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Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Goober5000 on March 03, 2006, 01:09:53 am

Title: Freespace Port 3.0.3 Released!
Post by: Goober5000 on March 03, 2006, 01:09:53 am
Main release:
Download the full version (http://www.wcsaga.com/downloads/fsport/releases/fsport3_0_3.zip) (36.0 mb)
Download the patch from version 3.0.2 (http://www.wcsaga.com/downloads/fsport/patches/fsport-patch-3_0_2-3_0_3.zip) (222 kb)
Download the patch from version 2.3 (http://www.wcsaga.com/downloads/fsport/patches/fsport-patch-2_3-3_0_3.zip) (20.9 mb)
Download the mission pack (http://www.wcsaga.com/downloads/fsport/releases/fsport-missions.zip) (905 kb)

Updated sparky_hi_fs1:
Download the full version (http://www.wcsaga.com/downloads/fsport/releases/sparky_hi_fs1.zip) (22.1 mb)
Download the patch from version 2.2 (http://www.wcsaga.com/downloads/fsport/patches/sparky_hi_fs1-patch.zip) (3.4 mb)

Updated stu_fs1:
Download the full version (http://www.wcsaga.com/downloads/fsport/releases/stu_fs1.zip) (63.2 mb)
Download the patch from version 2.2 (http://www.wcsaga.com/downloads/fsport/patches/stu_fs1-patch.zip) (10.8 mb)

IMPORTANT: Please note that this version is incompatible with all previous ported campaigns and third-party enhancements.  Unless the campaign supplies its own table files (like Shrouding the Light), you'll need to keep 2.3 around for them to work.

IMPORTANT: There are some known pitfalls that people are running into.  Read the next post for details.

------------------------------------------------------------------------------------------------------------------------------------------

It's been just over two years since our last Port release, but this one might just be worth the wait. :) Here's what I posted on the website:

Quote
After several weeks of concentrated effort and many sleep-deprived nights, the FSPort team is proud to bring you... not Silent Threat: Reborn. :p Rather, we've completed version 3.0 of the Freespace Port, rebuilt from the ground up to bring you the most true-to-FS1 experience yet. The most notable feature of the new version is the fact that it supports a number of the latest SCP enhancements (including FS1 music) while retaining retail compatibility. Plus, we've added a host of classic FS1-era mods for your enjoyment.

Visit the Downloads page to grab the latest version, along with the sparky_hi_fs1 and stu_fs1 upgrades that go along with it. You can either download the full versions or use the patch utilities we've provided.

And here's the latest version of the readme:

Quote
===< FREESPACE PORT TO FREESPACE 2 >===
        Version 3.0.3 3/28/2006       
http://fsport.hard-light.net/
=======================================

This is a brand spanking new version of the Freespace Port that has been rebuilt from the ground up to provide you with the best possible Freespace 1 experience. :D We've abandoned the attempt to keep the Port compatible with the main Freespace 2 campaign (considering the now-common use of the -mod feature and the fact that several ship stats changed between FS1 and FS2) and turned it into its own separate mod.  We've re-imported the original tables and missions from FS1 with the absolute minimum changes necessary to get them working in FS2.  It's just about as close as you can get to playing FS1 without actually playing FS1. ;)

As with recent versions of the Port, this file contains only the core files needed to play, so you'll have to download the mission pack separately.  This was done to facilitate updates, since missions are changed far more often than core files.  You'll also have to download (or patch) sparky_hi_fs1 if you want to play in 1024x768 resolution or higher.

This version of the Port was specifically designed to play simultaneously on FS2 Retail and FS2 Open while at the same time taking advantage of the additional features in FSO whenever possible.  One of the benefits from this is the new way the music is handled.  Music.tbl will no longer cause crashes with retail, and switching to the FS1 music is as simple as adding the required music files... no table-swapping or mission editing required!


=< MEDIA ENHANCEMENTS >=

If you own Freespace and/or Silent Threat, you're in for a treat!  You can extract all the necessary files from the previous games and play the Port with full voice acting, command briefing animations, and music.  If you prefer, you can download them prepackaged from the Freespace Port website.

Copy these files:
FreeSpace\data\cbanim.vp to FreeSpace2\data\
*.mve (on the FS1 CDs) to FreeSpace2\

Extract these files, using Descent Manager's VPVIEW32:
*.wav from data\voice\command_briefings in freespace.vp to FreeSpace2\data\voice\command_briefings
*.wav from data\voice\special in freespace.vp to FreeSpace2\data\voice\special
*.wav from data\voice\briefings in voc.vp to FreeSpace2\data\voice\briefing
*.wav from data\voice\debriefings in voc.vp to FreeSpace2\data\voice\debriefing

NOTE that data\voice\[de]briefings was changed to data\voice\[de]briefing (without the S) in FS2.


=< CONVERTING FSMs >=

If you've FREDded or downloaded any missions for Freespace 1, it's quite simple to convert them to run on Freespace 2 using the Port.  Follow these steps.

1) Download and run a recent version of FRED2 Open.  Any version created after March 1, 2006 should work.
2) "Preconvert" the mission(s) by replacing any ship classes that have # in them with their Port equivalents.  For example, you should replace all instances of "GTD Orion#1 (Galatea)" with "GTD Orion (Galatea)".  For the vast majority of user-made missions, this step isn't necessary; but for the missions which use these ships, it's much easier to do it beforehand than afterward.
3) Select File->Import->FS1 Misson.  Select the mission or missions you want to import and the folder where you want to save them.  The conversion will take a short time (usually only a few seconds, but longer if you're doing several missions at once) so if you get a "This program is not responding" message, ignore it.
4) If you changed any ship classes in step 2, load up those missions and add whatever FS2 features are necessary.  Some classes will need alternate names (so that "GTD Orion (Galatea)" appears on the HUD as "GTD Orion") while others will need special explosions (for example, a Faustus that was previously of the class "GTSC Faustus#2 (big blast)").


=< KNOWN ISSUES >=

Q: The ship listing in the Tech Room displays the wrong ships.
A: The best solution is to create a new pilot from the Pilot Select screen when you first start Freespace 2 (cloning your current pilot won't work).  This will reset the tech room so that the proper ships appear.

Q: Whenever I click on the weapons database, the game crashes.
A: This is a bug in retail FS2.  You can either use FS2 Open or visit the Port website for data on all the new weapons.


=< VERSION HISTORY >=

Updates in 3.0.3:
--Fixed the crash caused by incorrect filenames for some interface art.
--Added the Terran Command traitor debriefing (for sm2-06a).

Updates in 3.0.2:
--Fixed the crash caused by the main hall referencing an invalid sound index.

Updates in 3.0.1:
--Fixed the crash caused by certain Orion nameplates exceeding the texture filename limit.

Updates in 3.0:
--Overhauled the Port to use the FS1 tables, including ships, weapons, sounds, and main halls.
--Added the revised and enhanced FS1 music table (SCP).
--Added the FS1 personas.
--Added the FS1 ranks (SCP) and medals.
--Reconverted the FS1 missions using the import feature in FRED2 Open.
--Restored the FS1 shockwave behavior (SCP).
--Added the following ships:
----GTF Angel (Venom/Woomeister)
----GTT Hunter (Zarathud)
----GTI Polaris Extension (Dark)
----GTI Polaris Pylon (Dark)
----GTSC Faustus (medical) (Dark)
----GTFr Chronos (medical) (Dark)
----TAC 1 (medical) (Dark)
----GTT Elysium (medical) (Dark)
----PVF Ulysses
----PVB Sekhmet
----PVSC Imhotep (Ryx)
----PVI Shah Extension (Dark)
----PVI Shah Pylon (Dark)
----SF Gorgon (Dark)
----SB Nahema
----Vasudan NavBuoy (Dark)
----Terran Probe (Dark)
----Vasudan Probe
----Terran Asteroid Base
----Vasudan Asteroid Base (Dark)

Updates in 2.3:
--Fixed a few more crash bugs.
--Fixed a bunch of mission bugs in both the FS1 and FS2 campaigns.
--Some more small fixes that I forget.

Updates in 2.2c:
--Fixed the out-of-bounds game sound indexes that were causing crashes.
--Rebalanced and fixed bugs in some missions.
--Fixed the conflicts between Cyclops and Cyclops#short.

Updates in 2.2b:
--Port reorganized by splitting into three VP files: the essential files, the hi-res interface art, and the hi-res texture maps.  These can all be downloaded from the FSPort downloads page.

Updates in 2.2:
--A cleaner, ultra-efficient ships.tbl now accepts all tech room descriptions.
--New animated FS2-style ship selection interface art!  Wow!
--Selected engine sound effects from FS1 integrated.
--A remodeled PVI Karnak with better LODs and cleaner geometry.
--The ever-present bug fixes and enhancements to the original campaign.

Updates in 2.1:
--Fixed a bunch of table errors.
--Added a new splash screen.
--Fixed glowmaps for the Athena and Fenris.
--Enhanced multiplayer support with Towani's dogfight weapons.
--The Amun, Anubis and Athena models are now more stable.
--Dozens of new briefing icons by Black Wolf!  Please note the following:
----The Large Ship icon is now the Faustus science cruiser
----The Shivan Support Ship icon is now the Demon
--A much nicer version of the pilot select screen.
--Slight changes to the FS2 missions Into the Lion's Den, Slaying Ravana, and Clash of the Titans II.
--Lots of mission fixes in the original ported campaign.
--FS1 subspace POFs included.  Subspace looks much nicer now; no more 'rings.'
--Ancients cutscenes now included in the ported campaign file.
--All instances of the Vasudan Light Laser have been renamed to the VLL-9 Laser, so it doesn't spill over the HUD.
--Tweaked the Huge laser turrets, the Megafunk turret, the VLL, the Havoc, the Unknown Bomb, and the Unknown Megabomb.
--Faustus model modified so that anything towing it goes forwards.
--GTC Leviathan skin hue slightly modified, to differentiate it from the Fenris.
--New Ancients cbanim, borrowed from one of Setekh's renders.  I'm sure he won't mind.
--Interface art for the SF Dragon (Terrans) is now complete, thanks to Sesquipedalian.
--Fused Karnak is now included.
--Squad logo added for the Vasudan Imperium.
--Asteroid-field-debris has been reskinned.
--Pilot images from FS1 now included.

Updates in 2.0:
--Hi-res FS1 maps included - not all of them, just the ones at a higher res than the FS2 versions.
--All Terran and Vasudan fighters and bombers now have squadron insignias.
--Brand spanking new weapon interface art in the FS2 style.
--FS1 weapons now use the FS1 sound effects.
--Tables stabilized by squeezing under the 130 ship limit.
--Changed the Hades to have five engines instead of one.
--Subspace palette fix.
--New pilot selection screen.
--Fixed Clash of the Titans II bug caused by renaming the Bastion's table entry.
--Still more bug fixes in the original campaign.
--Shielded Lucifer (by DTP) and corresponding HUD icon (by Sesquipedalian) added.
--Silent Threat converted (badly) to FS2.

Updates in 1.5:
--Fixed hitpoint values for most of the imported ships, including nearly doubling the Athena's shields and armor.
--Karnak now has dock points, fighterbays, and turret paths, thanks to DTP.
--Weapon animations added for those who don't have Freespace. Only one weapon table is needed now.
--Fixed the turrets on the Amun.
--Added credits to Act III, mission 10.
--Fixed a few small bugs in some of the missions.
--Added transcripts of the Ancients cutscenes to the campaign.
--Added an icon for the Karnak installation, and edited the icons table to accommodate it.

Original release 1.0:
--All Freespace ships and weapons added to the FS2 tables.  FS1 to FS2 model conversions provided by Dark.
--Main Freespace campaign converted to FS2.
--PVI Karnak, Railgun, Fang, Barracuda and Havoc added for use in future campaigns.
--Earth background added for use in the final mission.


=< LEGAL MUMBO-JUMBO >=

All material included herein is copyright 1998-1999 Volition, Inc., Interplay, and THQ.  Ported with permission to Freespace 2 by Peter Oliver (Galemp) and Ian Warfield (Goober5000).  You may use these files for your own missions, campaigns, and mods on a no-cost non-commercial basis.  Hosting provided by Hard Light Productions (http://www.hard-light.net/)  No Vasudans were harmed in the making of this Port.



S I L E N T   T H R E A T :   R E B O R N

              coming soon
               (honest!)
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 05, 2006, 12:20:24 am
Okay, I'm splitting off the old posts since the thread was getting way too heated.  Hopefully this should clear some things up.

When you install 3.0, you need to update the following
--sparky_hi_fs1 (using either the patch or the new version on the website)

and remove the following
--fsport2_3.vp (incompatible)
--fsport_music.vp (obsolete)
--fs1_scp.vp (incompatible AND obsolete)

In addition to that, mv_core 3.6.8 delta has a bug in it that causes FSO to crash if you view the Pegasus in the tech room.  (It adds an empty entry with invalid data.)  So if you're using the mediaVPs, just don't click on it.

The starfield skyboxes and extra ship nameplates (aside from the ones on the Orions) have been added to fsport-missions.vp.  You'll need to redownload the zip from the link in the first post.

If you're getting crashes about texture names being too long, you probably downloaded a version of 3.0 in the few short hours before I had time to fix it.  Re-download it (or re-download the patch and re-patch 2.3) and it'll be fixed.

If you've read through this post and are still having trouble, then you can post your problem here. :)
Title: Re: Freespace Port 3.0 Released!
Post by: NGTM-1R on March 06, 2006, 07:25:17 am
There is no MDU-01. IIRC there never was, but I haven't had actual FS1 installed in a long time and I'm not totally sure. Somebody correct me if I'm wrong.

Also conversion broke something in MDU-25 "The GTI Shadow", because it gives you the RTB message right at the beginning. I know it didn't do that in the original.
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 06, 2006, 06:13:13 pm
I'm surprised there are so few replies now after that previous huge thread.  Does that mean most of the problems are fixed? :D

There is no MDU-01. IIRC there never was, but I haven't had actual FS1 installed in a long time and I'm not totally sure. Somebody correct me if I'm wrong.

Yeah, MDU-01 isn't in the original Silent Threat pack either.  I'm not sure why.

Quote
Also conversion broke something in MDU-25 "The GTI Shadow", because it gives you the RTB message right at the beginning. I know it didn't do that in the original.

Run it in FS2 retail.  If it happens there too, it's a mission bug.  If not, it's a SCP bug and it should go on Mantis.
Title: Re: Freespace Port 3.0 Released!
Post by: Mongoose on March 06, 2006, 07:21:49 pm
I really wish I had the time to fool around with this right now.  It sounds like you've finally brought everything that is FS1 to FS2. :)
Title: Re: Freespace Port 3.0 Released!
Post by: Fenrir on March 06, 2006, 08:20:26 pm
Freakin' sweet! I hope they come out with 3.6.8 Epsilion soon or I'll have to redownload 3.6.7 to play with this.
Title: Re: Freespace Port 3.0 Released!
Post by: Nuclear1 on March 06, 2006, 08:31:35 pm
Already downloaded and making The Adjustments™.
Title: Re: Freespace Port 3.0 Released!
Post by: T-Man on March 07, 2006, 02:01:17 am
I'm running 3.0 on retail. Everything is working correctly except the music, which still uses the FS2 stuff.

Is the FS1 music FSOpen only?
Title: Re: Freespace Port 3.0 Released!
Post by: ShivanSpS on March 07, 2006, 06:02:50 am
I still getting the crash in the loading of the next mission afer destroying the Lucifer.
Title: Re: Freespace Port 3.0 Released!
Post by: Mr_Maniac on March 07, 2006, 07:26:13 am
In addition to that, you can't use the Port with mv_core 3.6.8 delta.  This is because mv_core has a bug in it that causes FSO to complain about the Pegasus and crash.  So you'll just have to wait for the next version (epsilon).

Could it be that this is fixed in CVS?
I'm using the 3.6.8 delta VPs and with the newest CVS-Build (Linux) it just runs fine without complainig about anything...
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 07, 2006, 10:29:18 am
I'm running 3.0 on retail. Everything is working correctly except the music, which still uses the FS2 stuff.

Is the FS1 music FSOpen only?

Yup.

I still getting the crash in the loading of the next mission afer destroying the Lucifer.

Okay, this is a bug with the mission.  I'll have a new fsport_missions.zip uploaded in a few hours.

Could it be that this is fixed in CVS?  I'm using the 3.6.8 delta VPs and with the newest CVS-Build (Linux) it just runs fine without complainig about anything...

You haven't looked at the Pegasus in the tech room (or gotten to the last mission), I'm guessing. :)
Title: Re: Freespace Port 3.0 Released!
Post by: Qwer on March 07, 2006, 11:45:19 am
Is 3.0 supporting mediavps 3.6.8 delta? :confused:
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 07, 2006, 02:46:41 pm
Is 3.0 supporting mediavps 3.6.8 delta? :confused:

Read the second post:
In addition to that, you can't use the Port with mv_core 3.6.8 delta.  This is because mv_core has a bug in it that causes FSO to complain about the Pegasus and crash.  So you'll just have to wait for the next version (epsilon).
Title: Re: Freespace Port 3.0 Released!
Post by: Fenrir on March 07, 2006, 06:17:04 pm
I'm not getting the FS1 music in either the mainhall (if it's supposed to be there) or in breifing (I know it's supposed to be there). I haven't gone in-mission yet. I have Warble_FS1.vp and am using 3.6.7, build 20051222. I don't have any conflicting tables in that mod path or anything, so I'm lost.
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 07, 2006, 08:00:33 pm
I'm not getting the FS1 music in either the mainhall (if it's supposed to be there) or in breifing (I know it's supposed to be there). I haven't gone in-mission yet. I have Warble_FS1.vp and am using 3.6.7, build 20051222. I don't have any conflicting tables in that mod path or anything, so I'm lost.

You need a more recent version of FSO.   Something from after March 1.
Title: Re: Freespace Port 3.0 Released!
Post by: Paladin1 on March 07, 2006, 08:22:56 pm
You haven't looked at the Pegasus in the tech room (or gotten to the last mission), I'm guessing. :)

I have the latest CVS build (optimised) and use 3.6.8 delta and have run through the entire campaign (including the last mission) without any problems or crashes, great work and looking forward to STR. :yes:
Title: Re: Freespace Port 3.0 Released!
Post by: Backslash on March 07, 2006, 10:42:17 pm
In addition to that, you can't use the Port with mv_core 3.6.8 delta.  This is because mv_core has a bug in it that causes FSO to complain about the Pegasus and crash.  So you'll just have to wait for the next version (epsilon).

...or you could just download the little fix?  see Shadow0000's post (http://www.hard-light.net/forums/index.php/topic,37272.msg788312.html#msg788312) since I can't attach files here...

Working great for me.  Kudos to the team!
Title: Re: Freespace Port 3.0 Released!
Post by: Shadow0000 on March 07, 2006, 10:50:27 pm
Thanks Backslash, I was just going to inform about this, remember is a temporary fix, only needed by the Media VP v3.6.8 Delta, and not by the Media VP v3.6.7.
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 07, 2006, 10:55:54 pm
Hm.  I forgot that Taylor made the warning message not show up for release builds.

Anyway, I've uploaded a new version of fsport_missions that fixes the problem.  And I've updated the main zip with the filename fsport3_0_1 to reflect the fact that the nameplate thing was a bugfix.

Thanks for the kind words, Paladin1. :)
Title: Re: Freespace Port 3.0 Released!
Post by: Shadow0000 on March 07, 2006, 11:00:44 pm
Goober could you add the Date next to the Missions Pack download, so we can now when the Missions are updated, and also if we have the last version without going on downloading everytime someone one doesn't know the data/version, just like the date in the CVS Builds.

I still can't test it, but seems to be really improved from FS1, excellent work.
Title: Re: Freespace Port 3.0 Released!
Post by: CaptJosh on March 08, 2006, 12:33:33 am
Ok, apparently my sound issue was the result of updating my sound card drivers. Apparently I have to rerun the openAL installer whenever I change drivers.
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 08, 2006, 01:28:11 am
Goober could you add the Date next to the Missions Pack download, so we can now when the Missions are updated, and also if we have the last version without going on downloading everytime someone one doesn't know the data/version, just like the date in the CVS Builds.

I don't think that'd be a good idea, because then people would expect a new update if the mission pack is X days out of date. :p The missions haven't changed since they were first uploaded; I've just done a few minor bug fixes.  Most people won't notice any difference between versions.
Title: Re: Freespace Port 3.0 Released!
Post by: bfobar on March 08, 2006, 03:00:49 am
1 Goofball thing I've noticed so far: In the "Meet the Taranis" mission, the aten class cruiser doesn't seem to get blown up very easily. I actually ended up getting annoyed and blowing it up myself.
Title: Re: Freespace Port 3.0 Released!
Post by: Darklord42 on March 08, 2006, 07:46:08 am
Do you have it on easy?  ;)
Title: Re: Freespace Port 3.0 Released!
Post by: m2258734a on March 09, 2006, 06:39:25 pm
Let's see, after playing the game until the mission where you escort the Plato, I have found a few things...
    1.) During the briefing for the second training mission, it will stay on the same screen until I push next to hear the rest of the briefing. If I do not push next, the mission can start. However, if I push next to hear the rest, the mission will not start and the game crashes.
    2.) While the Fenris cruiser had its name plate during the first few missions, "GTSC PLATO" is nowhere to be seen on the Plato in that mission.

I will keep you posted on other things that might pop up. Thanks.
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 09, 2006, 09:13:08 pm
1.) During the briefing for the second training mission, it will stay on the same screen until I push next to hear the rest of the briefing. If I do not push next, the mission can start. However, if I push next to hear the rest, the mission will not start and the game crashes.

Please post this on Mantis.

Quote
2.) While the Fenris cruiser had its name plate during the first few missions, "GTSC PLATO" is nowhere to be seen on the Plato in that mission.

Do you have the hi-poly Faustus?
Title: Re: Freespace Port 3.0 Released!
Post by: m2258734a on March 09, 2006, 11:11:05 pm
Bingo. I just now noticed that the Faustus is not the high poly version. But I have it... in the media vps, and I have the mod.ini that ShivanSpS created for FSPort. Hmmmm? I'm guessing that files with the same name are being used in the FS1 vps that contain the older model, same goes for the Lucifer. Do you know what is causing this? Thanks.
Title: Re: Freespace Port 3.0 Released!
Post by: NGTM-1R on March 10, 2006, 12:30:03 am
Quote
Also conversion broke something in MDU-25 "The GTI Shadow", because it gives you the RTB message right at the beginning. I know it didn't do that in the original.

Run it in FS2 retail.  If it happens there too, it's a mission bug.  If not, it's a SCP bug and it should go on Mantis.

Well, it may not be a bug, for whatever reason I'm unable to reproduce it now.
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 10, 2006, 10:33:37 am
Bingo. I just now noticed that the Faustus is not the high poly version. But I have it... in the media vps, and I have the mod.ini that ShivanSpS created for FSPort. Hmmmm? I'm guessing that files with the same name are being used in the FS1 vps that contain the older model, same goes for the Lucifer. Do you know what is causing this? Thanks.

Yup.  We modified some models (subsystem placement, dockpoints etc.) because of certain needs for ST:R.  We would have to do the same thing for the mediaVP models.
Title: Re: Freespace Port 3.0 Released!
Post by: Cobra on March 11, 2006, 02:18:35 pm
oh, and can you see why the mission where you escort the Plato crashes whenever i jump out? i'd give you a debug or something but i get an endless number of "inital must be initial" errors.
Title: Re: Freespace Port 3.0 Released!
Post by: Fenrir on March 11, 2006, 04:10:22 pm
You need a more recent version of FSO.   Something from after March 1.

That fixed that, but now it always crashes whenever I highlight any of the moving parts of the mainhall on the left side of the screen in both the March 1 and 6 builds.
Title: Re: Freespace Port 3.0 Released!
Post by: Admiral Nelson on March 11, 2006, 05:02:41 pm
I too occasionally get crashes in the mainhall with the latest build.  Also I can confirm the crash someone else reported in the training mission.  Otherwise this is looking pretty slick.  Thanks for all the work.

Is there any reason you have retained the FS2 Success / Failure / Average music?  I replaced these with the FS1 equivalents and now have no FS2 music at all.
Title: Re: Freespace Port 3.0 Released!
Post by: Trivial Psychic on March 11, 2006, 10:54:34 pm
oh, and can you see why the mission where you escort the Plato crashes whenever i jump out? i'd give you a debug or something but i get an endless number of "inital must be initial" errors.
Here's an easy fix for the inital thing in March 1st+ builds.  Open your tables up in Wordpad and select the "replace word" feature.  Tell it to look for "inital" (including the quotation marks) and replace it with initial (no quotation marks).  Once the change is complete, save it under another name and then swap it out with your standard ships.tbl when playing under debug.
Title: Re: Freespace Port 3.0 Released!
Post by: SaxRussel on March 12, 2006, 03:03:12 pm
Hi, I'm relatively new to all this business, and just yesterday downloaded both the SCP upgrades, and the FS1 conversion files. Played through a lot of the FS2 campaign without any trouble, but when trying to load FS2 up with the FS1 conversion files in place, I get the following after trying to select a pilot:

Assert: be->type != BM_TYPE_NONE
File: bmpman/bmpman.cpp
Line: 2316
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------



Any ideas? -.-


Edit: This too

Error: Could not load in 2_MainHall_Galatea-m!
File:menuui/mainhallmenu.cpp
Line: 1046
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 13, 2006, 02:09:30 pm
Hi, I'm relatively new to all this business, and just yesterday downloaded both the SCP upgrades, and the FS1 conversion files. Played through a lot of the FS2 campaign without any trouble, but when trying to load FS2 up with the FS1 conversion files in place, I get the following after trying to select a pilot:

The second problem could be because you didn't download (or haven't patched) sparky_hi_fs1.  I'm not sure what the first problem is.
Title: Re: Freespace Port 3.0 Released!
Post by: SaxRussel on March 13, 2006, 05:33:44 pm
The problem seemed to have been that I downloaded the correct sparky file, but then patched it anyway.
Title: Re: Freespace Port 3.0 Released!
Post by: Cobra on March 16, 2006, 11:03:05 pm
oh, and can you see why the mission where you escort the Plato crashes whenever i jump out? i'd give you a debug or something but i get an endless number of "inital must be initial" errors.
Here's an easy fix for the inital thing in March 1st+ builds. Open your tables up in Wordpad and select the "replace word" feature. Tell it to look for "inital" (including the quotation marks) and replace it with initial (no quotation marks). Once the change is complete, save it under another name and then swap it out with your standard ships.tbl when playing under debug.

I actually have already looked for inital in ships. there isn't anything with the word initial except for techroom descriptions.
Title: Re: Freespace Port 3.0 Released!
Post by: Darklord42 on March 19, 2006, 09:31:11 am
I have just downloaded the newer missions pack.  But when i started the fs1 mod the apollo has now been replaced with the Ulyssus.  I was wondering if this was caused by the missions pack or not. unfortionatly I replaced the old one with the new one so i cant check.
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 19, 2006, 12:50:46 pm
I have just downloaded the newer missions pack. But when i started the fs1 mod the apollo has now been replaced with the Ulyssus. I was wondering if this was caused by the missions pack or not. unfortionatly I replaced the old one with the new one so i cant check.

This wouldn't happen with the mission pack.   It would only happen if you have some other mod getting in the way, like 2.3.
Title: Re: Freespace Port 3.0 Released!
Post by: Darklord42 on March 19, 2006, 01:07:10 pm
I don't i deleated all that was part of 2.3 along time ago. and like I said it was working before
Title: Re: Freespace Port 3.0 Released!
Post by: Virgil on March 19, 2006, 09:03:18 pm
hey all,

i'm quite a noob to freespace and i was hoping to play through 1 before i began 2. i have a problem, however. using the 3.6.7 release upon a retail build, i cannot begin the first FS1 mission because my ship has no weapons and there are no weapons available to add.

thanks for your help in advance,
V
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 19, 2006, 11:04:56 pm
Okay, anyone who's having trouble with disappearing ships, weapons, etc.: read karajorma's FAQ first.  It usually has the solution to problems newbies run into. :)
http://homepage.ntlworld.com/karajorma/FAQ/intro.html
Title: Re: Freespace Port 3.0 Released!
Post by: Backslash on March 20, 2006, 02:42:41 am
That fixed that, but now it always crashes whenever I highlight any of the moving parts of the mainhall on the left side of the screen in both the March 1 and 6 builds.

Confirmed here as well.  Digging through the mainhall.tbl, I notice that the two 'doors' that cause the issue are main1-d4 and main1-d5.  They both play sound index 25 (itemdraw.wav) on open, and -1 on close.  I assume -1 is supposed to mean no sound, but perhaps this is a problem, because it crashes only when attempting to play this file.  I don't see any other use of -1 for a sound in the entire mainhall table.  (And I haven't gotten there yet, but I bet the options door [main2-d5] of the Bastion crashes too.)  I tried changing the -1 entries to something else, and it no longer crashes.  Hope that helps.   :)

Different topic:  The changes to the Faustus you mention, are they used only in ST:R?  (If so I can use the HTL model for the main campaign, right?)  The Leviathan, can I just replace its model with the HTL cruiser01x.pof, renaming it to cruiser01b.pof?  Or are there additional changes to it, like with the Faustus?

Oh, and:  How do we get this wonderful 3.0 release hilighted?  :D  :yes:  :yes:
Title: Re: Freespace Port 3.0 Released!
Post by: RangerKarl on March 20, 2006, 09:35:12 am
Hey FSPort crew, nice job with the mod, brings back muchos memories. Now for a problem...

I've been having some strange problems with the escort Plato mission. Every time I jump out after completion, the game kicks me out to my Visual Studio debugger, and it dies. Can't fathom why it happens only on this mission.
Title: Re: Freespace Port 3.0 Released!
Post by: Petrarch of the VBB on March 20, 2006, 10:27:22 am
Download http://galeon.com/shivansps/portmod.zip Contains mod.ini for use on SCP :D

Broken link. >_<
Can anyone attach?
Title: Re: Freespace Port 3.0 Released!
Post by: Shade on March 20, 2006, 10:52:46 am
Would if I could bloody well figure out how. But my brain or possibly my eyes seem to be offline today :blah: I can probably manage to figure out how email works though if you're desperate for it.
Title: Re: Freespace Port 3.0 Released!
Post by: Petrarch of the VBB on March 20, 2006, 11:01:40 am
It's under the Additional Options thing below the reply box thing. Yer.  ;)
Title: Re: Freespace Port 3.0 Released!
Post by: Shade on March 20, 2006, 11:06:52 am
Hmm. All I have there are "Notify me of replies", "Return to this topic" and "Don't use smileys". Guess I'm not cool enough to attach stuff :p Actually, give me a minute and I'll upload it somewhere and bypass all this.

[Edit] Try This (http://www.fileh.com/dkshade/portmod.zip). Will leave it up for a short while.
Title: Re: Freespace Port 3.0 Released!
Post by: Petrarch of the VBB on March 20, 2006, 11:38:39 am
Huzzah! Cheers me dears.
Title: Re: Freespace Port 3.0 Released!
Post by: Shade on March 20, 2006, 12:05:37 pm
No problem. Figure the attachment problem is just a spam guard of some sort... being that I'm fairly new here still. I can probably attach all I want once I reach, oh, 2-3000 posts :p Reasonable enough really.
Title: Re: Freespace Port 3.0 Released!
Post by: Cobra on March 20, 2006, 12:28:21 pm
especially if you like to post about 6.984 times a day. :p
Title: Re: Freespace Port 3.0 Released!
Post by: Shade on March 20, 2006, 12:36:55 pm
Barely past 1.5 per day... guess it'll be a few years. I could play the noob card and spam all sorts of dodgy topics with even more dodgy questions, but somehow I get the feeling that'd just make things worse. And if possible, I prefer to answer questions rather than ask them, though sometimes it can't be helped (like when trying to get FS_open to compile for the first time when not too familiar with it... I need to try that again soon). Besides, attachments are what free hosting services are for anyway ;)
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 20, 2006, 01:27:49 pm
Confirmed here as well.  Digging through the mainhall.tbl, I notice that the two 'doors' that cause the issue are main1-d4 and main1-d5.  They both play sound index 25 (itemdraw.wav) on open, and -1 on close.  I assume -1 is supposed to mean no sound, but perhaps this is a problem, because it crashes only when attempting to play this file.  I don't see any other use of -1 for a sound in the entire mainhall table.  (And I haven't gotten there yet, but I bet the options door [main2-d5] of the Bastion crashes too.)  I tried changing the -1 entries to something else, and it no longer crashes.  Hope that helps.   :)

Oh, interesting.  That may indeed be the problem.  I'll look into it. :)

Quote
Different topic:  The changes to the Faustus you mention, are they used only in ST:R?  (If so I can use the HTL model for the main campaign, right?)

Yes and yes.  Although we've had to make further changes to the Faustus since we released 3.0.1, so we may end up just dropping it and including  it separately in the STR download.

Quote
The Leviathan, can I just replace its model with the HTL cruiser01x.pof, renaming it to cruiser01b.pof?  Or are there additional changes to it, like with the Faustus?

Yeah.  I don't know whose idea it was to rename it cruiser01x, since none of the other mVP ships follow that convention.

Quote
Oh, and:  How do we get this wonderful 3.0 release hilighted?  :D  :yes:  :yes:

PM an admin. :) I'd do it but I'm not sure of the ethics of highlighting my own thread. :D

Hey FSPort crew, nice job with the mod, brings back muchos memories. Now for a problem...

I've been having some strange problems with the escort Plato mission. Every time I jump out after completion, the game kicks me out to my Visual Studio debugger, and it dies. Can't fathom why it happens only on this mission.

Try disabling the talking head ani in the options and see if that fixes it.
Title: Re: Freespace Port 3.0 Released!
Post by: RangerKarl on March 20, 2006, 05:24:03 pm
Nope, still dies. It seems to happen when I finish my jump cycle. Ah, well, mebbe I'll just try and skip the mission or something
Title: Re: Freespace Port 3.0 Released!
Post by: Annorax on March 21, 2006, 08:41:18 am
Speaking of the Plato escort mission, did you guys FRED up a fix for the rare common situation where the player actually manages to get the Plato to the node, and the Plato just friggin' sits there? That's the one thing I found relatively annoying about 2.3, and was hoping I wouldn't run into it when spending days on end compiling a CVS build of FSO to play this thing....
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 21, 2006, 09:37:17 am
Confirmed here as well.  Digging through the mainhall.tbl, I notice that the two 'doors' that cause the issue are main1-d4 and main1-d5.  They both play sound index 25 (itemdraw.wav) on open, and -1 on close.  I assume -1 is supposed to mean no sound, but perhaps this is a problem, because it crashes only when attempting to play this file.  I don't see any other use of -1 for a sound in the entire mainhall table.  (And I haven't gotten there yet, but I bet the options door [main2-d5] of the Bastion crashes too.)  I tried changing the -1 entries to something else, and it no longer crashes.  Hope that helps.   :)

Oh, interesting.  That may indeed be the problem.  I'll look into it. :)

Fixed.  I'll upload a new version tonight.

Nope, still dies. It seems to happen when I finish my jump cycle. Ah, well, mebbe I'll just try and skip the mission or something

Try it on retail and see if it still happens.

Speaking of the Plato escort mission, did you guys FRED up a fix for the rare common situation where the player actually manages to get the Plato to the node, and the Plato just friggin' sits there? That's the one thing I found relatively annoying about 2.3, and was hoping I wouldn't run into it when spending days on end compiling a CVS build of FSO to play this thing....

I'll see if I can do that tonight.
Title: Re: Freespace Port 3.0 Released!
Post by: Petrarch of the VBB on March 21, 2006, 09:44:02 am
I had that. Ended up having to kill the bloody thing myself because the Shivans were being so lackadaisical about it. Damned Plato.

Just goes to show that the FREDing in the original game was actually rather poor.
Title: Re: Freespace Port 3.0 Released!
Post by: Cobra on March 21, 2006, 02:03:54 pm
I had that. Ended up having to kill the bloody thing myself because the Shivans were being so lackadaisical about it. Damned Plato.

Just goes to show that the FREDing in the original game was actually rather poor.

Are you kidding? I never could save the Plato once. Well, not the first 3 times, anyway. Then I had to restart. But what I'm trying to say is, it's not the FREDing that's the problem, it's the skill of the player. :p
Title: Re: Freespace Port 3.0 Released!
Post by: Petrarch of the VBB on March 21, 2006, 02:15:31 pm
I could never save it in FS1, but I can in the Port, for whatever reason.

And it is the FREDing that's to blame. It ought to jump out when it gets there. It's not so great a plot matter if it survives.
Title: Re: Freespace Port 3.0 Released!
Post by: Cobra on March 21, 2006, 02:20:58 pm
No, it's not. Story-wise, the Plato is supposed to be destroyed. If you save the Plato, too bad, cheat and destroy it, in FS2.
Title: Re: Freespace Port 3.0 Released!
Post by: Petrarch of the VBB on March 21, 2006, 03:12:53 pm
It doesn't make much difference to the story whether it's destroyed or not.
The Shivans still prove their extreme weapon-power by destroying the Aten.

Also, relatively few FS1 missions have Return to Base directives, often leaving you hanging around waiting for something to happen, or jumping out anyway and then being told you left before being told to do so.
Title: Re: Freespace Port 3.0 Released!
Post by: Trivial Psychic on March 21, 2006, 09:53:19 pm
The problem is in the voice files both in-mission and in the debriefing.  The in-mission ones could be a simple matter of setting up the events to omit those saying that the Plato was destroyed and that you needed to protect the escape pods, then when the pods jumped.  For a matter of anti-confusion however, there could be a text-only message, saying that the Plato had jumped successfully.  The real problem comes in the debriefing, which states that the plato was destroyed, but the escape pods survived.  Omiting those lines would be far more noticeable.  There are 2 solutions to this.  1, use an event to self-destruct the plato if it gets to the node and all enemies are destroyed.  Its weird, but it gets the job done.  This is not unprescedented, as the Ramses will self-destruct if its disabled and disarmed, or if the Taranis is close to being disabled, disarmed, or destroyed.  2, if the Plato reaches the jump node and has not yet been destroyed, have 6 or so Basilisks jump in at long range and launch Trebs or Phoenix at it.  These weapons do enough dammage to destroy the Plato in a few hits, and are uninterceptable.  All is clean and dandy, except that it involves changing the mission slightly, but all solutions are changes in themselves.
Title: Re: Freespace Port 3.0 Released!
Post by: Annorax on March 22, 2006, 09:00:09 am
if the Plato reaches the jump node and has not yet been destroyed, have 6 or so Basilisks jump in at long range and launch Trebs or Phoenix at it.

Psychic for the win... although I'd probably say Tsunami instead, if you can force the Basilisks to load them. Trebs don't exist... the whole "not compatible with FS2" thing. :)
Title: Re: Freespace Port 3.0 Released!
Post by: Trivial Psychic on March 22, 2006, 09:16:43 am
if the Plato reaches the jump node and has not yet been destroyed, have 6 or so Basilisks jump in at long range and launch Trebs or Phoenix at it.

Psychic for the win... although I'd probably say Tsunami instead, if you can force the Basilisks to load them. Trebs don't exist... the whole "not compatible with FS2" thing. :)
Not Tsunamis.  Any bomb is interceptable.  If you want a weapon that is definitely FS1, use Phoenix V's.
Title: Re: Freespace Port 3.0 Released!
Post by: Annorax on March 22, 2006, 12:26:22 pm
if the Plato reaches the jump node and has not yet been destroyed, have 6 or so Basilisks jump in at long range and launch Trebs or Phoenix at it.

Psychic for the win... although I'd probably say Tsunami instead, if you can force the Basilisks to load them. Trebs don't exist... the whole "not compatible with FS2" thing. :)
Not Tsunamis.  Any bomb is interceptable.  If you want a weapon that is definitely FS1, use Phoenix V's.

True. I was thinking something big enough to take out a Faustus in one hit....even if the damn Basilisks have to be kamikazes that blow up as Harbingers. That ship simply can't make it to the node, especially if Alpha 1 happens to be God Himself.
Title: Re: Freespace Port 3.0 Released!
Post by: Trivial Psychic on March 23, 2006, 12:00:49 am
Phoenix's will do the trick.  I use them against the Einstein in the 2nd mission of Silent Threat, and it usually takes about 4 to 6 hits before it goes down.  If you've got 6 Basilisks firing 2 at a time each, I think that will take out the Plato rather quickly, and there's nothing that the Almightly Alpha 1 can do about it.
Title: Re: Freespace Port 3.0 Released!
Post by: Backslash on March 23, 2006, 03:41:51 am
For a matter of anti-confusion however, there could be a text-only message, saying that the Plato had jumped successfully.  The real problem comes in the debriefing, which states that the plato was destroyed, but the escape pods survived.
  Or you could use the same voice as the escape pod saying "We made it Alpha 1, jumping now" since the voice doesn't sound any different while on the Plato.  But you're right about the debriefing.

Quote
use an event to self-destruct the plato if it gets to the node and all enemies are destroyed.  Its weird, but it gets the job done.  This is not unprescedented, as the Ramses will self-destruct if its disabled and disarmed, or if the Taranis is close to being disabled, disarmed, or destroyed.

In fact, if you succeed in destroying a bomber in this mission, the Plato self-destructs also.

The Phoenix idea is good.  Though if the bombers would at least FOCUS on the Plato a bit more, they could do it... they're too easily distracted by my peashooters :-)  Too bad they can't be assigned a higher class of AI.

On the opposite side of the scale, they seem to have no problem taking down the Taurus.  Course, that's cause it self-destructs when it reaches 80 hull, which is just silly... I think that should be toned down a little.  maybe 60?
Title: Re: Freespace Port 3.0 Released!
Post by: ARSPR on March 24, 2006, 10:54:00 am
A stupid question, I feel  :confused:

When you install 3.0, you need to update the following
--sparky_hi_fs1 (using either the patch or the new version on the website)

and remove the following
--fsport2_3.vp (incompatible)
--fsport_music.vp (obsolete)
--fs1_scp.vp (incompatible AND obsolete)

Ok, I've just downloaded FS_Port V3 (full version). and it seems to run fine. I've got in its folder the following vp files:

fsport3_0_1.vp
fsport_missions.vp
NEW full version sparky_hi_fs1.vp
stu_fs1.vp (from Freespace 1)
tango_fs1.vp (from Freespace1)
warble_fs1.vp (from Freespace 1)

And I've deleted previous fsport.vp and fsport_glow.vp, fsport_hi-res.vp, fsport_shine.vp. Were these last files needed? Or have I done everything OK?

(As I've said, at least in the first mission, all seems to go fine)  :yes:

Thank you
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on March 24, 2006, 03:24:24 pm
I've uploaded version 3.0.2 which has the main hall crash bug fixed.  New patches are available as well.

And I've deleted previous fsport.vp and fsport_glow.vp, fsport_hi-res.vp, fsport_shine.vp. Were these last files needed? Or have I done everything OK?

You can use them or not use them; it doesn't matter.  They aren't affected by the upgrade to version 3, but they still provide extra effects.
Title: Re: Freespace Port 3.0 Released!
Post by: Kosh on March 26, 2006, 11:03:43 am
Someone else posted this problem, the game keeps freezing when I try to jump out after escorting the Plato. I can't get past this mission because of this. The other guy got an CTD, and so did one other persion.

But not only that, for some reason the music track seems a bit messed up. For some reason the music seems to be delayed by 15 to 30 seconds, and during that time no music plays. Period. Why is this happening?
Title: Re: Freespace Port 3.0 Released!
Post by: Insomniac34 on March 28, 2006, 10:04:41 pm
where do I get the FS1 campaign?
Title: Re: Freespace Port 3.0 Released!
Post by: Trivial Psychic on March 29, 2006, 12:02:00 am
Goober updated the links on the first page, and the Port homepage downloads.  I suggest you take a look.
Title: Re: Freespace Port 3.0 Released!
Post by: tamshiwen on April 05, 2006, 09:24:09 pm
like the original fs1 mainhall, but i get this weird crash bug in the main hall.  I use mod.ini so i can have all the new models and effects from 3.68vps, but when i have 3.68 enabled in mod.ini, freespace will crash when i mouse over options.  I can mouse over and go into everything else and play missions, but anytime my mouse goes near options the sound will stutter and then crash.  this happens only if i have 3.68 enabled.
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on April 05, 2006, 10:56:04 pm
like the original fs1 mainhall, but i get this weird crash bug in the main hall. I use mod.ini so i can have all the new models and effects from 3.68vps, but when i have 3.68 enabled in mod.ini, freespace will crash when i mouse over options. I can mouse over and go into everything else and play missions, but anytime my mouse goes near options the sound will stutter and then crash. this happens only if i have 3.68 enabled.

Please READ the first post.  This bug was fixed over a week ago.
Title: Re: Freespace Port 3.0 Released!
Post by: SuperCoolAl on April 10, 2006, 01:50:31 pm
Someone else posted this problem, the game keeps freezing when I try to jump out after escorting the Plato. I can't get past this mission because of this. The other guy got an CTD, and so did one other persion.

I get this too, CTD with Windows Error Reporting thingamajig.
Title: Re: Freespace Port 3.0 Released!
Post by: Galemp on April 10, 2006, 04:25:52 pm
Could you tell us please, whether you're using retail or FS2_Open? If you're using FSO please tell us what version number, and run a debug build and tell us what the error message is.
Title: Re: Freespace Port 3.0 Released!
Post by: SuperCoolAl on April 10, 2006, 06:40:11 pm
MediaVP 3.6.8 delta with CVS build 20060323, the debug build did not crash.
Title: SF Scorpion doesn't leave afterburner trails
Post by: ARSPR on April 17, 2006, 02:20:24 pm
Hi, while playing Shrounding The Light - Origins (with FSPort 2.3) I've noticed SF Scorpion doesn't leave afterburner trails. I haven't worried as I think FSPort 2.3 is previous to SCP AF trails coding.

BUT, just to make a check, I've made STL use FSPort 3.0.3 instead and trails are also missing.

I attach a screenshot with a Scorpion with AF on but without trails ....... ??????   HEY, I can't attach files trough "Additional Options..." :confused:
Title: Re: Freespace Port 3.0 Released!
Post by: Backslash on April 17, 2006, 05:13:01 pm
I think you'll find that all the FS1-era ships don't have afterburner trails.  Like the Apollo, Athena, Anubis, etc.

So I made a new table for this:
http://www.qeyleb.net/files/port_trails-shp.tbm

I'd be interested in your fixes of STL for 3.03; would you share the files?  Or if it's easy, just tell what needs changing.


...and yeah, try as I might, can't get the mission with the Plato to crash any more.  I guess this is good, as long as no one else is still crashing...
Title: Re: Freespace Port 3.0 Released!
Post by: ARSPR on April 18, 2006, 12:36:48 am

I'd be interested in your fixes of STL for 3.03; would you share the files?  Or if it's easy, just tell what needs changing.


I haven't changed anything. I just tried STL-Origins with 3.03 instead of 2.3, (I've got both), and, at least, the second playable mission works fine (although it seems more difficult with 3.03)

I'll try your patch later. Thank you.


EDITED
... TRIED and at least with SF Scorpion is OK for both FSPort 2.3 and 3.0.3. I think this tbm file should be turned an official patch. :yes:
Title: Why is FSPort not compatible with old campaigns?
Post by: ARSPR on April 18, 2006, 10:52:07 am

IMPORTANT: Please note that this version is incompatible with all previous ported campaigns and third-party enhancements.  You won't be able to run old campaigns that require the Port (such as Shrouding the Light or Awakenings) with 3.0... you'll need to keep 2.3 around for those.


I'm trying to start learning about modding, tables and so on and I don't understand why FSPort 3.0 isn't compatible with STL as an example. If FSPort is listed as a secondary mod, STL will use its own ships.tbl, weapons.tbl and so on, (FSPort tables aren't used IF they exist in STL folder). Then if all the models, bitmaps, sounds, etc. keep their old names in FSPort 3.0, STL can still find what is been used. Which is the problem then?  :confused:

(So far, I've just started using STL-Origins with FSPort 3.0.3, and at least the second and fourth playable missions, (cutscenes not counting), run fine with new avenger sound and bitmap, new subspace model ...).
Title: Re: Freespace Port 3.0 Released!
Post by: Admiral Nelson on April 18, 2006, 01:51:39 pm
I think you are mostly right, but BR's tables were drawn from the old Port and not the new, and so there may be unexpected issues.  Additionally, mission 8 of STL will not work with current builds as it uses a SEXP that has been removed.  I'll have a patch out shortly that reduces BR's changes to some small XMT files, and should work fully with the Port 3.03.
Title: Re: Freespace Port 3.0 Released!
Post by: thorbin on April 18, 2006, 09:27:39 pm
I installed the ShivanSPS Freespace 2 bitTorrent pack, which included version 2.3 of the Freespace Port. It worked well, up to the mission escorting the Galatea through the asteroid field (the asteroids were invisible, but still were able to hit the Galatea). I recently upgraded to version 3.03, but despite the Freespace movies playing, and the Freespace 'Great Hall' displaying, the Freespace 2 campaign is the default campaign. In addition, the Freespace campaign is unavailible!
Title: Re: Freespace Port 3.0 Released!
Post by: ARSPR on April 19, 2006, 01:43:45 am
I installed the ShivanSPS Freespace 2 bitTorrent pack, which included version 2.3 of the Freespace Port. It worked well, up to the mission escorting the Galatea through the asteroid field (the asteroids were invisible, but still were able to hit the Galatea). I recently upgraded to version 3.03, but despite the Freespace movies playing, and the Freespace 'Great Hall' displaying, the Freespace 2 campaign is the default campaign. In addition, the Freespace campaign is unavailible!

Have you downloaded the mission pack? Remember that now FSPort 3.0 is splitted in several files. Do check Goober's first post and be sure you've installed everything.
Title: Re: Freespace Port 3.0 Released!
Post by: ShivanSpS on April 22, 2006, 01:05:14 am
Just one quick question, Port v3 uses Lighspeed Nebulas? I can see the starts.tbl in the port vp...
Title: Re: Freespace Port 3.0 Released!
Post by: Goober5000 on April 22, 2006, 01:11:01 am
No, it doesn't.  The stars.tbl is only for displaying the planet Earth in the credits mission.
Title: Re: Freespace Port 3.0 Released!
Post by: ShivanSpS on April 22, 2006, 11:29:04 am
I just finished the campaing again and... The endmovie is not displayed, Icant see Planet earth on credits...

And i can recomend something for the credits mission?

Use the Red Alert, and some manual landing on the Orion and Arcadia...
Title: Re: Freespace Port 3.0.3 Released!
Post by: achtung on April 28, 2006, 07:54:24 pm
Ack, the campaign won't even show up for me.  I'm using the April 21st CVS build.
Title: No voices in missions.
Post by: Tantras on April 30, 2006, 12:36:56 pm
So I've downloaded all the files from the website, I've followed the instructions at the FreeSpace Oracle, I've started up the MOD and start a mission, and the training missions work fine, witht the instuctor talking away nicely...

But as soon as I start the first mission and the pilot (alpha 2) says "Hey there Alpha 1 ...." nothing not a sound, also I have downloaded the cutscenes for FS1 and put them in my FreespacePort folder and they do not appear to play.

HELP!
Title: Re: Freespace Port 3.0.3 Released!
Post by: ShivanSpS on May 02, 2006, 01:05:03 pm
About the sound, could be CVS problem, download one the the last ones...

About the movies, treir go in fsport/data/mavies/
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on May 02, 2006, 02:15:46 pm
Tantras, do you have the stu_fs1 pack?
Title: Re: Freespace Port 3.0.3 Released!
Post by: ShivanSpS on May 04, 2006, 05:55:43 pm
is not that Goober, I also have that problem which some april CVS in the retail fs2 campaing...
Title: Re: Freespace Port 3.0.3 Released!
Post by: Zacam on May 26, 2006, 05:00:22 am
I'm using fs2_open_r_KARA_20060517.exe, mediavp's 3.8.6 ZETA, fsport 3.0.3 with all of the fsport downloads.

flags = -spec -glow -mipmap -nomotiondebris -2d_poof -dualscanlines -targetinfo -orbradar -rearm_timer -nobeampierce -ship_choice_3d -3dwarp -snd_preload -env -alpha_env ;

[multimod]
secondrylist = mediavps;

Single Missions, select Shivan Gauntlet, get the following error:

Error: S-Gauntlet.fs2(line 41:
Error: Required token = [#Command Briefing] or [#Briefing], found [$Skybox Model: starfield.pof] .

File:D:\C++\Freespace\fs2_open\code\Parse\PARSELO.CPP
Line: 630
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

And a question on the NaRR10_Nebulae.zip. I know stars.tbl goes into "fsport\data\tables", but do I use the PCX or TGA files and am I correct in assuming I don't use both and that they go into "fsport\data\effects"?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Zacam on May 27, 2006, 07:20:47 am
Found the error in S-Gauntlet.fs2 in fsport_missions.vp

Code: [Select]
+Player Entry Delay:
1.000000

+Viewer pos: 979.435791, 3477.642822, 1638.245239
+Viewer orient:
0.002005, 0.000000, 0.999998,
-0.974713, 0.223451, 0.001954,
-0.223451, -0.974715, 0.000448

#Plot Info

$Tour:  XSTR("Blah", -1)
$Pre-Briefing Cutscene: Blah
$Pre-Mission Cutscene: Blah
$Next Mission Success: Blah
$Next Mission Partial: Blah
$Next Mission Failure: Blah

;;FSO 3.6.0;; $Skybox Model: starfield.pof

should be:

Code: [Select]
+Player Entry Delay:
1.000000

+Viewer pos: 979.435791, 3477.642822, 1638.245239
+Viewer orient:
0.002005, 0.000000, 0.999998,
-0.974713, 0.223451, 0.001954,
-0.223451, -0.974715, 0.000448

;;FSO 3.6.0;; $Skybox Model: starfield.pof

#Plot Info

$Tour:  XSTR("Blah", -1)
$Pre-Briefing Cutscene: Blah
$Pre-Mission Cutscene: Blah
$Next Mission Success: Blah
$Next Mission Partial: Blah
$Next Mission Failure: Blah
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on May 27, 2006, 11:43:10 am
Good catch. :) New version will be uploaded soon.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Zacam on May 28, 2006, 01:15:43 am
Will the new version also contain nebulaes for the training and gauntlet missions? (I cheated and copied out the neb's from the FS2 multiplayer Gauntlet and TSM files, sans planets......much easier on the eye's than stark unrelieving black, especially since the originals had backdrops. Debated increasing the stars count.......)

It confused me that it's stated to grab the nebulae pack when it's not actually used at all.

Also, occasionally the audio briefs for the training missions don't always play, and none of the VP's hold the sounds for the Gauntlet briefs.

Also, WinMerge is showing some strange blank spaces at the ends of some lines in most of the FS2/FSM's that exist in the FS2's. Dunno if it's a CRLF or what, but while they're random, they tend to show up in the $Formula sections (atleast in the Gauntlet files.)

I'm currenly ripping apart and doing a comparision between the FSPort and my FS1/ST disks VP's, I'll post anything else I find.

Other than that, I'm ecstatic and _loving_ revisiting FS1 in a fashion that actually PLAYS on my system. Trying to run original FS1 became an almost instant "gave up on it".

Though, is it just me, or did Silent Threat (if it was present) intersperse itself with the original FS1 missions somehow? As in, you'd get so far and then be offered an opportunity to side track to them for a bit, finish it off and then resume the original campaign? If not, would anyone be interested in having them do so?

I was thinking of breaking mission groups from ST and FS1 so that at appropriate junctures of the story line, you could be offered (during de-briefing or something) the option of accepting a ST mission.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Zacam on May 28, 2006, 01:24:51 am
Okay, so I'm a yack and forgot the part in the first post that said to copy the brief wav's over.... but with so few of them missing, it wouldn't hurt to add them.

BTW, would anyone want them updated to 16bit Stereo instead of 8bit mono?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Leviathis on May 28, 2006, 07:37:45 pm
I just have a quick question about this port (im a total noob here).

in order to run FS2 Open... you select your media VP file for the mod, right?

So when you switch the mod to the FS Port... does the game stop using those main VPs?  Since they are not in the Port folder?

Or is it safe or nessasary to put the Media VPs into the Port folder also?

Or do i have this totaly wrong... does the Port just run as a campaing and not a mod?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Mars on May 28, 2006, 07:49:41 pm
I don't have my media VPs as a mod, and it works fine. I just have them in my Freespace 2 directory
Title: Re: Freespace Port 3.0.3 Released!
Post by: ARSPR on May 29, 2006, 01:47:05 am
I just have a quick question about this port (im a total noob here).

in order to run FS2 Open... you select your media VP file for the mod, right?

So when you switch the mod to the FS Port... does the game stop using those main VPs?  Since they are not in the Port folder?

Or is it safe or nessasary to put the Media VPs into the Port folder also?

Or do i have this totaly wrong... does the Port just run as a campaing and not a mod?

Please read Karajorma's FAQ, (http://homepage.ntlworld.com/karajorma/FAQ/intro.html). The best way to install media vps is as if they're a MOD on their own, (although you can use other ways as Mars has posted). And then you make any other mod point to that folder through SecondryList in its mod.ini.

What you are realy doing is setting -MOD flag and this flag just sets the folders and the order where FSOpen looks for files. Read this thread (http://www.hard-light.net/forums/index.php/topic,39114.0.html) if you want to know more.

I insist, please read Karajorma's FAQ and do not forget the comma at the begining of the list and typing SecondryList not SecondaryList in mod.ini, (they're known Launcher 5.3 bugs).
Title: Re: Freespace Port 3.0.3 Released!
Post by: ARSPR on May 29, 2006, 02:05:40 am
Good catch. :) New version will be uploaded soon.

I think you should add Blackslash's trails fix (in reply 79) too.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Don-DiZzLe on May 30, 2006, 10:06:03 am
Is the HTL apollo the only one thats hiquality in fs1port or are there others too?

If so where can I find them?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on May 30, 2006, 11:11:29 am
That's a question for the FSUpgrade forum.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Zacam on May 30, 2006, 06:53:39 pm
Q about nameplates:

I noticed why the orions don't have nameplates. There are seperate models for each fraking one of them! So, would it be more practical to simply have _one_ model and use the ::FSO to call to nameplates instead, and if I did it for you, would you want it? (and while I'm at it, I'd also create nameplates for the non-campaign mission ships like Gauntlet and Multiplayer)

(mind you, that's just assuming that there's a difference between the FSPort Orions and the mediavp Orions, if there isn't, wouldn't it be simpler instead to just use the one from the mediavp's and make nameplates instead of loading up multiple orion POF's? Or are you looking for a more standalone-ish behaviour for FSPort?)
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on May 30, 2006, 08:58:08 pm
We're trying to maintain compatibility with retail.
Title: Re: Freespace Port 3.0.3 Released!
Post by: J.P. on June 09, 2006, 12:56:22 pm
Every time I open the launcher with this mod it says, "Please make image 255*112".

-J.P.
Title: Re: Freespace Port 3.0.3 Released!
Post by: ShivanSpS on June 09, 2006, 04:49:40 pm
Download this, and put them in you Fsport folder.
http://galeon.com/shivansps/portv3.bmp (http://galeon.com/shivansps/portv3.bmp)

Then edit this line in the mod.ini inside fsport mod folder.


image255x112 = portv3.bmp;
Title: Re: Freespace Port 3.0.3 Released!
Post by: J.P. on June 09, 2006, 06:09:40 pm
Alrighty. Now how 'bout the voices and the music? How do I get them to work?

-J.P.
Title: Re: Freespace Port 3.0 Released!
Post by: ARSPR on June 11, 2006, 01:16:24 pm
I just finished the campaing again and... The endmovie is not displayed, Icant see Planet earth on credits...

And i can recomend something for the credits mission?

Use the Red Alert, and some manual landing on the Orion and Arcadia...

While testing Backslash's builds I have also finished Port 3.0.3 and for me endmovie is also not displayed. But I see Earth behind Arcadia station.

EDITED:

A posible improvement for credits mission (if it is possible): In the latest missions I do not play with the default ship but with another one. But credit mission is played with this default ship. Would it be possible to keep your previously selected ship in it? (Sorry for the way I'm explaining but I don't want to make any kind of spoiler about these missions).
Title: Re: Freespace Port 3.0.3 Released!
Post by: Mars on June 11, 2006, 01:24:54 pm
I can't see Earth either, and I haven't been able to figure out why.
Title: Re: Freespace Port 3.0.3 Released!
Post by: hoochie on June 15, 2006, 04:21:05 am
Hi, I got this working as per Karajormas faq, downloaded the shine and glow maps off the fsport website, then when I made a mod ini pointing to the FS2 mediavps folder as secondrylist they started working.

My question is, with the fsport-hi_res.vp it says to make some changes to the registry to get it to work. Should I do that or is that out of date info?

Cheers.
Title: Re: Freespace Port 3.0.3 Released!
Post by: ShivanSpS on July 20, 2006, 02:13:50 pm
Goober, what Hornet table uses port? The FS1 Table or the FS2 table? because they are not the same, In FS2 the Hornet has been reduced un Accuracy, because the apereance of the Tornedo.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on July 20, 2006, 02:24:06 pm
@hoochie: The info is correct but you can do the same thing in the FSO launcher.  Select "enable large textures" in the Graphics tab.

@ShivanSpS: As stated in the readme, the latest version uses the FS1 tables for everything.  Including the Hornet.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Kaboodles on July 23, 2006, 05:01:47 pm
Are there any mirrors for these files outside of hard-light.net?  I can\'t seem to download anything off this website, and I really wanted to try this. 

In the meantime, I found my old freespace discs and re-installed the game, only to find in dismay that the game seriously looks like ass.  I did the whole setup thing from the Freespace launcher and have come to the conclusion that it\'s running on \"No 3d acceleration\" for some reason, even though it\'s video settings are set to \"Direct3D - Primary Display Driver\".

Please help me :(
Title: Re: Freespace Port 3.0.3 Released!
Post by: Mars on July 23, 2006, 05:39:02 pm
(http://img231.imageshack.us/img231/6344/shivanbeamko9.png)


Welcome to the HLP. Keep all your fingers and toes inside the installation at all times! Exits are located near the "rear" of the station, however, due to the fact that the airlocks are broken, I think you'll find the exits are rather useless. Flamethrowers are located beneath seats, but due to the U.S. good-guy/bad-guy debate, GodTM, political questions, ect. the napalm has been replaced with holy-water. Plasma rifles and shotguns are located in the weapons lockers, however, only the admins, :V:, and the hyperintellegent shade of blue have keys. At no point should you combine the symbols F S and 3, as you will be drowned in holy-water. If you should meet a Shivan in the airducts, give him your lunch and back away slowley. Strawmen may be constructed at any time on level one.

If you have any questions go to Karajorma's Freespace FAQ (http://homepage.ntlworld.com/karajorma/FAQ/intro.html)

BTW, don't express an opinion :P
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on July 24, 2006, 06:28:52 pm
Are there any mirrors for these files outside of hard-light.net?  I can\'t seem to download anything off this website, and I really wanted to try this.

None of the most recent version (that I know of).  What sort of problems are you having?

Quote
In the meantime, I found my old freespace discs and re-installed the game, only to find in dismay that the game seriously looks like ass.  I did the whole setup thing from the Freespace launcher and have come to the conclusion that it\'s running on \"No 3d acceleration\" for some reason, even though it\'s video settings are set to \"Direct3D - Primary Display Driver\".

The basic FS1 installation only looks bad in comparison to today's games. ;) I doubt it's a launcher bug.  You could try installing the DVD hi-res textures (available on the Port website), as they'll work with FS1 too.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Kaboodles on July 31, 2006, 08:21:25 pm
Are there any mirrors for these files outside of hard-light.net?  I can\\\'t seem to download anything off this website, and I really wanted to try this.

None of the most recent version (that I know of).  What sort of problems are you having?

The largest file i\'ve been able to download was mv_music, which was about 11.5 MB.  Anything larger doesn\'t even start downloading.  It just craps out on me.  Straight from \"Starting\" to \"Done\" pretty much instantly.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on July 31, 2006, 08:51:25 pm
Um... mv_music isn't available from Hard Light.  It's hosted on warpcore.org.

Is your question about the SCP media vps or about the FreeSpace Port files?  If it's about the SCP, it should go in the SCP forum.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Kaboodles on July 31, 2006, 09:15:57 pm
Oh...

Hm...

Well it applies to the 3.6.9 files also.   I can\'t download the larger mv files, or any of the large freespace port files.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Mars on August 01, 2006, 02:16:27 am
Get Getright if you can, that way, when your download stops downloading, it's not lost.
Title: Re: Freespace Port 3.0.3 Released!
Post by: T-Man on August 02, 2006, 09:18:04 am
Yo, just wanted to let you know about a bug i've noticed in 3.0.3. The "Newton.ani" file for the loadout screen is not packaged in FSPort, and the "Railgun" weapon uses it when displaying, so it CTD's if the player tries to select the railgun while running FSPort in FSOpen (since the file's not in the FSPort folder). Just thought i'd spread the word in case no one had noticed it.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on August 02, 2006, 05:13:02 pm
Yo, just wanted to let you know about a bug i've noticed in 3.0.3. The "Newton.ani" file for the loadout screen is not packaged in FSPort, and the "Railgun" weapon uses it when displaying, so it CTD's if the player tries to select the railgun while running FSPort in FSOpen (since the file's not in the FSPort folder). Just thought i'd spread the word in case no one had noticed it.

Actually, the "Newton" is the FS2 Maxim.  It's supposed to use the Maxim icon and animation, since we didn't have any custom-made ones.  You're not running the Port as a standalone mod, are you?
Title: Re: Freespace Port 3.0.3 Released!
Post by: T-Man on August 03, 2006, 04:15:09 am
Actually, the "Newton" is the FS2 Maxim.  It's supposed to use the Maxim icon and animation, since we didn't have any custom-made ones.  You're not running the Port as a standalone mod, are you?

No. I'm running it using the Mods feature of FSOpen (putting it in its own folder and stuff). Since the Maxim stuff isn't in my FSPort file, it can't find the Maxim tech animation and so crashes. However, it does find the icon, which in hindsight is kinda wierd. :confused:

Could this be an issue with my PC rather than FSPort?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on August 03, 2006, 08:46:35 am
It can find the Maxim stuff, since the Maxim stuff is in the regular FS2 install.  Furthermore, if it's loading the icon, then it's loading the animation too.  You must be having a different kind of bug.  (This is why we tell people to describe the symptoms and not try to debug it by themselves. :rolleyes:)

Try a recent version of FSO, like RC5, and see what happens.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Kaboodles on August 09, 2006, 04:15:20 pm
Problem:

Every time I try to fly in third person or jump to subspace the game crashes.
It seems every time I try to view my ship in third person, I get sent stright to desktop

This started in the third mission of Silent Threat, where you escort the escape pods.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on August 09, 2006, 06:20:30 pm
That's a SCP bug.
Title: Re: Freespace Port 3.0.3 Released!
Post by: ShivanSpS on August 31, 2006, 10:20:18 am
Theres is any problem problem which the last mission? I mean, the extra mission which credits....

When I played port for the last time I have the pre-RC6 build and I still cant see Earth and the endgame movie is still not played :S

I also recomend to add some manual landings on that mission :D, just a distance to subsystem fighterbay(dont use 0, put 40 or 50)->endmission :P
Title: Re: Freespace Port 3.0.3 Released!
Post by: Colonol Dekker on August 31, 2006, 10:38:41 am
 ::) wHOOP !

I missed the ST release............ :(
As with Port, if i have ST voice VP the STport will play em right?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Mars on August 31, 2006, 03:17:53 pm
Silent Threat has been available since the port was released, it should be included with the download.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on August 31, 2006, 03:39:27 pm
If you have fsport-missions.vp, it includes both the FS1 and ST campaigns as well as a bunch of single missions.

And yes, if you have the ST voice pack it will play the ST voice.  Not sure what the confusion is here. :wtf:
Title: Re: Freespace Port 3.0.3 Released!
Post by: Dark Hunter on August 31, 2006, 06:08:00 pm
Was I the only one disappointed with Silent Threat? Seemed like there were large stretches of nothing happening.... and most of them seemed random and having no plot. At least the final mission was pretty good....
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on August 31, 2006, 06:12:43 pm
You're not the only one.  See this thread:
http://www.hard-light.net/forums/index.php/topic,9643.0.html
Title: Re: Freespace Port 3.0.3 Released!
Post by: Dark Hunter on August 31, 2006, 06:32:33 pm
I figured there'd have been a thread about it... but man that is old. Has the Port team forgotten ST:Reborn? I'd like to see it improved (and doubled in length).


Seems I'm the only one who liked the final mission too.... maybe it's because I managed to keep my wingmen alive on the first try!
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on August 31, 2006, 08:39:35 pm
Has the Port team forgotten ST:Reborn? I'd like to see it improved (and doubled in length).

You don't come here much, do you?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Dark Hunter on August 31, 2006, 08:52:02 pm
No.  :D


First time on this forum actually. Hint taken, I'll read the threads....
Title: Re: Freespace Port 3.0.3 Released!
Post by: Trivial Psychic on August 31, 2006, 10:44:58 pm
Been experiencing an odd bug.  I reinstalled FS and added in all the MV bells and whistles, and I've been running on RC7.  I've also got the Port 3.03 running as a mod, with some customizations regarding maps and I swapped in the better Lucifer.  Unfortunately, when I warp out at the end of "Pandora's Box", the game freezes for a split second, then generates a Windows error with a "do you want MS to send a bug report" thing.  Acknowledging this is followed by a drop to the desktop and full crash of Freespace.  I tried it with a debug build and got no real special insights.  The last line in fs.log is a line that my ship reached warpout velcity.  I get the same thing with RC6 too.  Furthermore, I had no warpout problems on my previously played missions, and I'm flying Awakenings on another pilot and have no such problems.

Windows XP SP2
ATI - 9600XT-128MB (AGP set to 4X for stability)
Omega Radeon drivers 6.01
OGL - 1024/768 32-bit
Latest OpenAL installed
Command lines:

D:\Games\FreeSpace2\fs2_open_3_6_9-RC7.exe -mod fsport -spec -glow -env -jpgtga -mipmap -2d_poof -missile_lighting -cache_bitmaps -dualscanlines -targetinfo -ship_choice_3d -3dwarp -warp_flash -snd_preload -fps  -ambient_factor 80

Any thoughts?
Title: Re: Freespace Port 3.0.3 Released!
Post by: CaptJosh on September 01, 2006, 04:10:21 pm
Does anyone have a copy of the FS Port mod.ini that was circulating about? I've lost it since the last time I had FS2 Open and the FS Port installed and the link I found on the boards is dead.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Zacam on September 02, 2006, 05:35:47 pm
(Right-Click and select "Save As")

mod.ini (http://zacam.ueuo.com/scp/mod.ini)
portv3.bitmp (http://zacam.ueuo.com/scp/portv3.bitmp)

These links are not going anywhere in the lifetime of the SCP. :) (well, unless ueuo completly disappears.)

(note: This is a clean updated version, as can be noted by the following: secondrylist is actually spelled secondarylist.)
Title: Re: Freespace Port 3.0.3 Released!
Post by: Trivial Psychic on September 04, 2006, 12:01:13 am
Been experiencing an odd bug.  I reinstalled FS and added in all the MV bells and whistles, and I've been running on RC7.  I've also got the Port 3.03 running as a mod, with some customizations regarding maps and I swapped in the better Lucifer.  Unfortunately, when I warp out at the end of "Pandora's Box", the game freezes for a split second, then generates a Windows error with a "do you want MS to send a bug report" thing.  Acknowledging this is followed by a drop to the desktop and full crash of Freespace.  I tried it with a debug build and got no real special insights.  The last line in fs.log is a line that my ship reached warpout velcity.  I get the same thing with RC6 too.  Furthermore, I had no warpout problems on my previously played missions, and I'm flying Awakenings on another pilot and have no such problems.

Well, I overcame this roadblock.  It seems that it has something to do with the Hi-poly Apollo.  If the ship was destroyed or attempted to warp out, the game would crash in this manner.  Oddly enough, it ONLY seemed to occur in missions where I'd swapped out the default Valkyrie for the Apollo, if I was assigned the Apollo, there was no problem... such as in a training mission.  However, I'd swapped out the Valkyrie for the Apollo at least once before "Pandora's Box" prior to this.  It still puzzles me, but using the default Apollo model seemed to overcome the problem and allow me to pass.
Title: Re: Freespace Port 3.0.3 Released!
Post by: CaptJosh on September 04, 2006, 02:15:29 am
You can't download images directly from that host.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Zacam on September 04, 2006, 03:07:42 am
Hrm. So you can't. That should now be fixed. :)
Title: Re: Freespace Port 3.0.3 Released!
Post by: ShivanSpS on September 14, 2006, 04:16:16 pm
Ok I attaching the mod.ini and portv3.bmp :P this file whas originally in the first repley, but I delete it :P

[attachment deleted by admin]
Title: Re: Freespace Port 3.0.3 Released!
Post by: Merlin-TC on September 19, 2006, 04:18:34 pm
Maybe I am really too stupid but if I use the mod.ini in the fsport dir I created and put
Code: [Select]
[multimod]
secondarylist = ,mediavps;
in it it doesn't show the improved graphics from the mediavp dir. It just works when I put the fs1 port vps AND the mediavps in one dir.
Does anyone have a clue in what I am doing wrong or is it supposed to be like that?

Thanks
Title: Re: Freespace Port 3.0.3 Released!
Post by: ShivanSpS on September 20, 2006, 08:20:35 am
Quote
[launcher]
image255x112 = portv3.bmp;
infotext     = This is a brand spanking new version of the Freespace Port that has been rebuilt from the ground up to provide you with the best possible Freespace 1 experience. We've abandoned the attempt to keep the Port compatible with the main Freespace 2 campaign (considering the now-common use of the -mod feature and the fact that several ship stats changed between FS1 and FS2) and turned it into its own separate mod.  We've re-imported the original tables and missions from FS1 with the absolute minimum changes necessary to get them working in FS2.  It's just about as close as you can get to playing FS1 without actually playing FS1. ;
website      = http://fsport.hard-light.net/;
forum        = http://www.hard-light.net/forums/index.php/board,39.0.html;

[multimod]
secondrylist = ,mediavps;


anyway, you can download the mod.ini file in my previus post  :P
Title: Re: Freespace Port 3.0.3 Released!
Post by: Merlin-TC on September 20, 2006, 03:09:26 pm
I think I messed up a few things.
I am not running windows so I don't have the launcher either.
Using the command line option -mod fsport,mediavps seems to work now though.
I just have terrible slowdowns when fighters are shooting or firing missiles...I removed the advanced effects already but that doesn't change anything besides my machine should be powerful enoug.
I am going to investigate more though but if anyone has a clue or hints please let me know.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Schyzzo on September 26, 2006, 08:08:39 pm
Someone has another link to this mod!?
Everytime I try to download it the file stuck in 40% and doesnt resume!!!:(

Title: Re: Freespace Port 3.0.3 Released!
Post by: martellato on September 26, 2006, 11:31:10 pm
Someone has another link to this mod!?
Everytime I try to download it the file stuck in 40% and doesnt resume!!!:(
Can't help you there.  But I'd recommend freedownloadmanager.org for a download manager with resume support.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Knarfe1000 on October 05, 2006, 11:04:41 am
Wanted to download the 3.0.3 version but the link seems to be down...
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 05, 2006, 11:22:23 am
Fixed.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Knarfe1000 on October 06, 2006, 06:16:21 am
I´ve now installed FSPort 3.0.3 and removed the 2.3-file, the _music-file and the old stu_ and sparky-files. The FS-Port now runs fine when I just want to play Freespace 1. But when I try to start FS2 Open or the Derelict-Mod I get several errors about ships and weapons not found. I have the 3.6.8 Zeta (yes, I´ve even installed the patches!) and the 3.6.9 built. Are these incompatible with the Port 3.0.3 whe I try to running mods? I was forced to reinstall the old 2.3-version in order to get along with FS 2 Open and other mods (like Derelict, what I´m actually playing). :confused:
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 06, 2006, 10:11:41 am
Did you read what I said in the first post?

Quote
IMPORTANT: Please note that this version is incompatible with all previous ported campaigns and third-party enhancements.  Unless the campaign supplies its own table files (like Shrouding the Light), you'll need to keep 2.3 around for them to work.

In other words, the Port is incompatible with almost every non-Port campaign.  You'll have to disable or remove the Port, or only use the Port with the -mod option in SCP, for other campaigns to work.
Title: Re: Freespace Port 3.0.3 Released!
Post by: neoterran on October 06, 2006, 10:20:03 am
if you use the latest launcher (5.5) you don't need that prefixed comma in the secondary list either.
Title: Re: Freespace Port 3.0.3 Released!
Post by: ARSPR on October 06, 2006, 11:20:24 am
Hey, I've just noticed the new stu_fs1.vp. Downloading...

What does it have over retail one?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 06, 2006, 01:04:33 pm
Hey, I've just noticed the new stu_fs1.vp. Downloading...

What does it have over retail one?

You mean, over stu_fs2?  Or over the original version of stu_fs1?

It has all the FS1 non-persona and non-traning voice messages.  The original stu_fs1 was missing a few files, particularly for multiplayer.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Zacam on October 07, 2006, 12:24:19 am
Those missing files (if I recall correctly) actually ended up in silent threat, I think.

At some point while taking apart the FSPort files and comparing them to the originals + silent threat, I managed to get working vocals for things that did not originally have vocals in FSPort. IE: The Gauntlets and Multi.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Knarfe1000 on October 07, 2006, 05:19:16 am
Did you read what I said in the first post?

Quote
IMPORTANT: Please note that this version is incompatible with all previous ported campaigns and third-party enhancements.  Unless the campaign supplies its own table files (like Shrouding the Light), you'll need to keep 2.3 around for them to work.

In other words, the Port is incompatible with almost every non-Port campaign.  You'll have to disable or remove the Port, or only use the Port with the -mod option in SCP, for other campaigns to work.
I always use the port as a mod, but even that didn´t work for me. And FS 2 Open should start correctly when I choose it in the campaigns room, doesn´t it? Will you fix this in future so that each mod does start correctly like in the 2.3 version?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 07, 2006, 11:52:13 am
Did you read what I said in the first post?

Quote
IMPORTANT: Please note that this version is incompatible with all previous ported campaigns and third-party enhancements.  Unless the campaign supplies its own table files (like Shrouding the Light), you'll need to keep 2.3 around for them to work.

In other words, the Port is incompatible with almost every non-Port campaign.  You'll have to disable or remove the Port, or only use the Port with the -mod option in SCP, for other campaigns to work.

I always use the port as a mod, but even that didn´t work for me. And FS 2 Open should start correctly when I choose it in the campaigns room, doesn´t it? Will you fix this in future so that each mod does start correctly like in the 2.3 version?

It's amazing how every newbie always assumes they've done everything perfectly and their problems must be someone else's fault. :rolleyes:

Haven't you been paying attention to what karajorma said in your other threads?  You've installed your mods incorrectly and they're interfering with one another.  Read the wiki or karajorma's FAQ to learn how to install mods correctly.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Knarfe1000 on October 07, 2006, 05:24:56 pm
Did you read what I said in the first post?

Quote
IMPORTANT: Please note that this version is incompatible with all previous ported campaigns and third-party enhancements.  Unless the campaign supplies its own table files (like Shrouding the Light), you'll need to keep 2.3 around for them to work.

In other words, the Port is incompatible with almost every non-Port campaign.  You'll have to disable or remove the Port, or only use the Port with the -mod option in SCP, for other campaigns to work.

I always use the port as a mod, but even that didn´t work for me. And FS 2 Open should start correctly when I choose it in the campaigns room, doesn´t it? Will you fix this in future so that each mod does start correctly like in the 2.3 version?

It's amazing how every newbie always assumes they've done everything perfectly and their problems must be someone else's fault. :rolleyes:

Haven't you been paying attention to what karajorma said in your other threads?  You've installed your mods incorrectly and they're interfering with one another.  Read the wiki or karajorma's FAQ to learn how to install mods correctly.
Sorry, but I´ve read this and installed the mods as karajorma described. Even the structure of my FS 2 folders are correct.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Snail on October 07, 2006, 05:38:37 pm
Better not get Goob angry...

Anyway, you're not doing it correctly. If you want to play Derelict, you must either move, delete or deactivate FSport. The reason why FSPort 2.3 works with Derelict (actually, it won't, because of the Saphah and the Hydra would become Ulysses fighters) is because FSPort 2.3 is actually compatible with the retail campaign. FSPort 3.0 is not, it lacks most of the weapons and many of the ships that are used in the retail campaign.

So you must remove FSPort before playing any other MOD... It'll take just take a few secs to simply move it or just switch -mod commandlines.

Ehh... Ignore me if you want, I don't want to face anyone's rage, be it yours or Goober's...
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 07, 2006, 08:35:06 pm
Snail is correct.  The Port and Derelict are incompatible with each other.  They must be installed separately.

If you have overlapping .vp files in your FreeSpace folder, or if you have random ships.tbl files in your tables folder, you'll get errors.

The vast majority of people can install and use Derelict and the Port without any problems.  If you read and follow the instructions on the Port website, in the wiki, and in Karajorma's FAQ, you'll be fine.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Knarfe1000 on October 08, 2006, 04:18:50 am
OK Goober, I understood, thanks so far. It´s even no major prob to me, cause 2.3 runs fine with mods (and 3.0.3 without). My simple question was, if you are planning to make 3.0.3 compatible with mods in the future.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Snail on October 08, 2006, 04:54:35 am
Making 3.0.3 compatible with other mods and retail would take up more space in the ships.tbl and it definately won't work anyway since most campaigns have modded ships in them, as I believe you may find out in the later missions of Derelict when the Saphah and Hydra show up. You might get a few unwanted Ulysses fighters floating around... You should move the FSPort out of your FreeSpace folder once the Saphah and Hydra come.

FSPort 2.3, if I may repeat, isn't compatible with mods, as you may find out if you play the campaigns with many new ships and weapons like Inferno.

Ignore me if you want, I thought I heard somewhere that .vp's are loaded alphabetically... ('D' opposed to 'F' in this case)
Title: Re: Freespace Port 3.0.3 Released!
Post by: Knarfe1000 on October 08, 2006, 05:00:06 am
I thought when I put the mods in special folders these problems would not appear  :confused: Do I really have to remove some mod-folders when playing others??
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 08, 2006, 05:08:44 am
My simple question was, if you are planning to make 3.0.3 compatible with mods in the future.

No!  That's such a ridiculous question that it proves you still need to learn how mods work.  Asking us to make the Port compatible with other mods is like asking Woomeister to make Inferno compatible with BWO.  It's ridiculously counterproductive to do that, since you'd basically be sticking two incompatible versions of ships.tbl back-to-back.  There's simply not enough room in ships.tbl to do that.  Even if there was, there are hundreds of mods for FS2 and it's mathematically impractical to make the Port compatible with all of them.

It was only possible to play FS2 and the Port simultaneously in 2.3 because we mushed the two ships.tbl together -- and we didn't do it very well.  There were numerous conflicts that caused errors in balance and prevented us from taking full advantage of the FS1 ship set.  This was a design flaw in the original version of the Port.  We've fixed it, and we have no intention of breaking it again.

The Port is only compatible with Port mods: mods that are played with the Port ships.  That's the way it should be; just as Inferno should only be compatible with Inferno mods.
Title: Re: Freespace Port 3.0.3 Released!
Post by: bizzybody on October 08, 2006, 05:48:25 am
I've looked around but haven't found the simple, step by step on how to get the FS1 port working properly with FS2 Retail. I downloaded all the current 3.0.3 files and hmmm, no "Instructions for the person who's never used any mod in FS2 retail before." so I copied all the .vp files where the FS2 ones are.

Run FS2, create a new pilot, start the game and I get what must be the old FS1 main hall. Good so far!

Go to start the campaign and all it shows is Freespace 2. Hmmmm.... Select that and the mission breif and animation is the FS2 one, but the icons in the map don't show and all the actions in the training are the same as FS2, but the ships are different and my fighter has no weapons. Hey, shields?!? I thought FS1 had no shields?

So, where's the "FS1 Port for the compleat newbie" instructions?

P.S. I also get the maximum speed bug in the first training mission where it expects the player to go 66 for a couple seconds but the max speed is 70 so it doesn't work. Hitting page down reduces the maximum speed, but too much, so the script still won't go to the next step. Is there a key that adjusts the max speed in 1M/sec increments?
Title: Re: Freespace Port 3.0.3 Released!
Post by: Snail on October 08, 2006, 07:37:48 am
I've looked around but haven't found the simple, step by step on how to get the FS1 port working properly with FS2 Retail. I

downloaded all the current 3.0.3 files and hmmm, no "Instructions for the person who's never used any mod in FS2 retail

before." so I copied all the .vp files where the FS2 ones are.

Run FS2, create a new pilot, start the game and I get what must be the old FS1 main hall. Good so far!

Go to start the campaign and all it shows is Freespace 2. Hmmmm.... Select that and the mission breif and animation is the

FS2 one, but the icons in the map don't show and all the actions in the training are the same as FS2, but the ships are

different and my fighter has no weapons. Hey, shields?!? I thought FS1 had no shields?

Did you download the mission pack or just the tables and art? Please list all the FSPort VP's you have and we'll probably be

able to help you more, saying that you've donwloaded everything doesn't help, as you might think you have but actually

haven't. And I'm guessing the ship you're talking about happens to be a Ulysses (bat like fighter). That obviously means

that you are playing the FreeSpace 2 Main Campaign and not the Great War Campaign. I think you've done everything correctly

except for downloading the FreeSpace Port missions .vp file.

P.S. I also get the maximum speed bug in the first training mission where it expects the player to go 66 for a couple

seconds but the max speed is 70 so it doesn't work. Hitting page down reduces the maximum speed, but too much, so the script

still won't go to the next step. Is there a key that adjusts the max speed in 1M/sec increments?

If you download the mission file, then the training missions will be the FS1 missions, so this won't happen. But pressing - 

brings your speed down 2 m/s, I think, and pressing = will bring it up by 2 m/s.

I thought when I put the mods in special folders these problems would not appear  :confused: Do I really have to remove some mod-folders when playing others??

If you're using the -mod commandline correctly, then no. But if you are using the mod folders, then why is Derelict clashing with the FSPort? Something's not right here....
Title: Re: Freespace Port 3.0.3 Released!
Post by: ARSPR on October 08, 2006, 05:49:56 pm
It has all the FS1 non-persona and non-traning voice messages.  The original stu_fs1 was missing a few files, particularly for multiplayer.

Thanks Goober. You've earned another question  :D (Next time think twice before answering ...)

Do you remember if the updated stu_fs1 and sparky_hi_fs1 contain only additions or if they have something changed within their original contents?

I ask this because I would like to know if I can save some HD space. I explain it better. Actually I've got 3 subdirs for port: one with 3.0, another with 2.3 and the last one with the common stuff, (FS1 movies, *_fs1.vps and so on). This "common" one is pointed through both MOD.INIs in the other two. If the updated stu_fs1 and sparky_hi_fs1 haven't got ANY changes in their original files, but just additions, I could move them from "3.0" to "common" and erase the old versions in "2.3" and both FSPort versions should keep working fine.

(I know I can extract all files from both vps and use WinDiff to see if their common content is exactly the same, but I'm a bit lazy ...    Forget me  :P)
Title: Re: Freespace Port 3.0.3 Released!
Post by: Daemon Jax on October 08, 2006, 09:36:05 pm
When starting the mission "Enter the Dragon", I'm sent to the desktop to look at the following popop:


Error: Invalid ship class name.

In sexpression: ( when
   ( true )
   ( allow-ship "SF Dragon#Terrans" )
)
(Error appears to be: SF Dragon#Terrans)
File:C:\temp\fs2_open_3_6_9.t\code\Mission\MissionParse.cpp
Line: 5754
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


Using latest fs1 port (3.0.3), and mediavps.  No other mods are used/installed. 

Note: I can alt-tab back into the game and play normally.  So... I guess it's not a big deal :D 

Besides this one thing, everything has been absolutely flawless so far!  Great job!

Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 08, 2006, 10:14:15 pm
Do you remember if the updated stu_fs1 and sparky_hi_fs1 contain only additions or if they have something changed within their original contents?

I ask this because I would like to know if I can save some HD space. I explain it better. Actually I've got 3 subdirs for port: one with 3.0, another with 2.3 and the last one with the common stuff, (FS1 movies, *_fs1.vps and so on). This "common" one is pointed through both MOD.INIs in the other two. If the updated stu_fs1 and sparky_hi_fs1 haven't got ANY changes in their original files, but just additions, I could move them from "3.0" to "common" and erase the old versions in "2.3" and both FSPort versions should keep working fine.

There are additions, and there may be changes, but the 3.0 data should work with the 2.3 data just fine.  So you can put all the common stuff into the common folder.

When starting the mission "Enter the Dragon", I'm sent to the desktop to look at the following popop:

Yeah, sorry about that.  That's due to an unsynchronized upload of the mission pack; my fault entirely.  Using the very latest 3.6.9 build (RC7 or RC7dot8) should fix it for the time being.
Title: Re: Freespace Port 3.0.3 Released!
Post by: bizzybody on October 09, 2006, 03:34:02 am
Did you download the mission pack or just the tables and art? Please list all the FSPort VP's you have and we'll probably be able to help you more, saying that you've donwloaded everything doesn't help, as you might think you have but actually haven't.

All these were on the current version page, and since I have a shiny new GeForce 6500 and Athlon 64 3500+... :)

fsport-glow.vp
fsport-hi_res.vp
fsport-shine.vp
fsport-fs1_training.vp
sparky_hi_fs1.vp
fsport3_0_3.vp
warble_fs1.vp
stu_fs1.vp
tango_fs1.vp

Anything missing?

Quote
And I'm guessing the ship you're talking about happens to be a Ulysses (bat like fighter). That obviously means that you are playing the FreeSpace 2 Main Campaign and not the Great War Campaign. I think you've done everything correctly except for downloading the FreeSpace Port missions .vp file.

Two other items, I did the extra high res texture hack to the Registry and I'm using the profiler for my Logitech Wingman Extreme Digital 3D stick to launch the game.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 09, 2006, 08:16:27 am
Anything missing?

Yup.

Quote
FreeSpace Port 3.0 Mission Pack (904 kb) - All the missions from FreeSpace 1 and Silent Threat, including the standalone and multiplayer missions.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Knarfe1000 on October 09, 2006, 09:58:57 am
Hi Goober! Now I finally got everything work and I really enjoj this 3.0.3. Great work  :)
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 09, 2006, 10:39:10 am
Great!  Sorry you had a corrupt root_fs2.vp; that was about the only possible thing that could have caused all your problems without being anybody's fault.  Glad to hear everything works.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Hipsu on October 11, 2006, 04:32:45 pm
Been experiencing an odd bug.  I reinstalled FS and added in all the MV bells and whistles, and I've been running on RC7.  I've also got the Port 3.03 running as a mod, with some customizations regarding maps and I swapped in the better Lucifer.  Unfortunately, when I warp out at the end of "Pandora's Box", the game freezes for a split second, then generates a Windows error with a "do you want MS to send a bug report" thing.  Acknowledging this is followed by a drop to the desktop and full crash of Freespace.  I tried it with a debug build and got no real special insights.  The last line in fs.log is a line that my ship reached warpout velcity.  I get the same thing with RC6 too.  Furthermore, I had no warpout problems on my previously played missions, and I'm flying Awakenings on another pilot and have no such problems.

Well, I overcame this roadblock.  It seems that it has something to do with the Hi-poly Apollo.  If the ship was destroyed or attempted to warp out, the game would crash in this manner.  Oddly enough, it ONLY seemed to occur in missions where I'd swapped out the default Valkyrie for the Apollo, if I was assigned the Apollo, there was no problem... such as in a training mission.  However, I'd swapped out the Valkyrie for the Apollo at least once before "Pandora's Box" prior to this.  It still puzzles me, but using the default Apollo model seemed to overcome the problem and allow me to pass.

I experienced this apollo-bug today. It seems that if you have a Valkyrie as a default ship for you and your wingmen, but you change it for Apollo, then the mission will crash after a some time flying. I tested this with missions "The Hammer and the Anvil, sm1-08a.fs2" and "The Darkness and the light, sm1-09a.fs2"

I have ShivanSpS pack updated to 1.9c.

Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on October 11, 2006, 05:46:25 pm
This bug is fixed in the latest SCP build.  Visit the SCP forum under Recent Builds.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Riotta on November 04, 2006, 09:00:10 pm
Is there any howto describing how to install fsport into working fs2_open istallation and how to run it without launcher (I'm using non-windows system) ? I didn't found such description, the notes in the wiki or faq aren't so helpful for me, I still have problem with running fsport any tips where I must unpack those files and if I need some other files like scp stuff even if don't need any aditional eye-candy stuff?

Regards
Title: Re: Freespace Port 3.0.3 Released!
Post by: Herra Tohtori on November 04, 2006, 10:38:27 pm
-mod FSPort

The same command line option that is used on Windows system... ;)

Just create a mod folder in your main Freespace2 folder, put all the FSPort VP files in there, and use the -mod command line to enable it as a mod folder.

 :)
Title: Re: Freespace Port 3.0.3 Released!
Post by: starfox on November 26, 2006, 12:10:33 pm
Greetings !
Little bump 'ere, but the download links in the first page seem to be down, and even the FSport website links do not work.

http://fsport.hard-light.net/website/

Apologies, if this has been already discussed somewhere, umm...so any other place here where I can download the FSport ?
Title: Site Still Down.
Post by: Raziel480 on November 27, 2006, 02:01:08 pm
I can't get the new files either. If you go to:

www.3dactionplanet.com/hlp/hosted/fsport/

The old version is still hosted there, but you'll need a fileplanet account to get it. Before I download it, does anyone know if it'll create a conflict with the new one? (When/If it reappears)
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on December 01, 2006, 06:32:12 pm
Tolwyn has been gracious enough to host the downloads on the Wing Commander Saga website (http://www.wcsaga.com). :) The first page has been updated with the new links.
Title: Re: Freespace Port 3.0.3 Released!
Post by: Goober5000 on December 22, 2006, 02:22:23 pm
The website has also been updated with links to the files on FilePlanet, if you prefer.