Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: mjn.mixael on April 18, 2020, 09:13:32 pm
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Starts Here.
Please see the 2nd post in the release thread for a guide for mods specific to this update.
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Cooool! :yes: :yes: :yes:
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Two months between releases is probably an FSU record. Upload completed. Enjoy.
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Ok, just installed the latest MediaVPs but while all the Terran and Shivan ships have the high poly models, all the Vasudan ships are lacking them; all the Vasudan ships look just like the old retail models. What gives? :confused: :confused: :confused:
Log: https://fsnebula.org/log/5e9bd2b3cb0d3321aec98623
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Verify file integrity. You probably got a bad download on MV_Assets_V
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Yup, bad download on both MV_Assets_V and MV_Advanced. Redownloading now.
EDIT: That did the trick, thank you soooo much.
On a related note, if I see a similar error in mods, say like seeing a particular ship in Derelict not having the upgraded graphics, should I just do a "verify file integrity" on that mod to see if that cures the problem?
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For individual mods, that really depends. You should wait for mods to update for 4.2.x compatibility instead of trying to force it.
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For individual mods, that really depends. You should wait for mods to update for 4.2.x compatibility instead of trying to force it.
Yeah, I noticed how some mods automatically updated for 4.2.x compatibility and others didn't. I'm not gonna try to force it just yet. Fair enough.
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Ugh...I thought the bug where Knossos wants to redownload a bunch of files that weren't changed had been resolved before ngld went on hiatus, but apparently not. The initial 4.2 download looked like it was getting all of the CB_anis again, and now this second update is starting with MV_Music of all things. :(
The actual update content looks fantastic though! :yes:
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Well have fun with this 2nd patch brought to you by the Sathanas MOI.
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thank you for this 2nd patch, dear Sathanas MOI
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What's a Sathanas MOI?
Mjn.mixael's Odd Import?
Mod Of Immolation?
Mission of Importance?
Monument of Incandesence?
Morons Of Ignorance? (Yeah that last one is kinda redundant and not relevant at all to the current conversation, but w/e, I'm just spitballing here...)
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Moment of Inertia is how the model rotates and reacts to kinetic force.
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Monument of Inertia
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The Myrmidons light on the "rear-tips" are blue, while they're yellow in retail.
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The glow points were copied from the model that's been in the MediaVPs for years. Shoulda complained about it much earlier.
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This is what I've meant.
[attachment eaten by a Shivan]
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*sigh*
Really.
Texture colors? You're complaining about minor texture colors now like it's a bug. Nope. That's an artistic choice.
Closed - Reason: Won't Fix
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If you say so
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Hey, I like those blue light tips! Electric light blue is my favorite color.
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I graduated at plastic school, I was taught about color composition by professionals, I am graphic designer by trade... Blah, blah, insert more immodest and egocentric bull**** here.
In short: I'm the artist, so I know better :]
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I love the, it's great work! I just ran Battle of the Wilderness with the new shinies and it's tres bon.
I'd personally love the Orion and the Demon to get a makeover at some point, but I know at least one is in the works.
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For individual mods, that really depends. You should wait for mods to update for 4.2.x compatibility instead of trying to force it.
Yeah, I noticed how some mods automatically updated for 4.2.x compatibility and others didn't. I'm not gonna try to force it just yet. Fair enough.
Which ones automatically updated?
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Mods I presently have (I've only finished Silent Threat: Reborn):
Ancient-Shivan War
Between the Ashes
Blue Planet
Derelict
The Destiny of Peace
Exile: Into the Dark Waters
Fall of Epsilon Pegasi
FS2 Demo
The Procyon Insurgency
The Scroll of Antankharzim
Silent Threat: Reborn
The ones that updated to 4.2.2:
Between the Ashes
Blue Planet
The Procyon Insurgency
The Scroll of Antankharzim but none of the others updated. The ones that didn't update are still at 3.7.2 or 3.8.1 or 3.8.2 or whatever. Ancient-Shivan War is still at 3.6.12.
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BtA updated to 4.2.2? News to me.
EDIT: Oh hey look at that.. I accidentally set it to allow newest mediavps. Oops. And it has (minor) debug warnings. Guess I should update BtA to 1.5.5.
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Hey uh, I know you told us to test the new sound stuff but- - - :nervous: It looks like sounds stop playing/cut out for me in large battles; every 3rd or 4th laser shot makes no sound.
Also can we bring back the fighter death explosion variety? I only hear the 3 new same-ish sounds every time a fighter explodes And I see no reason to have removed the other ones.
Also I would like an ice-cream cake.
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Since these are obviously more advanced than the 3.7.2 MediaVPs (2014) I play most of my campaigns on, what would you say are the recommended specs to enjoy these at a good level (for a graphics card recommendation I'd prefer an NVIDIA model)?
For instance:
monitor refresh rate
monitor response time
processor
RAM
Graphics card
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While they are bigger than 2014, they are not performance graves. I use 32 bit builds (so not more than 4GB RAM) and a graphics card from 2017; they work pretty well for me with high res package. If it's too heavy for your PC you can leave out the "advanced" file.
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Since these are obviously more advanced than the 3.7.2 MediaVPs (2014) I play most of my campaigns on, what would you say are the recommended specs to enjoy these at a good level (for a graphics card recommendation I'd prefer an NVIDIA model)?
For instance:
monitor refresh rate
monitor response time
processor
RAM
Graphics card
Refresh rate and response time are pretty much "whatever you feel most comfortable with".
The other parts.... well, it kinda depends. I am using a Ryzen 7 3700X, 32GB of CL-16 3GHz memory and an RTX 2070; this is enough to drive my 3840x1600 display at over 60 Hz most of the time (all of the time throughout the main campaign using the MediaVPs, mods may differ). This rig is definitely overkill for FSO, since FSO does not use CPU threads that well, and GPU utilization is pretty low due to a combination of most scenes in FSO simply not being that complex (a couple dozen models and a couple hundred particles plus a few fullscreen post-processing passes) and the FSO renderer not being as efficient as modern AAA engines.
So, scaling back a bit to what I would consider "recommended" specs for playing at everything up to 1440p:
* Any quad-core CPU (i.e. any post-Skylake Intel i5 or i7, any AMD Ryzen)
* 8 GB of RAM
* A GTX 1060 or better
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Since these are obviously more advanced than the 3.7.2 MediaVPs (2014) I play most of my campaigns on, what would you say are the recommended specs to enjoy these at a good level (for a graphics card recommendation I'd prefer an NVIDIA model)?
For instance:
monitor refresh rate
monitor response time
processor
RAM
Graphics card
Here are my current specs (and have been for the last 3 years):
60hz (V-Sync on) @ 1080p
1ms response time monitor (144hz capable)
Intel i7 3770k 3.5Ghz-3.9Ghz (Ivy Bridge!)
8GB DDR3 RAM 7-8-8-24-1T
nVidia GF 1050 Ti 4GB GDDR5 (stock speed)
Even with the somewhat dated hardware, FSO x64 AVX plays flawlessly with every bell and whistle turned on (except those annoying little space debris chunks to indicate "movement") and all detail settings maxed out. This also includes all anti-aliasing and visual quality features turned up to the max in nVidia's Control Panel as well. During any mission in FS1 (Port) or FS2 series, the frame rate always stays locked at 60fps. The ONLY way I see a frame rate drop is while running a standalone mission someone created that has like 60+ capital ships from every race endlessly duking it out on screen with beams - and then my frame rate will drop to 30-45fps (still good considering all that's going on onscreen). Before I had the 1050 Ti I had an nVidia 750 Ti and the only limitation there was not being able to enable shadows or I would see some fps loss, but it still ran everything great.
Now, even though my monitor is capable of a 144hz refresh rate, I leave it at 60hz because FSO's frame rate caps out at 120hz anyway and at that refresh rate, fast motion (especially while turning quickly) can get choppy. I also experience a drop in "missile IQ" at 120hz - missiles fired will be more likely to miss, but at 60hz, they tend to score hits more often (go figure).
This is what is so nice about the current FSO engine and MediaVPs - even though they're quite detailed and beautifully rendered, they really don't require the latest and greatest (and most expensive) hardware to run well. Just some higher-end older components or budget-friendly newer components should work just fine and give excellent visuals and performance for most players.
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Hey uh, I know you told us to test the new sound stuff but- - - :nervous: It looks like sounds stop playing/cut out for me in large battles; every 3rd or 4th laser shot makes no sound.
Also can we bring back the fighter death explosion variety? I only hear the 3 new same-ish sounds every time a fighter explodes And I see no reason to have removed the other ones.
Also I would like an ice-cream cake.
I am afraid the first thing is a problem on your end else there would be way more reports to this being a problem.
There is good reason not to include them: 1. They mesh poorly with the rest of my work 2. They are low quality and or outright destroyed. nothing is stopping you from including them for yourself though. extract and alter the tbm, put the sounds you want into the sounds folder voila
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Hey uh, I know you told us to test the new sound stuff but- - - :nervous: It looks like sounds stop playing/cut out for me in large battles; every 3rd or 4th laser shot makes no sound.
This happens to me in some situations with lots of action going on, but I thought it was something on my end. Sometimes my primary weapons sounds either get dropped for a few shots, or get dropped every 3rd or 4th sound until I stop firing in sequence and restart. I also can't tell if other sounds are getting dropped around the same time, or if it's just my guns only. I hadn't reported it because I couldn't reliably reproduce it (same mission, sometimes shows the behavior, sometimes doesn't), so I figured it'd be a useless report.
Is the new sound environment any more demanding on hardware than the old? It randomly modulates the pitch of your lasers every shot; is that resource intensive? I'm running an older computer, and I get a pretty solid 60fps on FSO but I have to turn off shadows, lightshafts, and I don't run the Advanced MediaVPs package.
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Hey uh, I know you told us to test the new sound stuff but- - - :nervous: It looks like sounds stop playing/cut out for me in large battles; every 3rd or 4th laser shot makes no sound.
I just played a few missions in FS2 and heard the same thing - for me it's usually the very first shot that is not heard. It also occurs if you're doing something else at the same time like firing a missile. You'll hear the missile fire but the laser fire is not heard for a shot or two even though they're obviously firing.
I also noticed it when I fired my last missile in a bank and never heard the missile fire but I heard the mechanical sound the ship makes when it automatically switches over to the other bank (both usually play simultaneously, with the missile fire taking volume precedence over the bank switch).
So yeah, some minor sound glitches. :(
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I have just one audio oddity - my primary weapons make no sound at all. Tried the Subach, Prometheus, Maxim, all silent. Disabled enhanced sound for the fun of it, no change. Reinstalled everything clean (boy that takes some time) and no change. Ran debug mode, checked the log, nothing stood out relating to audio errors... Beats me! Tried RC vs Nightly too, no joy. Running an old X-Fi Xtreme Music on windows 7, has worked perfectly prior to this update :)
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Upload your debug log.
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Sure thing, just ran the game, loaded a mission (Kings Gambit) checked still no primaries sound and quit out. Log attached, cheers.
[attachment eaten by a Shivan]
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And you get all other sounds? Just not primaries?
Things to try. In Knossos click the dropdown under MediaVPs and click Verifiy File Integrity to make sure all your files are correctly downloaded and installed.
Check your audio setup? Maybe it's possible the primaries are being lost in a center channel or something?
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4.2.3 is going up. Check the release thread for a changelog.
Also, welcome MatthTheGeek to the FSU team.
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Nice :yes:
Wasn't the Pegasus done too?
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New assets do not go in patch updates
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Some idea I had a while ago: would it be possible to seperate the dubblicates from the MV_Assets/MV_Effects and MV_Advanced into proper MV_HighRes and MV_LowRes packages? Everybody who uses MV_Advanced has several hundred MB of unused files on their HD.
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The missing primary sound may be an engine issue as I'm getting them occasionally on Solaris (which doesn't use mediavps).
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And you get all other sounds? Just not primaries?
Things to try. In Knossos click the dropdown under MediaVPs and click Verifiy File Integrity to make sure all your files are correctly downloaded and installed.
Check your audio setup? Maybe it's possible the primaries are being lost in a center channel or something?
Ok, so, this is a bit of a laugh. I updated, checked everything, triple checked sound card software, settings, reset config, you name it. Worked it out in the end... For some reason my in-game options for sound effects have been changed (I haven't touched those since... a long, long time ago). I always had all effects / music / voice settings at about half way, as I control my overall sound volume through my headphone amp and half way is a good medium for me. For some reason, my effects were set at 2 dots, and music was at 3. Also for some reason, 2 dots equals 'mute' for some sound effects...? I set it to 3 dots and instantly I was deafened by my primaries and lock on sounds again! Back to 2, silence.
Seems like some oddities with those ingame effects settings, really strange. You can set music down to 1 dot and it still plays fine, but yeah, effects at anything less than 3 causes only some of the sound effects to mute. So all fixed, I have it all set up around half and all is good in the world again :yes:
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"Damage" tile maps are present in mv_assets_t_maps (the PBR one) and in mv_assets (the old one), while the latter overrides the former, causing the debris to look weird.
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Huh. Looks like someone already took care of this on the SVN. It'll be fixed in 4.3. Thanks for the heads up.