 08:10:53 pm
(https://cdn.discordapp.com/attachments/223511363807346691/800909770122330182/screen0125.png)

Looking like release will be Wednesday or Thursday.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: DefCynodont119 on January 18, 2021, 08:36:01 pm
Is command sick? he looks. . . Pale. . .  :nervous:


Great job BTW!  :yes: :yes: :yes:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Iain Baker on January 19, 2021, 01:29:33 pm
So Karl is a window washer now?  :lol:
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on January 21, 2021, 03:38:40 pm
Aquitaine is released on Knossos.

(https://i.imgur.com/qXw6iI5.png)

This is the first mainhall I've done with custom cheats (surprisingly...). Try shivans4dinna and 6eomod out to see what happens.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Cyborg17 on January 21, 2021, 03:52:39 pm
It's the mainhall we need, not the mainhall we deserve.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: CT27 on February 01, 2021, 06:00:30 pm
The new Aquitaine mainhall looks awesome and I look forward to trying it in the near future after I download 4.4 MVPs.


I have a question though:  is it possible someday we could get a HD FS2 Vasudan mainhall someday too?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on February 01, 2021, 07:23:17 pm
Someone made a comment on Discord.. so the next 4-5 hours were me making this.

NOTE: Big gif loading.. give it a moment.
(https://cdn.discordapp.com/attachments/223516619052285952/805937716335476766/WindowPreview.gif)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on February 01, 2021, 08:25:08 pm
Now with more thunder.

Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Trivial Psychic on February 01, 2021, 08:58:23 pm
So its a special version of the Aquitaine mainhall that appears when you're in nebula missions.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Knarfe1000 on April 22, 2021, 06:15:00 am
I have installed the latest version of your mainhalls via Knossos. But they are not shown in Blue Planet oder Renegade Resurgance.

The mainhall-files are checkboxed in the menu (costumize) but no effect.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Iain Baker on April 22, 2021, 06:28:42 am
First let me say these are superb!

Unfortunately, when running them I am running into what I suspect is a performance problem. Everything is slow and jerky, as if my PC is struggling to run them at a reasonable FPS. Going by the videos it is not supposed to be like this. Any idea what might be causing it?

FYI my PCs specs are:
3.9 GHz AMD CPU
16GB RAM at 1600 MHZ
Nvidia GTX970 GPU

Not a beast by any means, but it should be more than powerful enough to run a main hall properly.

Any advice greatly appreciated  :)
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on April 22, 2021, 11:31:03 pm
I was just informed that someone is trying to covert these to apngs for an updated version. I request they don't. I don't want multiple versions of my work floating around.

I have installed the latest version of your mainhalls via Knossos. But they are not shown in Blue Planet oder Renegade Resurgance.

The mainhall-files are checkboxed in the menu (costumize) but no effect.

Mods need to specifically choose to use these. They don't just work automatically.

First let me say these are superb!

Unfortunately, when running them I am running into what I suspect is a performance problem. Everything is slow and jerky, as if my PC is struggling to run them at a reasonable FPS. Going by the videos it is not supposed to be like this. Any idea what might be causing it?

FYI my PCs specs are:
3.9 GHz AMD CPU
16GB RAM at 1600 MHZ
Nvidia GTX970 GPU

Not a beast by any means, but it should be more than powerful enough to run a main hall properly.

Any advice greatly appreciated  :)

Best guess is hard drive read speed. But that's just a shot in the dark.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Asteroth on April 23, 2021, 10:05:25 am
I was just informed that someone is trying to covert these to apngs for an updated version. I request they don't. I don't want multiple versions of my work floating around.
The person in question is doing that because he is running into engine problems with total number of files loaded by a mod on his mods, because the overwhelming majority is taken up by tens of thousands of mainhall animation frames.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: 0rph3u5 on April 23, 2021, 10:35:14 am
You know, one of the major turn-offs from making FS-related content is actually the expectation to keep up with this rat's tail of luxury items, the summit of which are these mainhalls.

This may sound I am disappraging the passion and the workmanship that mjn summoned to make these, but rather to question if they need to be a neccessary inclusion in any mod at all.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Cyborg17 on April 23, 2021, 11:16:27 am
The person in question is doing that because he is running into engine problems with total number of files loaded by a mod on his mods, because the overwhelming majority is taken up by tens of thousands of mainhall animation frames.

Also, allow me to add that they are going to submit them to the FSU team so that FSU can release it as a fix to that technical issue.  They are not trying to release an independent version.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Mito [PL] on April 23, 2021, 11:36:29 am
Well, sounds like it's a good time for me to chime in, too. For the record, I wasn't active on Discord when the discussion regarding these ensued but I had the opportunity to read up on the message history, and personally I didn't have any impression that the person in question was planning to release a separate version of the mainhalls. It seemed to me more like they were perfectly willing to submit these to you, or at most replace them in their own mod in order to make them work correctly.

I think this is just a misunderstanding. Although maybe it would give birth to some minor improvement here or there.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: jadeddragoon on April 23, 2021, 04:49:41 pm
I was just informed that someone is trying to covert these to apngs for an updated version. I request they don't. I don't want multiple versions of my work floating around.

Hey MJN, I'm the one working on apng-ifying the mainhalls mod. I want to clear up any confusion about what I'm trying to accomplish and how I'm going about it, and also to apologize for not getting in touch with you directly.

My policy is to always attempt to contact the current maintainers of a mod before doing anything at all. I believe there are several prominent members of the community that can attest to this. When I came to this community I came expecting a parlor approach to modding. I've since been informed that this community prefers a cathedral approach. Even knowing this I still feel a need to seek approval when doing anything with someone else' mod. I didn't contact you because I was under the mistaken impression that you had left this community and FS modding behind entirely and thus wouldn't be contactable. Additionally, I believed that FSU had taken over maintenance of the mainhalls mod. For this mistake I apologize.

To be absolutely clear, I have no intention what so ever of releasing the apng-ified version of mainhalls as a new mod and never have. My intention was to do the work of converting it and provide the results to the FSU team with a request to consider implementing it in the original mod. Again, I was under the impression that they were the current maintainers of the mod. This approach of doing the work, proving the idea, and then showing it to the maintainers was recently suggested to me by long-time members of the community. It was actually a course I had considered previously and discarded because I didn't want to seem pushy about it. It was only after it was actively suggested that I take this approach that I began work yesterday evening.

Now I'd like to share my results so far. I've successfully converted all but 2 animations. This has already brought the file count down from over 30k to ~750. It has also reduced the size of the mod from 5.6 GB to 2.9 GB. Some of the animations were reduced to 0.5% of their original size... yes, one half of one percent... and from as many as 900 files to 1 file. And, if I can solve the problems with the remaining two animations, the results should be even better. The in-game results (all animations shown are apng)?


Again, nothing is being published by me. For now it's a proof of concept only.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on April 23, 2021, 04:55:11 pm
I'm aware of the file limit issue as well as the large download size. I was working on an APNG conversion back in January and just haven't really wanted to return to it.

As I recall there is a major issue with how the engine handles APNGs as misc anims in a group (https://wiki.hard-light.net/index.php/Mainhall.tbl#.2BMisc_anim_group:). Instead of stopping the previously played animation, it continues to loop indefinitely. What this ends up looking like in some cases is that the top layered animation in the group becomes the only one the players sees and it's on a non-stop loop. It doesn't even respect the timing options set in the tbl. In other cases, like the nebula version of Aquitaine, all of the partially transparent lightning effects will be playing at once after a few seconds. You can see this in the video above during the Aquitaine portion where the Hercs fly past the window multiple times in a row. That shouldn't happen... at least not that quickly.

I can't recall if I filed an issue with SCP or not. I discovered this right about the time I stopped working on HLP projects in general. But until that's fixed, there's no point in an APNG conversion. The doors will work fine as APNG, but they are only 30 frames each, so at best you're saving yourself a few hundred files across the entire set. It's the misc animations where the conversion is mostly needed.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: jadeddragoon on April 24, 2021, 06:42:32 am
I've finished converting the anims. And there is now a pull request for a potential fix to the issue with misc animation groups and apngs (courtesy of lafiel).

I did notice that two animations seemed to have "extra" frames... 2_soy-m1-a and 2_soy-m1-d. In both cases there were more pngs than frames specified in the eff files and all the frames greater than configured in the eff were of a different resolution, ratio, and alignment. Left over files from an earlier version?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on April 24, 2021, 09:31:39 am
I've finished converting the anims. And there is now a pull request for a potential fix to the issue with misc animation groups and apngs (courtesy of lafiel).

I did notice that two animations seemed to have "extra" frames... 2_soy-m1-a and 2_soy-m1-d. In both cases there were more pngs than frames specified in the eff files and all the frames greater than configured in the eff were of a different resolution, ratio, and alignment. Left over files from an earlier version?

Probably.

I could have saved you likely hours of work though. I have at least half of the halls converted from back in January and I have a script that will do the rest straight from my source files using the settings I prefer.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: jadeddragoon on April 24, 2021, 01:41:38 pm
Probably.

I could have saved you likely hours of work though. I have at least half of the halls converted from back in January and I have a script that will do the rest straight from my source files using the settings I prefer.

I actually wrote a simple bash script to do it. Simple enough the extra frames for those two anims made it choke till I figured out what the deal with them was and removed them. But if you'd be willing to give me your script or let me know what settings you would prefer I can re-convert them fairly easily. Or, if you'd like to just handle all this yourself that's fine too. The only thing is that I kinda need it done to finish my blueplanet complete modpack. I can understand not wanting to deal with something atm and I'm willing to do whatever is needed.

Code: [Select]
#!/bin/bash

declare -A anims

for f in ~/interface/*.eff; do
while read c; do
if [[ $c =~ \$FPS\:\ *([0-9]*) ]]; then
name=$(basename $f)
anims[${name%.*}]=${BASH_REMATCH[1]}
break
fi
done < $f
done

for i in "${!anims[@]}"
do
echo 'name: '$i
echo 'fps : '${anims[${i}]}
echo
 
/d/Apps/Portable/apngasm/apngasm64.exe ~/newinterface/${i}.png ~/interface/${i}_'*'.png 1 ${anims[${i}]}
done
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: jadeddragoon on August 07, 2021, 08:34:12 pm
21.4.0-RC1 includes a fix for the APNGified mainhall animations. Tested and working.

@mjn Would you like me to send you the mainhall animations i converted or do you want to convert them yourself?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: hoo00 on August 20, 2021, 10:17:55 pm
Updating to 1.4.4 removes 1.4.3 and breaks MVPS-4.4.2 that requires "<=1.4.3" version and "aquitaine_com" packages.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: AV8R on August 22, 2021, 03:05:30 pm
hoo00, if you have a general backup of your FreeSpace folder, simply restore/copy the folder MjnMHs-1.4.3 back under your x:\GAMES\FreespaceOpen\FS2 folder and everything will function again (it's how I fixed mine). If you don't have a backup, then simply open Knossos, find the Freespace Upgrade MediaVPs mod, click the down-arrow to expand the context menu, and select Modify. In the mod list, find the subheading MjnMixael's HD Mainhalls 1.4.3 and make sure it is checked. To save time/space you may want to deselect some of the mainhalls since some are tied to specific optional mods and not the main FS1/FS2 campaign mods. The main ones you really need checked are the audio files, the Galetea files, the Bastion files, the Aquitane files and, if you have Silent Threat installed, also include the Krios and Soyakaze files as well. This will redownload the Mainhall 1.4.3 mod again (which could take a while, since it's pretty big - 4.5GB).
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on September 20, 2021, 10:18:10 am
I have updated this mod to 1.4.5. There is nothing new other than an updated credits file and I've included a copy of the creative commons license chosen for this mod.

Quote
https://creativecommons.org/licenses/by-nc-nd/4.0/ (https://creativecommons.org/licenses/by-nc-nd/4.0/)

You are free to copy and redistribute this mod in any medium or format
You must give appropriate credit when using this mod
You must obtain permission to distribute derivative works of this mod
You must obtain permission to use this work for commercial purposes

The reason I've chosen this version of the CC license for some of my works* going forward is because there are individuals of the community that have lately been extremely vocal about cathedral vs parlor modding, heavily siding with cathedral. In general I agree and have made liberal use of that freedom. However, the attitude with which this is discussed by these individuals concerns me. Karajorma has discussed (https://www.hard-light.net/forums/index.php?topic=86975.0) several times that projects should include formal licenses and I agree. I try very hard in my mods to credit any and all individuals who knowingly or unknowingly contributed as I use various items released over the years. I have also spent literally hundreds of hours on this mainhall mod, so the core of what I'm wanting with the No Derivatives license is proper attribution and to ensure that there are no "bugfix derivatives". Proper bugfixes belong right here. If you're interested in making a creative derivative, just send me a PM. The answer is almost certainly yes. There are individuals who I have given assets to make derivatives of Wayfarer (altering the window exterior view) specifically for their mods. I do not revoke that permission now.

*This is the first of my works to be formalized with a license. Most of my works will not get the CC ND license.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Colonol Dekker on September 20, 2021, 11:18:05 am
It's good to have it laid out in black and white bud.   Hope you're well.   
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Iain Baker on October 01, 2021, 04:13:29 pm
First let me say these are superb!

Unfortunately, when running them I am running into what I suspect is a performance problem. Everything is slow and jerky, as if my PC is struggling to run them at a reasonable FPS. Going by the videos it is not supposed to be like this. Any idea what might be causing it?

FYI my PCs specs are:
3.9 GHz AMD CPU
16GB RAM at 1600 MHZ
Nvidia GTX970 GPU

Not a beast by any means, but it should be more than powerful enough to run a main hall properly.

Any advice is greatly appreciated  :)


Not sure what has changed, but now they run perfectly  :D Could it be that I'm using a different HOTAS now? (I assume not, but it is the only thing that has changed at my end hardware-wise  :confused: )
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on December 08, 2021, 07:53:13 am
Updated to 1.4.6

This adds an optional title card to each mainhall. Just replace the appropriate image to activate it. Image can be any height but should only be 450 pixels wide. Will display in the upper left or right corners depending on the mainhall.

-Galatea Version A -> gal_title-a_0000.png
-Galatea Version B -> gal_title-b_0000.png
-Bastion Version A -> bas_title-a_0000.png
-Bastion Version B -> bas_title-b_0000.png
-Krios -> kri_title_0000.png
-Soyakaze -> soy_title_0000.png
-Intrepid -> int_title_0000.png
-Wayfarer -> way_title_0000.png
-Lucifer -> luc_title_0000.png
-Centaur -> cen_title_0000.png
-Aquitaine -> aqu_title-a_0000.png
-Nebula Aquitaine -> aqu_title-b_0000.png
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Rhys on January 13, 2022, 06:01:08 am
The Centaur mainhall looks exactly how I've imagined what Terran interiors looked like! Amazing.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on January 16, 2022, 04:26:40 pm
Updated to 1.4.7

All it does is change the Herc model to the new one in Galatea and Bastion.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Colonol Dekker on January 17, 2022, 02:56:46 pm
Amazing attention to detail buddy.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on April 25, 2022, 02:54:04 pm
Updated to 1.4.8

Resolves shortcut key discrepancy where in some halls B = Barracks, C = Campaign and in other halls B = Campaign, C = Barracks.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: CT27 on May 09, 2022, 06:58:03 pm
I used the new mainhall version (1.4.8) and noticed an error (the campaigns that this came up on were Shepherds and FS2 through 4.5.X MediaVPs).  I was using 22.0 and the 4.5.X MediaVPs.

Where the campaign room is supposed to be (it shows a system map roughly in the middle right part of the screen)...when I hover my mouse over it the caption says "Barracks" and clicking on that takes me to barracks.  When I hover my mouse over where the barracks usually are (a simple entrance in roughly upper left of screen) the caption says campaign room and clicking on that takes me to where I can select a campaign.


Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on May 09, 2022, 11:07:30 pm
So unfortunately that is now an issue with the mods themselves. There was an issue with some of my mainhalls where the Barracks and Campaign "areas" were swapped. This caused the B and C hotkeys to load Campaign and Barracks respectively instead of the other way around. I fixed that here, but if mods included their own -hall.tbm, they will need to be swapped there as well. MediaVPs 4.6 resolves this problem.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on June 14, 2022, 10:53:03 pm
Updated to 1.4.9

Adds 10th door to Wayfarer.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: mjn.mixael on June 19, 2022, 01:52:48 am
Updated to 1.4.10

Updates Bastion B to use the new Valkyrie model
Updates Soyakaze to use the new Zeus and Loki models
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Grizzly on June 19, 2022, 12:10:29 pm
Can I do a feature request please?

I'd love to see a Soyakaze that uses the Ares and Erinyes models, implying that the SOC still uses it in the FS2 timeline. I love the alt variants of the Bastion and Galatea.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: CP5670 on June 19, 2022, 09:18:41 pm
These look fantastic. Do you have any plans to do the Psamtik? That might be challenging to do though, it looks very different from any of the Terran ships.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Trivial Psychic on June 19, 2022, 10:20:01 pm
If I ever get back to my FS:Augmented campaign (as I am firmly planted in TBP right now), I could use an FS1-era vasudan mainhall... since others are making suggestions... not that I have any imminent plans to need it.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: 0rph3u5 on June 20, 2022, 01:49:09 am
I could use an FS1-era vasudan mainhall...

Seconded - by the time I will be able to get back to FSO, I could use one as well.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: CT27 on June 20, 2022, 09:12:33 pm
I was using MVPs 4.6 and FSO 22.0 on "Destiny Of Peace":

The mainhall that started up was a relatively small looking corridor type of thing...I think this is called "Wayfarer".  Anyways, on this when I clicked on what was labeled campaign room it actually took me to barracks (and vice versa).

However, after the first mission I had the 'normal' FS1 HD mainhall (I'm not sure of the correct terminology but I'm guessing this would be "Galatea") and clicking on "campaign room" and "barracks" took me to the correct room.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Grizzly on June 21, 2022, 03:27:14 pm
I was using MVPs 4.6 and FSO 22.0 on "Destiny Of Peace":

The mainhall that started up was a relatively small looking corridor type of thing...I think this is called "Wayfarer".  Anyways, on this when I clicked on what was labeled campaign room it actually took me to barracks (and vice versa).

However, after the first mission I had the 'normal' FS1 HD mainhall (I'm not sure of the correct terminology but I'm guessing this would be "Galatea") and clicking on "campaign room" and "barracks" took me to the correct room.

This appears to be a Destiny of Peace issue, which lists the Wayfarer as its main hall for the first mission in its FC2 file (so it appearing is working as intended at least).

However, the Wayfarer mainhall was originally designed for Between the Ashes (iirc), so the current Destiny of Peace maintainer (Admiral Nelson?) has to do some stuff to make it work properly with FSPort.
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: CT27 on June 23, 2022, 06:16:05 pm
I was using MVPs 4.6 and FSO 22.0 on "Destiny Of Peace":

The mainhall that started up was a relatively small looking corridor type of thing...I think this is called "Wayfarer".  Anyways, on this when I clicked on what was labeled campaign room it actually took me to barracks (and vice versa).

However, after the first mission I had the 'normal' FS1 HD mainhall (I'm not sure of the correct terminology but I'm guessing this would be "Galatea") and clicking on "campaign room" and "barracks" took me to the correct room.

This appears to be a Destiny of Peace issue, which lists the Wayfarer as its main hall for the first mission in its FC2 file (so it appearing is working as intended at least).

However, the Wayfarer mainhall was originally designed for Between the Ashes (iirc), so the current Destiny of Peace maintainer (Admiral Nelson?) has to do some stuff to make it work properly with FSPort.


If this was the Wayfarer mainhall, is the Centaur one the 2nd picture in the OP of this thread?
Title: Re: MjnMixael's HD Mainhalls (Released)
Post by: Grizzly on June 24, 2022, 09:13:31 am
If this was the Wayfarer mainhall, is the Centaur one the 2nd picture in the OP of this thread?

Yes.

You can check this quite easily yourself! The Mainhall files are not packed into a .vp, so just by going to

<Knossos Install>\FS2\MjnMHs-1.4.10\data\interface

and then looking for anything that says 2_Mainhall_<name>.png you get a nice preview of each of them.