Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: SpaceAce on December 29, 2014, 09:59:33 am

Title: New hardware aquaired.
Post by: SpaceAce on December 29, 2014, 09:59:33 am
Hello All. When I found your website, I wanted to play again (see my post: New Pilot Onboard) but the current hard drive of my gaming computer is just plane full so I needed to buy a new one.

I found a 48 hour Email deal on Fries. So I picked up a 480 gig Kingston solid state drive for just $194.00 :nod:

So now I need your help. I need to know what FSO programs and mods to download...and in what order... so i can play FS1, FS2, with high end graphics for both, and the Silent Threat remake to get me started. And one more good campain with lot's of capital ships to kill would be great. All this should keep me going for a good while.

I also need to know where to go to get all these downloads.

The response to my New Pilot Onboard post was really great but confusing as to which to download first. :confused:

So what downloads in what order? And anything else you think would be good to know about would be welcome also.

Thanks for your time and effort all.

SpaceAce.
Title: Re: New hardware aquaired.
Post by: krevett62 on December 29, 2014, 10:11:51 am
Just install Freespace 2 retail, patch 1.2 and get Freespace open installer it will get you all you need to play with FSO and mediavps/fsport ;)

Get fso installer here
http://www.hard-light.net/forums/index.php?topic=87537.0

Edit: you'll need at least java 1.5!
Title: Re: New hardware aquaired.
Post by: Cyborg17 on December 29, 2014, 10:29:32 am
And if you're a knowledgeable user, don't forget to disable memory caching on your new HD so that it will last longer.  SSD's have excellent speed but comparatively limited number of lifetime writes. With just program use, it's not a problem, but memory caching uses a lot of writes as it works. 

If you're not that computer savvy, it's probably worth asking a trusted friend to do it for you real quick.  Especially for a drive of that caliber.

(Somebody correct me if I'm using the wrong terms.)
Title: Re: New hardware aquaired.
Post by: SpaceAce on December 29, 2014, 10:50:46 am
When you say Freespace 2 retail, do you mean I have to go out and buy it somewhere, or do you have it here on this website?

I have the original disks for both games but I believe they were meant for Windows 98 and XP. Would I have problems installing them on Windows 7?

SpaceAce.
Title: Re: New hardware aquaired.
Post by: krevett62 on December 29, 2014, 11:09:57 am
You won't find the retail game on this website but if you have the original game then there's no problem! I have win7 pro 64 bits and no problem with installing the original disks from 1999 ;)
Title: Re: New hardware aquaired.
Post by: SpaceAce on December 29, 2014, 11:12:14 am
What about FS1?

SpaceAce.
Title: Re: New hardware aquaired.
Post by: krevett62 on December 29, 2014, 11:46:20 am
You don't have to install FS1, only FS2 and it's patch v1.2. Then from the FSO installer you'll have the option to download fsport and all it's related mods (you'll then be able to play FS1 on the FSO engine!)
Title: Re: New hardware aquaired.
Post by: SpaceAce on December 29, 2014, 02:47:23 pm
So........

This is what I have so far:

1.  Install FS2 from my CDs. And then come to this website and download the patch v1.2

2.  Download:  MediaVPs 3.6.12  This gives me the great graphics for both FS1 and FS2.

3.  Download:  FSOpenInstaller  This allows me to download all the mission and campain mods.

4.  Download:  FSPort  This gives me FS1.

5.  Download:  Silent Threat: Reborn  This gives me the Silent Threat campain.

So, is this the right order and are the download names and numbers perfectly correct? And do I have everything I need to play listed here?

How bout it TwoCables, Any thoughts and comments? I still have your directions from my New Pilot Onboard post to study too. :yes:

SpaceAce.
Title: Re: New hardware aquaired.
Post by: niffiwan on December 29, 2014, 03:12:31 pm
I've only one comment, you can skip step 2 if you're using the installer.  Just pick FSPort and ST:R from "custom install" and it'll automatically download & install the required MediaVPs for you.
Title: Re: New hardware aquaired.
Post by: krevett62 on December 29, 2014, 03:19:54 pm
In facts there's no specific order in installing mods for FSO just dependencies to watch out for but in general as long as you have mediavps 3612 and mediavps 2014 you should be fine... And as Niffiwan said you don't need to download mediavps they're included in FSO installer along with many campaigns (fsport, silent threat and many many more!)
Also using the installer will get you the current version of the mod (for example an old version on blueplanet was working with mvp 3612, but the newer version that you'll get with the installer will now work with mvp 2014)
Title: Re: New hardware aquaired.
Post by: FrikgFeek on December 29, 2014, 03:37:25 pm
Unless you know exactly what version of what you're downloading or you're trying to run things on older builds it's easiest to just run the installer and let it do all the work for you.

For tips on finding campaigns there's a pretty good post here : http://www.hard-light.net/forums/index.php?topic=80688.msg1603310#msg1603310
Title: Re: New hardware aquaired.
Post by: TwoCables on December 29, 2014, 08:03:40 pm
Let's simplify this to the extreme (which is exactly what I did for you in your New Pilot Onboard thread, but you apparently ignored my post because otherwise you wouldn't be asking this question). Follow these instructions IN ORDER, and TO THE LETTER - you don't have to know anything, nor do you have to know what you're doing. Just follow these instructions:


Ok, now we are at the part where you get to to choose what gets installed and what doesn't. Here are the things that I recommend not installing (deselect everything that I list here) because I believe you have Windows and a modern CPU. IF YOU DON'T, THEN SAY SO BEFORE DOING ANY OF THIS:


The rest is optional, and some of it even depends on you. For example, I'm not a modder, nor do I want to play Multiplayer (I don't play well with others). So, I deselected these:


Now you can see why I had you choose "Complete".

After you're done, click "Install". I don't remember what's next after this, but it should be very easy and straight forward. This can take an extremely long time because you could be downloading about 20 GB worth of data.

After everything is completely installed, I think that all you will need to do is this:


Now, before you go any further (don't click "Run" and don't close the launcher. Just hear me out), I want you to pin the launcher either to the Taskbar or the Start Menu, or at least create a shortcut to it on the Desktop.

To pin it to the Taskbar, simply right-click its icon on the Taskbar and choose "Pin this program to the taskbar". The launcher must be open in order for there to be an icon for it on the taskbar so that you can pin it.

To pin it to the Start Menu, open up "C:\Games\FreeSpace 2", right-click "Launcher.exe" (the paw print icon), and choose "Pin to Start Menu".

To create a shortcut to it on the Desktop, right-click Launcher.exe (in the folder as specified above), and choose "Copy". Then, right-click your Desktop and choose "Paste Shortcut".

Now you are free to click "Run" in the launcher. From now on, every time you want to play FreeSpace 1 or 2 (or anything that has to do with FreeSpace), you open the Launcher.

If you want to play FreeSpace 1: Silent Threat Reborn, then go back to the MOD tab, click "Select Mod", and choose "fsport-str" ("str" stands for "Silent Threat: Reborn"). That's all there is to it. If you want to play FS1, then choose "fsport-mediavps". That's all there is to it!

I guarantee you that if you do everything exactly as I have told you to here (as long as you have Windows and a modern CPU), then you will no longer be confused. Instead, you will be having fun! So, it's in your best interest to carefully do as I said here. I am here for you if you have any questions. Even if you feel it's a dumb question, ask me because NOT asking is even dumber than asking a supposedly dumb question.
Title: Re: New hardware aquaired.
Post by: Davros on January 11, 2015, 12:22:05 am
Another tip
use a different pilot for each mod
Title: Re: New hardware aquaired.
Post by: TwoCables on January 11, 2015, 01:21:25 am
Another tip
use a different pilot for each mod

Oh yeah, that's a good tip because if you don't, then you will encounter the error message that says the current pilot is incompatible with the currently selected Mod or something to that effect. Fortunately, pilots can be cloned.
Title: Re: New hardware aquaired.
Post by: AdmiralRalwood on January 11, 2015, 03:06:00 am
You don't need to use a new pilot for each mod if using a version of FSO since (and including) 3.7.0.

Another tip
use a different pilot for each mod

Oh yeah, that's a good tip because if you don't, then you will encounter the error message that says the current pilot is incompatible with the currently selected Mod or something to that effect. Fortunately, pilots can be cloned.
If you get a "the pilot savefile for this campaign is invalid for the current mod" error after choosing your pilot, it means an undefined ship or weapon is listed as "available" in the campaign or "visible" in the techroom in the current CSG file. This is probably an indication that one of your mods has done something foolish.
Title: Re: New hardware aquaired.
Post by: TwoCables on January 11, 2015, 03:18:16 am
You don't need to use a new pilot for each mod if using a version of FSO since (and including) 3.7.0.

Another tip
use a different pilot for each mod

Oh yeah, that's a good tip because if you don't, then you will encounter the error message that says the current pilot is incompatible with the currently selected Mod or something to that effect. Fortunately, pilots can be cloned.
If you get a "the pilot savefile for this campaign is invalid for the current mod" error after choosing your pilot, it means an undefined ship or weapon is listed as "available" in the campaign or "visible" in the techroom in the current CSG file. This is probably an indication that one of your mods has done something foolish.

Then that would mean something is wrong with either MediaVPs 3.6.12 or 2014 because I remember having an error like that when switching between the two, or when switching back to no Mod at all. For example, I went back to having no Mod selected just now from MediaVPs 3.6.12 and 2014, and I get:

"The pilot savefile for this campaign is invalid for the current mod. Please select another campaign or switch to the correct mod in order to use this campaign". So, if for some reason I wanted to play again without any mod, I'd have to create a new pilot.

I got this once before when switching from MediaVPs 2014 to 3.6.12, so I created a new pilot and deleted the old and it stopped happening. I haven't had it happen since. So, I don't know what to make of that.
Title: Re: New hardware aquaired.
Post by: AdmiralRalwood on January 11, 2015, 10:29:17 am
You don't need to use a new pilot for each mod if using a version of FSO since (and including) 3.7.0.

Another tip
use a different pilot for each mod

Oh yeah, that's a good tip because if you don't, then you will encounter the error message that says the current pilot is incompatible with the currently selected Mod or something to that effect. Fortunately, pilots can be cloned.
If you get a "the pilot savefile for this campaign is invalid for the current mod" error after choosing your pilot, it means an undefined ship or weapon is listed as "available" in the campaign or "visible" in the techroom in the current CSG file. This is probably an indication that one of your mods has done something foolish.

Then that would mean something is wrong with either MediaVPs 3.6.12 or 2014 because I remember having an error like that when switching between the two, or when switching back to no Mod at all. For example, I went back to having no Mod selected just now from MediaVPs 3.6.12 and 2014, and I get:

"The pilot savefile for this campaign is invalid for the current mod. Please select another campaign or switch to the correct mod in order to use this campaign". So, if for some reason I wanted to play again without any mod, I'd have to create a new pilot.

I got this once before when switching from MediaVPs 2014 to 3.6.12, so I created a new pilot and deleted the old and it stopped happening. I haven't had it happen since. So, I don't know what to make of that.
Can you upload that pilot's .FreeSpace2.csg file?
Title: Re: New hardware aquaired.
Post by: TwoCables on January 11, 2015, 07:29:58 pm
You don't need to use a new pilot for each mod if using a version of FSO since (and including) 3.7.0.

Another tip
use a different pilot for each mod

Oh yeah, that's a good tip because if you don't, then you will encounter the error message that says the current pilot is incompatible with the currently selected Mod or something to that effect. Fortunately, pilots can be cloned.
If you get a "the pilot savefile for this campaign is invalid for the current mod" error after choosing your pilot, it means an undefined ship or weapon is listed as "available" in the campaign or "visible" in the techroom in the current CSG file. This is probably an indication that one of your mods has done something foolish.

Then that would mean something is wrong with either MediaVPs 3.6.12 or 2014 because I remember having an error like that when switching between the two, or when switching back to no Mod at all. For example, I went back to having no Mod selected just now from MediaVPs 3.6.12 and 2014, and I get:

"The pilot savefile for this campaign is invalid for the current mod. Please select another campaign or switch to the correct mod in order to use this campaign". So, if for some reason I wanted to play again without any mod, I'd have to create a new pilot.

I got this once before when switching from MediaVPs 2014 to 3.6.12, so I created a new pilot and deleted the old and it stopped happening. I haven't had it happen since. So, I don't know what to make of that.
Can you upload that pilot's .FreeSpace2.csg file?

Absolutely. :) Thank you for looking into this, AdmiralRalwood!

[attachment kidnapped by pirates]
Title: Re: New hardware aquaired.
Post by: AdmiralRalwood on January 11, 2015, 11:53:31 pm
You don't need to use a new pilot for each mod if using a version of FSO since (and including) 3.7.0.

Another tip
use a different pilot for each mod

Oh yeah, that's a good tip because if you don't, then you will encounter the error message that says the current pilot is incompatible with the currently selected Mod or something to that effect. Fortunately, pilots can be cloned.
If you get a "the pilot savefile for this campaign is invalid for the current mod" error after choosing your pilot, it means an undefined ship or weapon is listed as "available" in the campaign or "visible" in the techroom in the current CSG file. This is probably an indication that one of your mods has done something foolish.

Then that would mean something is wrong with either MediaVPs 3.6.12 or 2014 because I remember having an error like that when switching between the two, or when switching back to no Mod at all. For example, I went back to having no Mod selected just now from MediaVPs 3.6.12 and 2014, and I get:

"The pilot savefile for this campaign is invalid for the current mod. Please select another campaign or switch to the correct mod in order to use this campaign". So, if for some reason I wanted to play again without any mod, I'd have to create a new pilot.

I got this once before when switching from MediaVPs 2014 to 3.6.12, so I created a new pilot and deleted the old and it stopped happening. I haven't had it happen since. So, I don't know what to make of that.
Can you upload that pilot's .FreeSpace2.csg file?

Absolutely. :) Thank you for looking into this, AdmiralRalwood!
For some reason, "Hornet#Shivan", "Hornet#Weak#Shivan", "Harpoon#Shivan", and "Harpoon#Weak#Shivan" are all set as "allowed". These are non-player weapons used by the MediaVPs. Apparently, the reason for this is that the allow-weapon SEXP stops at the first "#" and adds all variants that start with that string. This behavior seems rather odd, since the retail campaign doesn't rely on it anywhere. On the plus side, if the CSG is created without the MediaVPs active, I don't think it will create entries for those weapons in the CSG at all (my CSG lacks them). To stop this sort of spurious error from happening in the future, I'll see if it'll be possible to change allow-weapon's behavior without breaking existing mods.
Title: Re: New hardware aquaired.
Post by: TwoCables on January 13, 2015, 01:30:02 pm
You don't need to use a new pilot for each mod if using a version of FSO since (and including) 3.7.0.

Another tip
use a different pilot for each mod

Oh yeah, that's a good tip because if you don't, then you will encounter the error message that says the current pilot is incompatible with the currently selected Mod or something to that effect. Fortunately, pilots can be cloned.
If you get a "the pilot savefile for this campaign is invalid for the current mod" error after choosing your pilot, it means an undefined ship or weapon is listed as "available" in the campaign or "visible" in the techroom in the current CSG file. This is probably an indication that one of your mods has done something foolish.

Then that would mean something is wrong with either MediaVPs 3.6.12 or 2014 because I remember having an error like that when switching between the two, or when switching back to no Mod at all. For example, I went back to having no Mod selected just now from MediaVPs 3.6.12 and 2014, and I get:

"The pilot savefile for this campaign is invalid for the current mod. Please select another campaign or switch to the correct mod in order to use this campaign". So, if for some reason I wanted to play again without any mod, I'd have to create a new pilot.

I got this once before when switching from MediaVPs 2014 to 3.6.12, so I created a new pilot and deleted the old and it stopped happening. I haven't had it happen since. So, I don't know what to make of that.
Can you upload that pilot's .FreeSpace2.csg file?

Absolutely. :) Thank you for looking into this, AdmiralRalwood!
For some reason, "Hornet#Shivan", "Hornet#Weak#Shivan", "Harpoon#Shivan", and "Harpoon#Weak#Shivan" are all set as "allowed". These are non-player weapons used by the MediaVPs. Apparently, the reason for this is that the allow-weapon SEXP stops at the first "#" and adds all variants that start with that string. This behavior seems rather odd, since the retail campaign doesn't rely on it anywhere. On the plus side, if the CSG is created without the MediaVPs active, I don't think it will create entries for those weapons in the CSG at all (my CSG lacks them). To stop this sort of spurious error from happening in the future, I'll see if it'll be possible to change allow-weapon's behavior without breaking existing mods.

Aw, thank you. I appreciate you and the time you've spent on this to help!