Author Topic: Release of Star Wars the Original Trilogy Mod  (Read 28482 times)

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Offline chief1983

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Re: Release of Star Wars the Original Trilogy Mod
I don't know 'bout everyone else, but I've been waiting two (ish? three? feels like quite a while...) years for FOTG, I can wait a month for something smaller.

I re-opened FotG at the beginning of 2007, in fact almost exactly 5 years ago.  Longer than I'd like to admit for sure.  And the mod existed well before that with the previous team, and I had been looking forward to it for some time then as well.  So I've been waiting about as long as anyone :P
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Offline LordMelvin

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Re: Release of Star Wars the Original Trilogy Mod
Why thank you good sir. Also does anyone want me to release any mod/unused assets for the next version too?

I'm interested enough that I'll muck about with anything you care to release, but don't strain yourself trying to overdo it.  :D

[snip...]
I've been waiting about as long as anyone :P

Certainly since before I'd heard of it, since I registered pretty soon after I found the forums, and that was after you'd already been running FOTG for a year or so.
Error: ls.rnd.sig.txt not found

 

Offline Thaeris

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Re: Release of Star Wars the Original Trilogy Mod
Do you think we might finally get some screenshots?

:D
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline wookieejedi

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Re: Release of Star Wars the Original Trilogy Mod
Why thank you good sir. Also does anyone want me to release any mod/unused assets for the next version too?

I'm interested enough that I'll muck about with anything you care to release, but don't strain yourself trying to overdo it.  :D

[snip...]
I've been waiting about as long as anyone :P

Certainly since before I'd heard of it, since I registered pretty soon after I found the forums, and that was after you'd already been running FOTG for a year or so.

So possibly would you be interested in trying to add turrets to the Mon Calamari and smaller Rebel Cruisers? Feel free to say no, I was just curious :)


Anyway I am about half done with remaking the first part of the Level (Battle of Endor, dog fighting), but I don't think I will make the second part until yet because the way I did turrets the first time really made a mess with radar. 

Oh and yes as soon as I finish this new level I will post screens :)

 

Offline LordMelvin

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Re: Release of Star Wars the Original Trilogy Mod
Why thank you good sir. Also does anyone want me to release any mod/unused assets for the next version too?

I'm interested enough that I'll muck about with anything you care to release, but don't strain yourself trying to overdo it.  :D
[snip]

So possibly would you be interested in trying to add turrets to the Mon Calamari and smaller Rebel Cruisers? Feel free to say no, I was just curious :)


I'd be interested. Give me something a little smaller than an MC80 to start with, though, since I don't exactly know what I'm doing. Maybe PM me?
Error: ls.rnd.sig.txt not found

 

Offline wookieejedi

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Re: Release of Star Wars the Original Trilogy Mod
Gotcha

 

Offline wookieejedi

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Re: Release of Star Wars the Original Trilogy Mod
Update! I think I fixed the bugs that were making it not work, so here is the new version.

http://www.gamefront.com/files/21416222/Star+Wars+Mod.zip

This version only has the first battle part, as I wanted to make sure it worked for everybody else before I made the other half.
Also is compatible to 3.12.  Inferno build too.

Things I would like to try and do and would appreciate help (some people already are, thanks!)  getting and converting sound-bytes from the movie, adding turrets and such to the capital ships (and possibly using the better looking models I couldn't convert) and more scripts in the missions. Just let me know if this is something that you would want to be a part of, I would greatly appreciate it! 

Sorry I still couldn't get the screenshots on my laptop working so no screenies yet :(
« Last Edit: March 10, 2012, 06:11:25 pm by wookieejedi »

 

Offline Thaeris

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Re: Release of Star Wars the Original Trilogy Mod
Print Screen won't work? Madness!
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline wookieejedi

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Re: Release of Star Wars the Original Trilogy Mod
That's what I said too!

 

Offline Thaeris

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Re: Release of Star Wars the Original Trilogy Mod
That's what I said too!

Actually, what OS do you have, and where is your FS directory located? For example, because I run my computer as admin, I have no problems keeping FSO in the Program files. However, the screenshot output is a hidden directory because of this, and I need a separate application to dig through the directory.
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline wookieejedi

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Re: Release of Star Wars the Original Trilogy Mod
Windows 7, and its in C:\Program Files (x86)\GOG.com\Freespace 2\

Thanks for the advice, I will try and do a hidden folder search.

 

Offline Thaeris

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Re: Release of Star Wars the Original Trilogy Mod
What I actually tend to do is to use one of my modeling programs to browse through the program files, seeing as most of the normally hidden stuff then shows up, if not all of it. In the browser window, I can then open the files (they will be .tga's) with GIMP, or cut and paste them to the desktop if so desired. After the latter action, they of course become visible.

;)
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline wookieejedi

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Re: Release of Star Wars the Original Trilogy Mod
Got it. Here ya go, updated the 1st page too. Thanks!

[attachment deleted by a ninja]

 

Offline Thaeris

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Re: Release of Star Wars the Original Trilogy Mod
Forgive me if this has already been adressed, but does anyone know anything about this?

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -warp_flash
  -snd_preload
  -mod Star Wars Mod\Star Wars Mod-1st Release\Mod Itself\StarWarsOT,Mediavps_3612
Building file index...
Found root pack 'C:\Program Files\FreeSpace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\FreeSpace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\FreeSpace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\FreeSpace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\FreeSpace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\FreeSpace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\FreeSpace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\FreeSpace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\FreeSpace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\FreeSpace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\FreeSpace 2\Star Wars Mod\Star Wars Mod-1st Release\Mod Itself\StarWarsOT\' ... 558 files
Searching root 'C:\Program Files\FreeSpace 2\Mediavps_3612\' ... 0 files
Searching root 'C:\Program Files\FreeSpace 2\' ... 5 files
Searching root pack 'C:\Program Files\FreeSpace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\FreeSpace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\FreeSpace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\FreeSpace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\warble_fs2.vp' ... 52 files
Found 13 roots and 7568 files.
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
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  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce Go 7600/PCI/SSE2
  OpenGL Version   : 2.1.2

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Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr

  Max texture units: 4 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ERROR: ERANGE: String error. Please Report.
Trying to put into 127 byte buffer:
cursor.dds
File: cfilesystem.cpp
Line: 2041
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1148

There seems to be a problem with... a cursor bitmap?
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Release of Star Wars the Original Trilogy Mod
Try moving the install dir to C:\Games\. String errors occur when the total length of file dir + filename is too long.

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Release of Star Wars the Original Trilogy Mod
Aha! That would answer the question then. The package in question here did not come in a .vp, and the extra files were bundled in with with the download. Although putting FSO in a separate directory would probably be a sensible option, I'd rather not just move everything yet.

I moved the principal driectory into its proper location in the folder, not buried as a sub-folder in other folders, and the string issue is no longer a concern. And here's the short error log:

Code: [Select]
+Intensity is deprecated
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2-20111102_r7938.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

And then the long:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -warp_flash
  -snd_preload
  -mod StarWarsOT,mediavps
Building file index...
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\FreeSpace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\FreeSpace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\FreeSpace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\FreeSpace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\FreeSpace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\FreeSpace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\FreeSpace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\FreeSpace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\FreeSpace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\FreeSpace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\FreeSpace 2\StarWarsOT\' ... 558 files
Searching root 'C:\Program Files\FreeSpace 2\mediavps\' ... 0 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\FreeSpace 2\mediavps\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files\FreeSpace 2\' ... 5 files
Searching root pack 'C:\Program Files\FreeSpace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\FreeSpace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\FreeSpace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\FreeSpace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\FreeSpace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\FreeSpace 2\warble_fs2.vp' ... 52 files
Found 19 roots and 14021 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Conexant High Definition Audio)
  Capture device: Microphone (Conexant High Defin
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce Go 7600/PCI/SSE2
  OpenGL Version   : 2.1.2

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

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr

  Max texture units: 4 (16)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 4096x4096
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 1.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'sw_ion-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
WARNING: "+Intensity is deprecated" at weapons.cpp:1943
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1266

I realize this is not the most up-to-date version of FSO... though I don't believe that's the issue at hand to be honest. Again, I'd rather not move the directory if I don't have to, yet.
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline chief1983

  • Still lacks a custom title
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: Release of Star Wars the Original Trilogy Mod
Still, that's a nightly build, try RC5.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline wookieejedi

  • 29
  • Intensify Forward Firepower
Re: Release of Star Wars the Original Trilogy Mod
First, thanks for the feedback! Actually I have, and made this with, 3.6.12, so that may be the reason, but I am not sure. Just out of curiosity does it run, or just show the log then quit?

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Release of Star Wars the Original Trilogy Mod
Moving to RC5 did the trick...

However, as far as the mod is concerned, I'm not sure you want to be using .tbm's for the ship table, as you're not even using FSO's ships. The less from vanilla/FSO should result in a lower load time as far as I can tell, which is a bit of an issue for me. I waited quite a long time on my end for anything to load. Anything that reduces that load time is welcome.

Next... how many hits can a TIE Fighter take? With the X-Wing's large spread of fire (which was even an issue in good-old fashioned SW:X-Wing), you can have a dead bead on the TIE and still miss. Since you're going at twice the velocity of the speeds in X-Wing, combined with a large spread of fire, and multiple hits to make a kill... that makes the game kind of tedious to play. It's bearable, but tedious.

In my opinion, there's a speed range when FSO should focus on proper aim, and there's a speed range when FSO should focus on the feel of flight. Vanilla FS is too slow to feel like flight (you use your imagination to compensate), so it focuses on aim and gunnery. Modern fighters, to make an example by contrast, employ guided weapons to make up for the range difference and high speed and agility of an opponet. Any gun is mounted in a position it is easily accounted for by the fire control system, and the laws of physics help to clear up (and occaisionally convolute) the process of aiming. :p

That siad, once you have a high-speed sim, you should have provisions in place that help the player deal with the greater speeds. Because you have that speed, I'd also say focus on making the simulation feel more like flight. If you choose not to tone down the hitpoints of the TIEs, I'd suggest giving the fighters a very narrow cone of auto-aim or convergence. And I do mean narrow. Everything controls smoothly enough to line up decently well on a target, but at very long range, making a kill is... generally not a short exercise. Seeing as the TIEs like to go much faster than you and don't stay to dogfight, this becomes a real issue.

So, as far as flight is concerned, again, focus on making flight enjoyable. You've got the speed to actually go places (unlike FS), so concentrate on capitalizing upon that aspect. Giving the fighters a bit of convergence or auto-aim shouldn't be too offensive to anyone in my opinion, as they do that in the films, too. I did find that because I was moving around enough, that setting the deadzone on the stick to minimum levels was not a problem - usually the residual drift FS has couldn't be noticed. I'd rant about how bad FS's control input code is, but that would be a further divergence from the necessary. It's not too noticable here.

And sound! It would help if you actually knew you were being shot at, or that something was hitting your shields. That is the only other notable mechanic I think you should consider resolving. A TIE is firing at you, and you don't even realize it until you look at the shield indicator or the hull integrity indicator.

But foremost, again, consider moving your information into your own tables!
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It's the Duke Nukem Forever of prophecies..."


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Everyone else takes normal damage.
"

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Offline JGZinv

  • 211
  • The Last Dual! Guardian
    • The FringeSpace Conversion Mod
Re: Release of Star Wars the Original Trilogy Mod
Thaeris wants me to get these back to you, so here you go...

X's converted to dae's and obj's.
http://files.fringespace.org/thaeris/From_JGZ/SWAssets.7z


As a fan, if you're planning on using this particular SSD model... ask me for alternatives... cause there's far better available.
I've got at least 4 different ones that are closer to the right scale and have better textures. Might need a little more work to get in game,
but they are much better visually.

I've got about 115 other models from SW as well, not sure where they all came from or what status they're in. But you can have those
if you want them. Might be mixed XWA and fan made stuff in 3ds.
« Last Edit: March 16, 2012, 02:40:49 pm by JGZinv »
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod