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Hosted Projects - Standalone => The Babylon Project => Topic started by: Penfold on December 08, 2010, 01:52:11 pm

Title: TBP with FSO3.6.12, effects ooops!?!?
Post by: Penfold on December 08, 2010, 01:52:11 pm
Since I installed FSO 3.6.12 and mediavps_3612 with TBP, all explosion effects are just expanding squares of black!
Gameplay is OK otherwise.
OK, what gives, and what did I not do correctly?
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: Jeff Vader on December 08, 2010, 01:57:35 pm
OK, what gives, and what did I not do correctly?
mediavps_3612 with TBP
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: The E on December 08, 2010, 02:11:37 pm
To elaborate, the 3.6.12 MediaVPs are designed to be used with FreeSpace 2. Using them together with TBP is a very wrong thing and, as you noticed, will lead to errors. The upgrade pack for TBP is called Zathras, and can be found here: http://www.hard-light.net/forums/index.php?topic=71789.0
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: wesp5 on December 08, 2010, 02:39:18 pm
Since I installed FSO 3.6.12 and mediavps_3612 with TBP, all explosion effects are just expanding squares of black!

I had the same problem, but I fixed it by using Zathras 2.0 and playing around with the launcher graphics features.
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: Penfold on December 08, 2010, 02:51:14 pm
wesp5,

Thanks. A very direct answer.
I had installed Zathras 2.0 (also!).
I use the standard effects as when installed, and make no changes.
Do you have "other" recommendations?!

Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: General Battuta on December 08, 2010, 03:03:19 pm
I don't think you should be using the 3.6.12 MVPs with TBP.
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: The E on December 08, 2010, 03:05:46 pm
Indeed not.
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: wesp5 on December 09, 2010, 07:23:03 am
I use the standard effects as when installed, and make no changes.
Do you have "other" recommendations?!

Sadly I don't remember which parameter solved the problem, but make sure you start a new pilot with 3.6.12 and Zathras 2.0. Also in my case there was a black box around the explosions, but they could still be seen inside...
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: Penfold on December 09, 2010, 10:45:15 am
wesp5,

Thanks again.
I re-loaded all (with corrections!), started a new pilot, but still, I have the same effects.
One good example is Raider Wars where I destroy a Vorchan. All the effects were normal until the Vorchan blows up, and that's when I get the "black, expanding square" instead!
I'm going to change Features, one at a time, and see if I can "dig it out"!
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: The E on December 09, 2010, 11:02:17 am
...

Okay, here's step one you should do. Start the debug exe (fs2_open_3_6_12d_INF), run it until the pilot select screen, then quit.

After that, go to the data folder in your TBP directory, and post the file named fs2_open.log found there here.
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: Penfold on December 10, 2010, 06:41:18 am
'E',

Tried...and apparently, I have more and other problems...and not with TBP!
Will get back at ya!
Thanks!
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: The E on December 10, 2010, 08:18:04 am
Just post the log. Then people like me can tell you what's wrong, and how to fix it.
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: Penfold on December 16, 2010, 09:30:50 am
The problem was with my Vid Card. It finally blew up!
Replaced and all is as it should be now!
Better with a GeForce anyways!
Thanks to all for the help.
And now, back to play!!!
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: XxHerrRonnyxX on December 19, 2010, 06:41:21 am
But i have still problems since i´m using zathras and fso3.6.10 and later zathras 2 and fso3.6.12. Everything worked as it should with the fso3.6.9inf but the new campaigns require zathras... The major problems are the graphic errors like unrendered areas on the capships (for example the top fin of the sharlin). Some ships producing something like a grey shadow. Tried to post a screenshot but failed, can´t paste it. Oh and sometimes the game just crash... especially when trying to start the fh-triology. Some Help would be great!!!

P.S. This happens when trying to use the debug_inf:
Starfield bitmap 'xparent' already listed as a xparentxparent bitmap!!  Only using the xparent version!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

Thanks!!
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: FUBAR-BDHR on December 19, 2010, 04:09:55 pm
You need to be using 3.6.12 with Zathras 2.0. 
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: XxHerrRonnyxX on December 20, 2010, 02:16:12 am
Thats what i tried. downloaded zathras 2.0 and the 3.6.12 files. Selected zathras as the mod and choosed fs_open 3.6.12_r_inf as the executable. Then started and the result i already posted. Tried to update my graphic driver or change video configuration in the launcher (16bit instead of 32, bilenear instead of trilinear and so on) without any effects. Thought the problem might be known... I even tried the 3.6.12_r_inf_sse2... System specs: AMD Turion 1,8 Ghz, ATI Radeon xpress 200m 128MB. Went back to 3.6.9 inf build and everything is fine again but can´t play FH2261 f.e.
Thanks again!
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: FUBAR-BDHR on December 20, 2010, 02:18:42 am
Run the debug build and post the fs2_open.log from the data directory.
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: Jeff Vader on December 20, 2010, 02:22:53 am
http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359

These instructions are also valid for TBP.
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: XxHerrRonnyxX on December 20, 2010, 03:20:47 am
Ok will post the fs2_open.log later, when i´m back home. Is there a possibility to paste a screenshot to show you what i mean? You really make my day, if we get this fixed!!
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: XxHerrRonnyxX on December 20, 2010, 10:55:59 am
ok here´s the log and as i mentioned i don´t even come to the pilot select, when running the debug...

[attachment deleted by admin]
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: FUBAR-BDHR on December 20, 2010, 03:20:54 pm
Well the place to start would be with your video settings and drivers.  You need to set to 32bit color in both desktop and launcher.  Also you drivers seem to be outdated.  Find the latest and install them.
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: XxHerrRonnyxX on December 21, 2010, 01:27:48 pm
Tada it works! Thought i already updated the video driver but now i remember why i didn´t windows gave me a warning that it´s extremly important to abort. Damn Windows made me stealing your time... Thank you very much!! Go on with the good work!! and by the way merry christmas!
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: Penfold on December 26, 2010, 07:50:53 pm
The E,

Things WERE fine....then, I got it again.
Here's the log, as far as I got with it.
Any help would be appreciated.

Happy Holidays too!!!

-P

[attachment deleted by admin]
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: hansebee on September 01, 2011, 04:53:59 am
funny thing, I got the same bug with entirely new Nvidia drivers, a working setup for Zathras2 and 3.6.12 exes, a fresh pilot... and it turned out to be the setting for "Enable 3D shockwaves" which needs to be turned ON apparently to make the black boxes around the kabooom-effects go away. For me at least, but maybe this helps others aswell
Title: Re: TBP with FSO3.6.12, effects ooops!?!?
Post by: Dragon on September 01, 2011, 07:38:26 am
This is related to a buggy effect within TBP itself. 2D version of shockwave used for most ship explosions is in alpha-inclusive format, while not having areas that are supposed to be transparent actually filled with alpha channel (a beginner's mistake). It's an easy fix, but boring to do (since you have to convert all the frames of that effect to, for instance, DXT1).