Author Topic: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!  (Read 42557 times)

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Offline Edi

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Would this require updating the installer itself, as in downloading a new version of it?

 

Offline The E

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
No. The installer downloads config data from the net.
If I'm just aching this can't go on
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Offline noiiSe

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
hmm i find it weird that some effects and textures in ST or ST:R campaign is still 1999ish while most of them are as beautiful as fsport mediavps_3612. wonder why that it ?_?

the 1999ish effects i found are:

GTD orion's texture (and no flashing lights on the hull, strange that in the tech room the orion model is much prettier)
missile trails (seems ok with fury, but inteceptor and hornet...)
afterburner trails (ye i kinda 'look back' a lot)
in the FS1 main campaign these issues do no exist :confused:

and last but not least...you guys did a brilliant job. thank you for all your efforts and please, keep up the good work. :yes:

 

Offline Jeff Vader

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
hmm i find it weird that some effects and textures in ST or ST:R campaign is still 1999ish while most of them are as beautiful as fsport mediavps_3612. wonder why that it ?_?

the 1999ish effects i found are:

GTD orion's texture (and no flashing lights on the hull, strange that in the tech room the orion model is much prettier)
missile trails (seems ok with fury, but inteceptor and hornet...)
afterburner trails (ye i kinda 'look back' a lot)
in the FS1 main campaign these issues do no exist :confused:
Retail FS2 compatibility in ST:R, at least.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
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15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

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00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
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11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline noiiSe

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Retail FS2 compatibility in ST:R, at least.

true. but the orion and missile trails effects are just the same thing in the main campaign, right? confused me that in ST:R they are not improved by the mediavps (while everything else in ST:R have been). Not to complain on anything but just wondering if i did anything wrong with the set-up.

 

Offline Galemp

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
The retail-style Orions are a result of a bug in the code where it can't process texture replacement in a table entry properly. It SHOULD be fixed in 3.6.14 or later.
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Offline Goober5000

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Should being the operative word.  It "should" have been fixed in 3.6.10. :nervous:

 

Offline Androgeos Exeunt

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
The retail-style Orions are a result of a bug in the code where it can't process texture replacement in a table entry properly. It SHOULD be fixed in 3.6.14 or later.

So uhh ... how many more 3.6.x releases will there be?
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Offline Goober5000

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
None.

 

Offline PMY

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
I've noticed a few bugs in FSport 3.2 single missions which were not present in their original versions. I'll just list these bugs here.

1) Mission "No man's land": mercenaries/pirates disguised as friendly do not arrive near the end of the mission.

2) Mission "Master of illusions": The Lucifer with its escort arrive too late or don't arrive at all (that depends on when you start attacking the shivan convoy).

3) Mission "Roadkill": mission never ends even though all hostiles are destroyed (and you fail if jump out).

4) Mission "Loner": mission gets stuck if not all wingmen are killed before the vasudan ace should arrive.

5) Mission "Shadows": GTSC Barnett and GTT Nightingale depart only 5 minutes later than they should (after all hostiles destroyed and "Let's get back to home" message is sent). Also the shivan ace pilot never arrives and all fighters of Alpha wing are gone from the start.

6) Mission "Warship gauntlet": the Lucifer is shielded but the player is supposed to kill it.

On the other hand I remember a few bugs in original FS1 single missions which I didn't encounter in their FSPort 3.2 versions.
« Last Edit: March 26, 2011, 11:18:16 am by PMY »

 

Offline PMY

  • 24
Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Also, is there any way to solve the "hacked tables" problem when playing FSPort 3.2 + FSPort MVPs 3.6.12 multiplayer?

 

Offline Iss Mneur

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Re: FreeSpace Port 3.2 + FSPort Media VPs 3.6.12 Discussion!
Also, is there any way to solve the "hacked tables" problem when playing FSPort 3.2 + FSPort MVPs 3.6.12 multiplayer?
As of right now, no.  See http://www.hard-light.net/forums/index.php?topic=75195 for more information on what is needed to validate tables for multi.
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