Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: WMCoolmon on December 15, 2005, 11:51:54 pm
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The new set will require 12/29 CVS or later
Also, you must remove previous mediaVPs (including patches) or else you WILL get errors.
(mv_core) (http://fs2source.warpcore.org/mvp368delta/mv_core.zip)
- 3D Warp model {Bobboau}
- Ballistic-primary HUD {Goober5000}
- Command briefing scrollbars {Goober5000}
- FS2NetD (Multiplayer) Config file {MatthewPapa}
- Four-player version of the main campaign {AceRimmer}
- 'Apply Loadout to Wing' Weapon Select screen art. {GalEmp,Goober5000}
- Detailed loadout stats {Pnakotus}
- Turret alignment fix {Admiral Nelson}
- Additional escort list entry {WMCoolmon}
- Splash screen image
(mv_music) (http://fs2source.warpcore.org/mvp368delta/mv_music.zip)
- High-Fi Battle music for 'Genesis' {Daniel Wentz}
- High-Fi Battle music for 'Numbers' {Daniel Wentz}
- High-Fi Battle music for 'Joshua' {Daniel Wentz}
- High-Fi Ambience, Battle, and Arrival music for 'Revelation' {Daniel Wentz}
- High-Fi Music for 'Brief6' {Daniel Wentz}
- High-Fi Failure music {Daniel Wentz}
(mv_textures) (http://fs2source.warpcore.org/mvp368delta/mv_textures.zip)
- Shine maps for all vessels {Galemp/Lightspeed}
- Glow maps for all vessels {Galemp/Lightspeed}
- Additional quality textures for many vessels {LightSpeed/DaBrain}
- Hi-res Orion turret textures {Carl}
- Hi-res Cairo textures {Galemp}
- Touched-up Medusa maps {Turambar}
(mv_models) (http://fs2source.warpcore.org/mvp368delta/mv_models.zip)
- High-poly subspace models {Raa Tor'h}
- High-poly Asteroids {Sandwich/StratComm}
- High-poly Hercules model {Bobboau}
- High-poly Hercules II {Devils_hitman/StratComm}
- High-poly Medusa {StratComm}
- High-poly Ares {Raa/StratComm}
- High-poly Erinyes {FireCrack}
- High-poly Perseus with functioning cockpit {Nico}
- High-poly Pegasus {StratComm}
- High-poly Myrmidon model {F1gm3nt/JarC/Raa}
- High-poly Faustus {Galemp}
- High-poly Triton {Vasudan Admiral/Raptor}
- High-poly TC-Tri {Black Wolf/Vasudan Admiral}
- High-poly Fenris/Leviathon model {Vasudan Admiral/Karma/Raptor}
- High-poly Aeolus {Vasudan Admiral/Raptor}
- High-poly Deimos {Bobboau/Stratcomm}
- High-poly Orion {Bobb/Galemp/StratComm}
- High-poly Hecate {Raven2001/Galemp}
- High-poly Mjolnir {StratComm/Mikhael}
- High-poly Serapis {Raa Tor'h}
- High-poly Anuket model {Raa Tor'h}
- High-poly Satis {Raa Tor'h/StratComm}
- High-poly Aten {Galemp/StratComm}
- High-poly Sobek {Raa/StratComm}
- High-poly Mara {Nico}
- High-poly Lucifer {Vasudan Admiral/DaBrain}
- High-poly Tsunami, Harbinger, and Cyclops bombs {Galemp}
- High-poly Stilleto II, Harpoon, Helios, and Trebuchet {FireCrack}
- Glowpointed Arcadia {StratComm}
- Glowpointed Ulysses {wojta}
- Glowpoints for Terran hi-poly ships {Stratcomm}
- Texture fixes {StratComm}
- Major Orion UVWrapping enhancements{Galemp}
- High-res starfield skybox {Lt.Cannonfodder}
- Nameplates for most Terran capital ships in main campaign {Admiral Nelson}
(mv_effects) (http://fs2source.warpcore.org/mvp368delta/mv_effects.zip)
- High-res planet images {Lightspeed}
- High-res weapon effects {Lightspeed}
- High-res beam effects {DaBrain/Firecrack}
- High-res impact effects {Lightspeed}
- Impact decals {Lightspeed/Bobboau}
- High-res engine glows and flares {Lightspeed/Bobboau}
- High-res suns {Lightspeed}
- High-res shield hit {DaBrain}
- High-res motion debris {Sandwich}
- Afterburner Trails {Turambar}
- High-res subspace effects {Lightspeed}
- High-res explosion effects {Lightspeed}
- New warpout effect {J.P.}
- Glowpoints for Terran ships {Stratcomm}
- High-res nebula textures {DaBrain}
- Medium-quality 3D Shockwave {DaBrain}
- Fixed sun images {CP5670}
- New flak projectile effect {Wanderer}
(mv_adveffects) (http://fs2source.warpcore.org/mvp368delta/mv_adveffects.zip)
- Extremely detailed Planet immages {Lightspeed}
- Animated glowmaps (GlowLTL-12.0) {Lightspeed}
- High-quality explosion textures {Lightspeed}
- High-res nebulae {Lightspeed}
- Super high-quality 3D Shockwave {DaBrain}
There are still some warnings, mostly relating to model problems. These use modular tables, so any of them will probably break multiplayer...although this is pretty much going to be the case for any kind of tables, as the multiplayer community seems unwilling to use anything other than FS2 1.0 tables.
You will need a very recent CVS build (last couple of days or so) since these require music.tbl to be XMT compatible.
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Ooooh, new toys!
*Goes to play with 'em*
[Editery]
A few things I noticed: One, these newest CVS builds are insanely fast to load and in gameplay. That's good. Very, very good.
As for the not-so-good, isn't this a Retail sun, or do I not remember right? [Reedit] (Nevermind this)
And when the Belisarius (or however it's spelled) blew up, all I saw were the yellow cloud shockwaves and not the medium-detail 3D one as advertised. And I just looked at the Effects VP, too. No 3D shockwave model or the effects themselves...
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Downloading now. :)
It looks fine to me. The old sun looked different, like this:
http://home.comcast.net/~cp5670/screen0125.jpg
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And when the Belisarius (or however it's spelled) blew up, all I saw were the yellow cloud shockwaves and not the medium-detail 3D one as advertised. And I just looked at the Effects VP, too. No 3D shockwave model or the effects themselves...
Gah. Digging for the medium-quality one now...
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Downloading now. :)
It looks fine to me. The old sun looked different, like this:
http://home.comcast.net/~cp5670/screen0125.jpg
Ah, I see. Sometimes effects get substituted for new ones so fast I can't keep track of 'em. :D
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[edit] ignore this post, was looking at an older file. :p
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OK, this should fix the shockwave problem. I apparently included the textures for both, but forgot to put the model in _effects (but it is definitely in adveffects).
http://fs2source.warpcore.org/mvp368beta/shockwave.pof
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Yups, that fixed it right up. Sweet!
Though I noticed the fighter shockwave model isn't there if anyone cares for that...
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OK, I've just replaced the mv_effects on the server with one without the old shockwave and with the new model (apologies to anyone who was downloading it at the time).
If you want the fighter shockwave, it's not very hard to make an XMT-friendly version. ;) I didn't include it because the shockwave shook ships around enough that it could be annoying, and/or affect compatibility. It, technically, included a gameplay change.
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I see your point there, as once I killed a Nephilim who's shockwave killed his already-damaged-to-one-percent wingmate. :lol:
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For the record, I didn't have anything to do with the wing loadout button, and I'd prefer to be credited as Galemp rather than GalEmp or GalacticEmperor. Thanks.
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Erm, are the Shivan AAAfs still borked for anyone else? The regular beams look fine, but the AAAfs have the horrible 'red and white rods' effect. :blah:
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It appears HTL Herc2 is missing.
Also, the splash screen that was in 3.6.7 is still present (intentional ?)
When something major etc. Orion explodes, no shockwaves are seen...
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It appears HTL Herc2 is missing.
Also, the splash screen that was in 3.6.7 is still present (intentional ?)
When something major etc. Orion explodes, no shockwaves are seen...
I can confirm this...
No HTL Herc 2 and old Splash...
But I cannot say anything about the shockwaves 'cause I only "tested" the MediaVP in the TechRoom...
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Seems there are...issues, the way thruster effects are handled by each fighter. What I mean is, that if you look the GTF Ares's engines and then the ones in Erinyes you will norice a clear difference. Ares's engines are very smooth and good looking, but Erinyes and almost everyones else still have those ugly retail thruster maps "behind" the SCP Thrusters effects. Hope you'll understand what I mean, it looks really annoying to me.
I don't know if this is really related to Media_vp's, but it's been around for a long time...
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yeah i did the same thing on the tech room, like starfox and mr.maniac said no herc II
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That's not related. A number of the HTL fighters, but not all, had the retail cones removed. The Erinyes, Pegasus, and Perseus I know don't have them, the Ares, new Herc II, and a couple of others don't. It's inconsistant but not an issue with the code.
Also, the Herc II is in mv_models. The reason it doesn't show up in-game is that there is also a Herc II with glowpoints in mv_effects that takes precedence.
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Very good, only real problem is now, that I still can't see any of the shockwaves...
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then just download it separately! jesus, people, the search button may not work but you can still find the time to work your way through the pages of FS Modding or any of the other fs forum threads to find what you're looking for.
on a happier note; yay! new media vp's to lower my FPS! :D
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then just download it separately! jesus, people, the search button may not work but you can still find the time to work your way through the pages of FS Modding or any of the other fs forum threads to find what you're looking for.
on a happier note; yay! new media vp's to lower my FPS! :D
Did you ever hear about FEEDBACK?
We just want to report what works and what doesn't!
And when something is supposed to be in the MediaVPs, it should work! If not, I report it!
And of course I know that I could download them separately...
But if I would download everything separately, I would have millions of files in my FS2-dir...
Trying to clean the old files out would be a pain in the...
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of course it would be a pain in the ass. i have to clean out old files on my computer every couple of months to get a couple of gigs back.
and you could have just said "Well yeah, i could have downloaded them separately," instead of going on about how you, and only YOU, as it seems you say in your comment, report all the bugs you find. it's not just you, it's everyone else. you say you would have millions of old files? please. if you aren't lazy, you would delete the previous version of whatever you're downloading first. if you are lazy, too bad for you.
and PLEASE don't act like i'm stupid.
[EDIT] I, er, don't see any changes in FSO. :nervous:
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and PLEASE don't act like i'm stupid.
Sorry... I didn't want to insult someone... Just.. Well... Maybe overreacted...
But to be honest:
Your suggestion of downloading the shochwaves separately sounded like you thought WE are stupid ;)
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most people in my internet experience are. ;) :p
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Cobra, watch it. This isn't the first time you've gone off spamming in threads that didn't deserve it. The shockwave feedback is important, because it was supposed to be fixed and isn't. If you can't help diagnose the problem, don't give advice as the main purpose in a BETA thread is to work out the bugs.
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aaaanyway, i'm not having too much trouble with these new media_vp's. i'm refraining from downloading the new mv_effects until the -img2dds cmd line bug is fix0red. i don't see any new splash screens. no new models (funny).
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Well, it appears that Fenris/Leviathan class Cruisers are missing their nameplates. Before the 3.6.8 Beta they worked just fine. All the other ships (Deimos, Orion, Aeolus....etc) are showing their plates...
As again, can somebody confirm this ?
On the side, I just had "Crash of death" in the mission "endgame". Everything was alright to the point, when NTC Loyola jumped in, and at the same time Super Hi-End blue shockwave went off. Result: Reboot. The game just froze...weird.
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Are they missing a nameplate in the nameplated campaign, or are they "missing" the default plate that reads GTC Orff? Because they're supposed to no longer have "GTC Orff" tattood on their sides without FREDing help.
EDIT: And WMC, you didn't include my nameplate fix.
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Fenris and Leviathan class ships are missing their nameplates in the nameplated campaing, and there's no sing of "GTC Orff" anywhere.
Update: Noticed something strange when ship (in my case Deimos) jumps in. You can actually see the other half of the ship even before it comes completely out of subspace. Meaning, the ship that is supposed to come trough is half visible when jump point opens. Can't really explain it better...
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It's actually because WMC didn't include my nameplate fix. The GTC Orff is missing, but the idea was to have all nameplates default to "nameplate" for the one that doesn't display.
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Edit: Until I say that I've uploaded files, all fixes will be on my local copy only. So don't go clogging up the server by downloading the files whenever I say "fixed!" :p
Also, the Herc II is in mv_models. The reason it doesn't show up in-game is that there is also a Herc II with glowpoints in mv_effects that takes precedence.
Fixed with a rename of _models and another XMT.
No HTL Herc 2 and old Splash...
But I cannot say anything about the shockwaves 'cause I only "tested" the MediaVP in the TechRoom...
Old splash stays 'til final release. :D It gives more time for good screenshots to appear, if nothing else. :p
then just download it separately! jesus, people, the search button may not work but you can still find the time to work your way through the pages of FS Modding or any of the other fs forum threads to find what you're looking for.
Yes, so that way the problem will never get fixed. I hate it when people just assume that something with SCP will get fixed, instead of taking the time to do a decent bug report. (For someone with moderate computer skills, probably about 10 minutes time (http://www.hard-light.net/wiki/index.php/Bug_Reporting). (There, now everyone who reads this will even have the link to the checklist. :p)
Well, it appears that Fenris/Leviathan class Cruisers are missing their nameplates. Before the 3.6.8 Beta they worked just fine. All the other ships (Deimos, Orion, Aeolus....etc) are showing their plates...
As again, can somebody confirm this ?
Should be fixed, probably because I didn't include Stratcomm's fix so those two cruisers were still using the Advocate/Orff nameplates.
On the side, I just had "Crash of death" in the mission "endgame". Everything was alright to the point, when NTC Loyola jumped in, and at the same time Super Hi-End blue shockwave went off. Result: Reboot. The game just froze...weird.
Weird.
When something major etc. Orion explodes, no shockwaves are seen...
This should be fixed...are you sure that you downloaded mv_effects AFTER I posted that I'd uploaded the new version w/ fixed shockwaves? All the files for it are DDS, and the largest texture is 1024x1024, and all the tables do is change the speed (and not by an amount that would make them invisible). All I can think of is that maybe you're running out of video memory? (Maybe due to the crash) Try a debug build and see if anything shows up.
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Fenris and Leviathan class ships are missing their nameplates in the nameplated campaing, and there's no sing of "GTC Orff" anywhere.
Update: Noticed something strange when ship (in my case Deimos) jumps in. You can actually see the other half of the ship even before it comes completely out of subspace. Meaning, the ship that is supposed to come trough is half visible when jump point opens. Can't really explain it better...
It's actually because WMC didn't include my nameplate fix. The GTC Orff is missing, but the idea was to have all nameplates default to "nameplate" for the one that doesn't display.
really? isn't it actually related to video cards that are slightly incompatible? i've had this problem whenever i add mv_effects.
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Which problem? Missing nameplates is because of the missing fix, the half-appearing thing may be something else entirely.
Also,
For the record, I didn't have anything to do with the wing loadout button, and I'd prefer to be credited as Galemp rather than GalEmp or GalacticEmperor. Thanks.
Fixed.
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Fenris and Leviathan class ships are missing their nameplates in the nameplated campaing, and there's no sing of "GTC Orff" anywhere.
Update: Noticed something strange when ship (in my case Deimos) jumps in. You can actually see the other half of the ship even before it comes completely out of subspace. Meaning, the ship that is supposed to come trough is half visible when jump point opens. Can't really explain it better...
It's actually because WMC didn't include my nameplate fix. The GTC Orff is missing, but the idea was to have all nameplates default to "nameplate" for the one that doesn't display.
really? isn't it actually related to video cards that are slightly incompatible? i've had this problem whenever i add mv_effects.
Yes, really. Not only was I 100% sure about the cause, I even explained it in the first line of my post. :rolleyes: Admiral Nelson did his final release to be compatible with my nameplate fix, which I specifically checked and saw was not part of the current VP set when the question was asked. I have no idea where you got that idea from.
EDIT: Retarded quote... again...
And I'm guessing that the half-visible ship bug is related to the old glowmap duplication bug from the early days of HTL on older video cards. I could be wrong, but that description sounds most like it. Especially if the same sort of thing happens when a ship explodes.
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Hm.. i can´t get thoese beam- and beamglow.anis to run. I´ve also extracted them from the vp and put them into data\effects.... but no effect. Using 1215-builed. What the hell am i doing wrong?
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Dunno. It could be a problem with the XMT stuff, someone else reported trouble with +Index: :blah: but I just looked at the code and didn't see anything that would definitely cause it to fail.
However, I've made some changes to the code and made it more verbose...so I/you should try the next CVS debug build and see if I/you get anything.
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Update on shockwaves -
Apparently the model in mv_adveffects is the wrong one :wtf: as a result it tries to use the old yellow shockwave if that one is loaded.
Solution: make it load the .pof linked to at the top of this thread instead of the VP file. :p
Edit: Also, there's a hefty number of model warnings
Warning: For ship 'GTF Hercules', detail level mismatch (POF needs 5)
Warning: For ship 'GVFr Satis', detail level mismatch (POF needs 5)
Warning: Couldn't fix up turret indices in spline path
Model: cruiser01x.pof
Path: $path02
Vertex: 1
Turret model id:13
Warning: Couldn't fix up turret indices in spline path
Model: cruiser01x.pof
Path: $path02
Vertex: 2
Turret model id:13
Warning: Couldn't fix up turret indices in spline path
Model: cruiser01x.pof
Path: $path02
Vertex: 3
Turret model id:13
This probably means the turret was not specified in test-shp.tbm
Warning: Ship 'CFr Nile' has only 2 points on dock path. Docking will look strange. Contact Adam.
^^^^^ This is a GVFr Satis
Anyone know how to fix these?
Edit 2: Also, I think there's a small texture error going on here... (from "The Sicilian Defense")
[attachment deleted by admin]
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duuuude, you're getting a lot of font distortion.
can't say much about the other stuff then. :nervous:
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That's from D3D, I was referring more to the large square empty spaces on the Orion on either side of the nameplate.
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Check that nameplate, taylor converted a bunch of them to DDS with alpha padding rather than scaling so I'd bet that's what's wrong with the texture. I'll fix all of the models, if that list is comprehensive (the 5 LOD error will be a hack, but it should work; the rest are PCS changes that I've been meaning to get fixed for ages) and get a link up before the night's out.
EDIT: I should add that none of those warnings are fatal or even really dangerous. The docking one isn't even broken, it's just potentially going to "look strange" and that was the case with the :v: model too most likely. Doesn't mean I can't fix it though.
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Thank you. :nod:
I think I've gone through all of the high-poly models in the lab, that won't catch everything, but, yeah. If I find any more model warnings I'll post 'em up here.
Is there any kind of page on how to fix these warnings?
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model_fixes.zip (http://www.duke.edu/~cek6/model_fixes.zip)
The spline path error actually tells you how to fix it; delete the Turret splines from the indicated vertices in PCS. It's a problem with both HTL models so I fixed if on both cruiser01 and cruiser01x.
The 5 LODs warning could be fixed in tables by adding a 5th LOD to the declarations for the ships that are affected. However, as they are retail ships, I'm just removing the currently unused LOD from the LOD list in the POF itself so that their table entries can be left alone. I've gotten so used to hacking the models that I'm fine with doing it, but pretty much anyone else should fix them by reconverting them with the correct number of LODs. The way I've done it leaves an extra unused subobject in the POF, which isn't memory-effective, but which isn't hurting anything otherwise as the LOD object has no parent and won't ever render.
That last warning is wrong. The Satis has a 4-point dock path. I haven't looked at its container, but I've never seen that as a problem before. It shouldn't be doing that and the Satis POF itself is just fine as-is.
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question.....i was playing one of the mission on warzone and everything work great....but some weapons on teh cap ships look different and the flank cannons doen't look like from 367......now i dont' want to be an asshole from this but do i need to use the patch100 or if i can figure how to use to do a screen shot to be more specific on what i'm trying to get??
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Check that nameplate, taylor converted a bunch of them to DDS with alpha padding rather than scaling so I'd bet that's what's wrong with the texture.
Yeah but I fixed that with an update. This is actually going back to that question I had earlier, where my Orion model had a proper nameplate on it but those new Orion nameplates were actually replacing part of the hull. It's an obvious tell from that picture that the nameplate is on the opposite side of where those new namplates went on the Orion. In that case the nameplates I converted are being used on the wrong part of the ship. I assume that the namplates and/or missions just need to fixed to do the right thing. If the missions are right (bet so) then the namplates need to be redone to have just the name (rather than the hull) for all of the Orion's (I think there was about 5 of those).
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I'm guessing this may not have gotten your fix. I keep telling myself that I'll look at it before the night's over.
EDIT: Yep, it must be from an interum build. The destroyer nameplates do indeed have transparent padding on the ends.
EDIT2: If you don't want to pull down the whole pack again, here are the fixed plates (http://www.duke.edu/~cek6/nameplates_again.zip). Unless there's more than just the five, that should fix the mapping issues.
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Thanks. :) One small note though, it looks like the nameplates in your patch are uncompressed DDS, whereas the ones in the full pack are compressed. 3x difference, but they're only 128 kb anyways, so it's not a big deal.
Looks like the one main bug left is the beams.
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Gimp didn't give me a choice in compression formats that time. Not sure why. I was assuming that they were saving back in the same format that they loaded in, but I guess I was mistaken. The better option would be to find Taylor's patch really, that was just a quick make-sure-it-gets-in fix.
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Is there the explosion effect from TBP 3.2 in ?
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@WMC i think the mv_effect-wep.tbm has something to do with the missing beamglow.anis. Replacing the effect pack with an older version will bring them back. Also using older builds (e.g. november builds) results in lots of parsing errors. Maybe this can help. But i have no idea, what could be wrong with the tbm. The entries seem to be right.
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Looking at WMCs pic .....is there a stars.tbl with only Lightspeed's nebulas, and :v:'s versions thrown out ? And a main campaign with non-randomly placed nebulas and the starfield skybox to go with it, or is that still being worked on ?
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i think there's already a starfield skybox, cause i saw a ****load of stars when i played the main FS2 campaign.
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model_fixes.zip (http://www.duke.edu/~cek6/model_fixes.zip)
Something appears to be wrong with fighter06.pof, it's crashing on me during model load. I haven't checked for sure yet but it may be off by a int on the read before it gets to the cross section info.
And I don't know if anyone cares but I use a different starfield bitmap for the skybox than what's in the MediaVPs since that one is a bit plain for my tastes. The one I use is largely similar but has more variation in star patterns and brightness as well as some more blues and light reds. I tend to change it every once and a while (when ever I notice something I'd like to chance) but here is the current version (http://icculus.org/~taylor/fso/pics/starfield0001.dds). It's DDS rather than TGA but still 2048x2048 (ie. it uses about 10meg less memory).
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According to modelview:
Error #6019:
Too many cross sections.
Is: 1082472362, Should be <=64
The reason beamglows aren't working is code-related.
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Damnit. I checked it's stability but I did so with PCS. Let me try again.
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Ahem, WMCoolmon, I'd like to see credit given to me for the modelling of the HTL Hecate... GalEmp textured and converted it (and did an heck of a job too), but I spent 3 weeks comming up with all those polys :D
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Fixed the Herc. fighter06.pof (http://www.duke.edu/~cek6/fighter06.pof)
I think the problem was that I removed the entry for LOD5 and fixed the chunk length to match (which is why PCS let it through) but missed changing the number of LODs that precedes it. It's cleared up now, and I've tested it in pretty much every way I know how.
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This is better suited to a "patch" thread, but if this is still in beta then great. Obviously, I'll be submitting the Medusa (http://www.hard-light.net/forums/index.php/topic,35475.50.html) (download (http://www.duke.edu/~cek6/medusa.zip)). Also, Turambar has worked on the Medusa maps a little, and I'm hosting those until they can get in too. (download the maps (http://www.duke.edu/~cek6/medusa_maps.zip))
Also, I'm heading home shortly and will be away from my primary computer for about 3 weeks. I'll be checking in regularly but my ability to actually fix things will be greatly deminished.
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Beams should be fixed with the next CVS build.
And, crap, no StratComm? Who will fix all the new models!? :(
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your mother. :p
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hey guys....i've somewhat ran into another problem....now i don't know if any of you guys caught this, but when everything goes fine with teh models, effects and everything, then i go play, then all the sudden after a min or two it just frose right up...
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what video card do you have?
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I have a file called 'medusa_maps.zip' that I apparently downloaded for the mediaVPs...does anyone know who did it?
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Turambar
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i don't know what my video card is but i'm not sure this will help.....i have a VAIO Computer, Intel(R), Pentium(R) 4 CPU, 3.20GHz, 3.19GHz, 100 GB of Ram....
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Right-click the desktop, select "Properties...", click the Settings tab, and copy down what it says under "Display:". For example, mine says:
Plug and Play monitor on NVIDIA GeForce 6600 GT
If you have an NVIDIA card as well, you can probably find out a lot more about it by click "Advanced...", selecting the tab with an icon and your card name by it, selecting your card in the list and reading the info that comes up. See example: http://fs2source.warpcore.org/temp/screenie.jpg (60 kb JPG)
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(multiple monitors) on RADEON X300 Series
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Hmm...that is relatively low-powered these days. It probably doesn't have enough mem for _adveffects, so take that out. After that I'd say that (at this point) _models will probably generate the most slowdown, followed by _effects.
If it's still crashing without adveffects, could you run a debug build with the same mission and see if it pops up any errors?
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i don't know what my video card is but i'm not sure this will help.....i have a VAIO Computer, Intel(R), Pentium(R) 4 CPU, 3.20GHz, 3.19GHz, 100 GB of Ram....
Wow... You have a Super-Computer with two CPUs and 100 GB of RAM? ;)
Sure you don't mean a 100 GB HDD?
And how many RAM do you really have?
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Mr. M: well actually i have a 200 GB HD, only use 55, well it was 75or 76... :doubt:...i've taken good nearly 20 out few days ago, taking out FFII online and UT2004.
WMCoolM: yeah i figure that, well since i'm going to get another computer soon, that has more mem then this.....so i'll uninstall for now and play CS in the meantime........ :D
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new splash screen, anyone? :D
(http://img412.imageshack.us/img412/9020/splash35ot.jpg)
it would have been better if i knew the show ship flag. :p
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Has anyone else tried this on Good Luck with environment mapping? :eek2: It's gorgeous. THAT would make a cool splash, with the hi-poly Ursas and Hercs.
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too bad i don't have a hi-poly ursa, other wise i could do that. :(
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I've tried to run the most recent FSopen build and installed the mediavps, but when I try to run FS, it ives me problems with the .tbm files, and doesn't load the game... what are the known issues about this and how can I solve this problem??
Again, I ask for my due credit for the HTL Hecate... :rolleyes:
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don't run a debug build. :nervous:
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Did you install the model fixes that someone (WMC?) posted earlier? If so, there's one of them that'll break FS2 _and_ ModelView, namely fighter06.pof, which spits an error out in ModelView.
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Please add the latest rev of the gun barrel angle fix, to support the new Hecate and Medusa:
http://www.fileh.com/NelsonAndBronte/TurretAngleFix.zip
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new splash screen, anyone? :D
No.
New starfield, blue beam, a skybox and then maybe.
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i got that out of the fs2 cutscene. you don't see a similarity? :rolleyes:
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Again, I ask for my due credit for the HTL Hecate... :rolleyes:
Edit: Until I say that I've uploaded files, all fixes will be on my local copy only. So don't go clogging up the server by downloading the files whenever I say "fixed!" :p
Also, turret angle fix added.
I got some warnings for corvette2t-01 (Deimos I believe) but that was only once, so it may just be a thing related to my comp problems.
Also I need to go and fix the Fenris/Leviathan models in POFCS, it'll take me about 5 minutes.
I will try to have new VPs up by Christmas.
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They should be fixed in the last fix pack, if you are refering to the spline path warning. I don't know what's up with the Deimos.
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I downloaded the 3.6.8 patch and when i loaded the game, it crashed back to windows with this message.
im using the latest build for the launcher and exe.
Error: mv_tech-wep.tbm(3):
Error: Required token = [$Model file:], found [+nocreate]
in weapon: @Subach HL-7.
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
is there a solution to this erro? cuz i really want to start playing FS2 with new enhanced niftyness.
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That sounds like you aren't using a recent enough build, that supports XMTs. You'll need to use a CVS build, not 3.6.7.
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BTW:
:welcome: darkship!
Hell.. I should really search that great welcome speech from (forgot it) ;)
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When I run I get no music or sound effects. However, voice works. There is also audio during cutscenes. They are turned up in the tech room. Using 12-22 CVS build with all these new media vp's.
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You've got OpenAL installed, right? Check the CVS Builds thread if you don't...
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You've got OpenAL installed, right? Check the CVS Builds thread if you don't...
That fixed it. Just some issues now
Occasional missing textures
Shockwaves don't show up. I'm not sure if it's just occasional or not as in I only notice when they're not there, but I'm fairly sure they just aren't.
Large ship 'engine trails' seem to be gone, if that makes any sense. It's just the little circular glow from the engine, and not the lingering trail that has always been there.
edit: Downloaded new shockwave pof, fixed the shockwave problem.
Still the issue with the engine trail things, it's not just for large ships but for every ship. It's highly noticeable.
Still sometimes missing textures but its completely random so there are no solid instances of it occuring to really report for.
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Hey one question, can i use the 3.6.8 beta texture and model.....while using the 3.6.7...or it'll crash or something???
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It's generally a bad idea to mix and match generally as some VPs depend on the contents of others. That said the worst you'll get is a crash (or at the very worst a lock). Run it in window mode and see what happens if you want. :)
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You've got OpenAL installed, right? Check the CVS Builds thread if you don't...
That fixed it. Just some issues now
Occasional missing textures
Shockwaves don't show up. I'm not sure if it's just occasional or not as in I only notice when they're not there, but I'm fairly sure they just aren't.
Large ship 'engine trails' seem to be gone, if that makes any sense. It's just the little circular glow from the engine, and not the lingering trail that has always been there.
edit: Downloaded new shockwave pof, fixed the shockwave problem.
Still the issue with the engine trail things, it's not just for large ships but for every ship. It's highly noticeable.
Still sometimes missing textures but its completely random so there are no solid instances of it occuring to really report for.
I haven't really noticed this. What missions is it happening on? Maybe it's a memory problem.
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Karajorma: so far its going pretty good, havn't got an error nor crash.....yet.....right now i'm on the awaking campaign that was release.....havnt try any of the fs2 campaigns, and see if it crash or not
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Warpcore seems to be having a hiccup or whatever - links are down for the time being.
So no, it's not you.
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Phew...was worried there for a moment.
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You've got OpenAL installed, right? Check the CVS Builds thread if you don't...
That fixed it. Just some issues now
Occasional missing textures
Shockwaves don't show up. I'm not sure if it's just occasional or not as in I only notice when they're not there, but I'm fairly sure they just aren't.
Large ship 'engine trails' seem to be gone, if that makes any sense. It's just the little circular glow from the engine, and not the lingering trail that has always been there.
edit: Downloaded new shockwave pof, fixed the shockwave problem.
Still the issue with the engine trail things, it's not just for large ships but for every ship. It's highly noticeable.
Still sometimes missing textures but its completely random so there are no solid instances of it occuring to really report for.
I haven't really noticed this. What missions is it happening on? Maybe it's a memory problem.
The textures thing or the engine thing?
Whenever the texture thing happens I just reload the mission and that seems to fix it. It's random, any mission. Usually if I fail it and have to start again it seems.
The engine thing- that's all the time. It really is visually displeasing, too. I'd give it a high priority for that.
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The textures thing sounds a lot like a not-enough-memory thing. I had the same problem with my MX440.
I'm going to take a guess and say that it may be because of the way that fs2_open handles textures. Basically when a texture is 'loaded' it only creates space for the entry - not the image data. But all the code will assume that the image can be loaded. So, when it gets to image 44 and there's just not enough space, the code will still try to draw texture 44 there - but it won't be loaded. In that case, maybe a variable isn't initialized or something so it just tries to draw a trash texture value which may or may not correspond to an actual texture.
On a side note, does anyone else think that the lights on planete look more like some kind of alpha error? I honestly thought it was an alpha prob after seeing it in the 2nd mission of Sync, but then again, I was sort of looking for problems like that.
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MediaVPs updated.
CVS builds that support them will be up in a few minutes.
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Just wanted to report that everything is working fine with the updated MediaVPs...
Shockwaves - working
Textures - perfect
Nameplates - working
Models - all working
I love it :)
But I still think that I need MUCH MORE RAM...
512 MB RAM + 64 MB VRAM aren't enough...
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hey uh, i ran into a problem after i dl the new vp files....after i put the update vp files and the latest build, and all the sudden i get an error saying that the turrent angel.....suggestions??
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ok another problem.......two ships from the tech.....textures are mess up or something....the ships look like bold or something.....if i can get a screen shot (if i can figure out how to do it....... :shaking:)
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CVS builds that support them will be up in a few minutes.
You'd better edit that first post to make it much clearer how new a version of CVS you'll need. That green text is barely visible and far too small for something that important and easily missed.
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ok another problem.......two ships from the tech.....textures are mess up or something....the ships look like bold or something.....
Which ships. D3D/OGL? Video card?
if i can get a screen shot (if i can figure out how to do it....... :shaking:)
Just hit the PrintScreen key (PrtScn).
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well i figure out what the problem was, it was teh environment mapping (which i took that off), and everything looks good, and start playing ITDOH chp 1, and get an error of the helios tech pof...but i put the tech pof, mapping file and the table file in their folders and can't play.......man this sucks... :confused:
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Helios-tech.pof in mv_models should be named helios_tech.pof.
Also fighter2t-01a-glow.eff should be removed from mv_models.
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Helios: Thanks, fixed in local copy
fighter2t-01a-glow.eff is there to override the one in adveffects. I'm holding out on getting rid of the adveffects one, so I still need the EFF. I'm hoping someone will (eventually) fix the original before the release.
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I fixed this locally but I wanted to mention it here to since I originally thought it was a code bug, there is a problem with sunglow01. It has a square box around it, which looks mostly black if you view the image normally, but in game it can look like it's getting specular light applied to it. I'd bet this is just where the image canvas was resized and the excess filled by black while leaving an off color square in the middle. I fixed this by opening the blue sun glow (since it looks almost exactly like sunglow01), desaturating it, and saving it back out as sunglow01.
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fighter2t-01a-glow.eff is there to override the one in adveffects. I'm holding out on getting rid of the adveffects one, so I still need the EFF. I'm hoping someone will (eventually) fix the original before the release.
Is that a reason for it to be in mv_models?
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I fixed this locally but I wanted to mention it here to since I originally thought it was a code bug, there is a problem with sunglow01. It has a square box around it, which looks mostly black if you view the image normally, but in game it can look like it's getting specular light applied to it. I'd bet this is just where the image canvas was resized and the excess filled by black while leaving an off color square in the middle. I fixed this by opening the blue sun glow (since it looks almost exactly like sunglow01), desaturating it, and saving it back out as sunglow01.
I thought I fixed that. I ran into this problem some time ago but I don't see it on the white sun I have right now. Maybe that old version I had up for a while somehow made into the effects vp, which had this problem on several of the suns.
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I thought I fixed that. I ran into this problem some time ago but I don't see it on the white sun I have right now. Maybe that old version I had up for a while somehow made into the effects vp, which had this problem on several of the suns.
Hmm, maybe it's just me then. I checked the updated 3.6.8 set to be sure and it's fine there so I must have ended up with the older one at some point and got it mixed in. None of the other suns I had showed the same problem so maybe that one in particular was a left over and got mixed in with my own data by mistake. Oh well, ignore my post then.
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fighter2t-01a-glow.eff is there to override the one in adveffects. I'm holding out on getting rid of the adveffects one, so I still need the EFF. I'm hoping someone will (eventually) fix the original before the release.
Is that a reason for it to be in mv_models?
Yeah, the EFF is only for the high-poly model; the animated glowmap is for the original.
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Don't effs require the frames to be numbered though?
It's just that a debug build with the eff gives:
Warning: EFF: No frame images were found. EFF, fighter2t-01a-glow.eff, is invalid.
Are you going to include the high-poly Pegasus with insignia?
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EFFs require numbered frames. There should probably be a graphic file named fighter2t-01a-glow_0000.tga/jpg/dds somewhere
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With these VPs I get obscene slowdowns when beams are fired. That didn't happen before... Do the beams in 3.6.8 use more memory than 3.6.7, or is it CPU-power?
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Make sure you have all of the old mediaVPs out of your folder, and you're not using adveffects. DaBrain's animated beamglows are in adveffects...so if you have that, you might try moving that do a diff folder.
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ok i need some help!!!
i got all the CVS like the guide says
now my problem is compiling it
im using VS .NET 2005 and i also installed Platform SDK and DX SDK (december 2005)
now each of the SDK has a setenv file that suppose to set the pathes for it
but when i load the MSVS2005 project and try to build the solution i get errors that it cannot find the .h files for DX and also the ogg vorbis files
any chance to get help?
i can also put up screenshots of anything you need to see
also if you can just send Compiled exe + Debug exe to my email ( [email protected] ) that could help for the immidate problem
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If you just want the exes you can grab them from the source code project forum >> Recent builds >> CVS Builds thread.
IIRC your compiler problem is due to you missing a pair of SDKs for DX and ogg. Not quite sure where to get them from though.
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I keep getting this odd error....any help?
Trying to use the latest CVS gives me the turret angle error, despite downloading the fix. Using 3.6.7 gave me a music-mus.tbm error first, and when I removed it, it gave me this.
Error: mv_effects-wep.tbm(2):
Error: Required token = [$Model file:], found [+nocreate]
in weapon: .
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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A) Are you sure that you've gotten rid of all 3.6.7 patches?
B) Make sure that you are using this mv_core (http://fs2source.warpcore.org/mvp368delta/mv_core.zip), ie the new one.
You can try 12/22 CVS, but I don't know if it will have the music XMT changes, it will however use the old animation parsing code.
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removed the patch, fixed the problem.
Then got this one whilst trying to play derelict:
Error: Can't open model file <New_Hornet.pof>
File:\Documents and Settings\Administrator\My Documents\My Source Code\clean\fs2_open\code\model\modelread.cpp
Line: 1729
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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There is a newhornet.pof in the mv_models.vp, perhaps it is supposed be New_Hornet.pof instead of the current model file name.
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Well, it seems retail Herc2 model is still there (it overrides the HTL model)...
(I'm using the updated 3.6.8 Betas)
Well, I'm certain these will be corrected :yes:
Great job, otherwise...
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There is a newhornet.pof in the mv_models.vp, perhaps it is supposed be New_Hornet.pof instead of the current model file name.
Technically it's a problem with Derelict remake.
derelict_fix-wep.tbm:
#Secondary Weapons
$Name: Hornet
$Model file: newhornet.pof
$Name: Hornet D
$Model file: newhornet.pof
$Name: Hornet#Weak
$Model file: newhornet.pof
The remake uses old mediaVP tables, when all it really needs is to have a modular table with the Hydra and the Saphah (IIRC). The model was changed in those tables, but the field's now back to the retail name in the mediaVPs so that other old campaigns will use the new model.
Well, it seems retail Herc2 model is still there (it overrides the HTL model)...
(I'm using the updated 3.6.8 Betas)
Well, I'm certain these will be corrected :yes:
Great job, otherwise...
Erg, thanks for reporting that, this stuff doesn't get fixed unless it's reported. ;)
Unfortunately, it should already be fixed in the 3.6.8-delta mv_models. Try erasing your old VP file (shift-delete) and redownloading/reextracting the file.
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I just made a complete reinstallation of FS2, patched the game, and added the most up-to-date Media VP:s.
The updated Betas are now called Deltas ? OK.
The thing is, I don't really remember which file I should delete. Was if Fighter02 or something similar ?
Perhaps I will make one more Full-Scale Reinstallation...
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mv_models contains a modular table file to override the model name to fighter2t-02hp.pof, so the old model shouldn't be used at all with it installed. :)
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hey one question, how you fix the helios - tech pof......i got the vpmage up and i just can't figure out how to edited it????
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Easy way to fix the helios-tech.pof problem for now is to extract the pof with for example VPView (right-click - Extract to Dir) to mediavps/data/models folder and then renaming it to helios_tech.pof
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Well, I don't know if this related to Media_vp:s or not, but whenever I hit the commit button, I get CTD.
I'm using the latest 20051229 - Standard Build and 3.6.8 Upgraded Betas. It's not model issue, I can access all models in shiplab&techroom. As said above, the installation is brand-new and only changes made are:
mv_effects-wep:
Added LucyBbtCannon
mv_models-shp
Added the following:
$Subsystem: turret18,0.5,0.5
$Default PBanks: ( "LucyBbtCannon" )
$Subsystem: turret19,0.5,0.5
CTD comes every time, whenever its campaing mission or custom one, really strange....
One last thing, after I hit the commit button, for a split second I see some nebula and suns etc. bagrounds, then I'm thrown out...
UPDATE:
OpenGL seems to work alright...but not Direct 3D
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arg i try to right click it, and nothng comes up.....i'm trying what you're saying like extracted, but after i click teh extract button nothing works
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Are you using VPView? If not check it out from Karajormas FAQ (http://homepage.ntlworld.com/karajorma/FAQ/tools.html).
Also you should be able to extract files with VPMage: click 'File..' - select the mv_models.vp file - click 'Add Source' - On the right side screen you should see 'Data' folder, click it and open 'models' folder, select helios-tech.pof from the list, click 'Extract..' and select where to extract.
You can also extract pofs with modelview.
And please do not add your own stuff to official mediavp files or delete or otherwise edit the mediavp files. Add your own additional files or fixes to proper folders in the normal directory structure outside vp files (data/...). These were just my opinions and may not represent the the whole thruth in this issue.
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That unfortunately doesn't always work. The file location precedences seem to be kind of messed up at the moment. I have had several cases where files inside the media vp's were overriding stuff in the main directory or data folders, so you are forced to edit the vp in some cases.
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Hey guys, after lurking about here a long while, I figured it's time for a first post. :)
I'm running on the 3.6.8 media VPs with the 12.29 build, and this little thingy pops up upon loading a mission in either the retail campaign or in Derelict. I've just tested loading the first training mission, and it loads up just fine; it seems every mission after that will spit out the error below (although I haven't gone and tried loading every one of 'em :P).
Error: Can't open model file <New_Hornet.pof>
File:\Documents and Settings\Administrator\My Documents\My Source Code\clean\fs2_open\code\model\modelread.cpp
Line: 1729
>[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I've tried subbing out the 3.6.8 VPs with the 3.6.7 ones, and they work just fine, minus the third patch for mv_models.
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Just few post ago in this very thread... Oh well..
Don't mix different mediavp versions. If you use 3.6.8betas make sure you remove the 3.6.7 patches. Then download this (http://koti.mbnet.fi/vekkup/FS2/tbms/derelict-wep.tbm) and place it to your Derelict mod's folder in data/tables directory. I hope you have installed the SCP, mediavps and the mod following the guidelines (http://www.hard-light.net/wiki/index.php/Getting_Started%28Main%29) from FSwiki? All mediavp files to their own folder, all mods in their own respective folders, and then adding proper mod.ini files to those mod folders.
Oh, and..
:welcome:
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My bad - I totally missed that when I looked through the thread. :blah:
But yeah, I got it sorted out, and things are running smoothly. Thanks for the help! :)
-
Warning: Couldn't fix up turret indices in spline path
Model: science01.pof
Path: $path04
Vertex: 0
Turret model id:16
Anyone else gotten this warning?
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I have not, but I may have a different version of the Faustus overriding it. If you've ever gotten PCS working, just delete the turret from vertex 0 of path04 and that error will go away.
-
Are you using VPView? If not check it out from Karajormas FAQ (http://homepage.ntlworld.com/karajorma/FAQ/tools.html).
Also you should be able to extract files with VPMage: click 'File..' - select the mv_models.vp file - click 'Add Source' - On the right side screen you should see 'Data' folder, click it and open 'models' folder, select helios-tech.pof from the list, click 'Extract..' and select where to extract.
You can also extract pofs with modelview.
And please do not add your own stuff to official mediavp files or delete or otherwise edit the mediavp files. Add your own additional files or fixes to proper folders in the normal directory structure outside vp files (data/...). These were just my opinions and may not represent the the whole thruth in this issue.
hey i got it to work now....thx for the advice....now since i got it to work somewhat happen to some of the missle looks different....i have a screenshot, just can't figure out on adobe photoshop...
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In FS2 Main Campaign missions "Bearbaiting" and the one following, FS2 Open reports helios_tech.pof is missing. I can click ok and continue, however. And the missile showed up correctly in the loadout screen. However, now I can't get back into the mission after Bearbaiting. When I try to launch, it tells me I must picka place in the player squadron, or something to that effect, but this is a scramble mission, so I don't understand what's going on there.
-
Sounds like a pilot file bug...have you tried replaying Bearbaiting? That seems like it might fix it.
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I can't. I completed "Bearbaiting." And near perfectly, I might add. All four beam cannons destroyed. I suppose I might try from the techroom, but I don't know that it would help.
One thing I noticed during Bearbaitingw though. When you call in the support ship, it appears you need to wait until after you fire your first set of topedoes at the Sathanas, otherwise, it shows up without any torps and so you sit there forever waiting for it to give you 4 new torpedoes and you get nothing but replacement Trebuchets for the ones you already used.
Regardless, it still doesn't explain why a pof for the Helios is listed as MIA by the debugger.
-
About the helios_tech.pof issue... For example in the beginning of this page (http://www.hard-light.net/forums/index.php/topic,37272.120.html) and also from post #121 onwards in this same thread.
-
Doh. I saw that before and forgot about it.
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Hi. I'm just an "user" of Freespace (I don't know much about coding) so maybe I've done something wrong, but I'm getting two "warnings" (after I close the windows, the game continues running) with latets builds and 3.6.8. vp's. I've deleted old 3.6.7 vp's, I have OpenAL installed and I've tried 29-12 and 07-01 builds.
1. First warning:
Just after the intro screen appears the game seems to hang to a black screen. Then if I press "Esc" key, I get a tipical Ok-message window with the next content:
Window Title: PlayWnd Sample
Message: FAILED(hr=0x80040154) in CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC_SERVER, IID_IGraphBuilder, (void **)&pGB) (DShow error)
Buttons: OK (Aceptar in Spanish)
When I press "Aceptar" the game continues loading without problems and with sound
2. Second warning::
I wanted to check Derelict. I've read WMCoolmon's 118 reply so I have created a file named "derelict_fix-wep.tbm" with the WMCoolmon's content. I've also extracted Helios-tech.pof and renamed it to Helios_tech.pof. With this two files I've build mv_00patch.vp. Inside this vp, Helios_tech.pof is in "data\models" and derelict_fix-wep.tbm is in "data\tables". With this vp file in the FreeSpace2 directory I get the following warning just before the first one:
Error: derelict_fix-wep.tbm(line 62:
Error: Required token = [#End] or [$Name:], found [#Primary Weapons]
in weapon: Hornet#Weak.
File:\fs2_open\code\parse\parselo.cpp
Line: 606
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
But if I press Ok button the game continues loading (till the first warning). Derelict MOD seems to work fine too.
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2nd one: You seem to have an extra #Primary Weapons line there. And for the notice you do not have to build your own vp files... Just toss the files to the mods data/.... directories.. If you can PM the tbm to me (just copy paste it to the post field, no need to upload anything) i will check it.
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Hi, again.
After some PM's with Wanderer I have discovered what was wrong with the 2nd error. At least for me, the code WMCoolmon wrote in #118 reply needs an #End statement at the end. :yes:
Does anyone have any hint about the first one?
One suggestion about media vp's. Why don't you split adveffects in several vps for each group of effects (keeping all of them in an only zip file for download)? In this way it would be very easy to switch them on or off until you find the best configuration (quality vs. performance) for your computer without having to manually split the "official" vp.
-
It'd be a PITA to keep track of, and I think that generally, if you have a good enough system for part of adveffects, you have a good enough system for all of adveffects. The actual memory added on by each feature is relatively small, and the 'minimal requirements' pretty low. I have:
AMD64 3000+
1024 MB DDR400 RAM
GF6600 GT 128MB
SATA Hard drive
Audigy 2 NX.
This is basically the minimum requirements for games like Battlefield 2, and still gives crappy load times in HL2 with stuff set to high (even though gameplay is usually smooth), but can use adveffects with antialiasing on most missions and still have them be playable.
The biggest problems usually show up with the HT&L Aeolus, IIRC, although nothing in adveffects should effect that.
So...considering the number of people who got/are getting systems better than me for Christmas, overall it's easier for people to just individually extract the features they want.
Edit: Oh, and sorry about the #End thing. I'm too used to having a parser to check my syntax.
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On my old card I found that the adveffects had a fairly minimal framerate impact, but the high poly models really killed performance. It should work pretty well if you only remove that vp. (I still don't always play with those, since a few of them have some bugs)
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Hmm..what bugs are those?
(http://i22.photobucket.com/albums/b311/WMCoolmon/raidbug.gif)
-
Is it normal that some models take about 45 secs to show up in Tech room (when they load for the first time)?
Edit: (with 01/07 build)
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Hmm..what bugs are those?
(http://i22.photobucket.com/albums/b311/WMCoolmon/raidbug.gif)
They're small things, but I've found that they can affect gameplay. The Orion's engine subsystem is further inside the model than it used to be, which makes it much harder to destroy it using bombs and is making one of my missions significantly tougher, while a few of the Hecate's turrets are not quite the same size as the old ones (namely turret06, turret07 and turret08), so they are easier/harder to hit from a distance and slightly alter the difficulty in another of my missions. I basically use the models vp everywhere except those two missions.
By the way, I found this lying around on my hard drive that I made several years ago and may be a useful addition to the next media vp set:
http://home.comcast.net/~cp5670/shieldbv-01.ani
It just fixes that bug with the Bakha's shield animation in the original game.
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Hi. I'm just an "user" of Freespace (I don't know much about coding) so maybe I've done something wrong, but I'm getting two "warnings" (after I close the windows, the game continues running) with latets builds and 3.6.8. vp's. I've deleted old 3.6.7 vp's, I have OpenAL installed and I've tried 29-12 and 07-01 builds.
1. First warning:
Just after the intro screen appears the game seems to hang to a black screen. Then if I press "Esc" key, I get a tipical Ok-message window with the next content:
Window Title: PlayWnd Sample
Message: FAILED(hr=0x80040154) in CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC_SERVER, IID_IGraphBuilder, (void **)&pGB) (DShow error)
Buttons: OK (Aceptar in Spanish)
When I press "Aceptar" the game continues loading without problems and with sound
Hi, again. I'm getting this "error" in other situations. For example in the last FS2 campaign mission (the incoming transmision one), it apears just between the load progress screen (when the mission has just completed loading) and the briefing screen. Should I mantis it? I've never had this issue with previous builds and vps.
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Is it normal that some models take about 45 secs to show up in Tech room (when they load for the first time)?
Yes. The game is making a .IBX file all that time. When you next view the ship (in a mission or in the tech room again) the game simply loads the .idx file from data\cache instead of recreating it.
It may be an idea to distribute an ibx VP file later on as we get more HTL models. Otherwise we're going to have people thinking that the game has crashed when it sits still for 3-4 minutes making .ibx files for all the HTL models in the game.
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Do I see that right, that the missing "Fighter shockwave" is breakin "Special Explosion"?
At least for Fighters and the Meson-Bombs?
This breaks some missions. FS1-Missions and one FS2-Mission (you know - blowing up the knossos. The dragons should be blasted away by the shockwaves, but nothing happens).
And, of course, selfmade missions.
Or is it a code-bug?
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It may be an idea to distribute an ibx VP file later on as we get more HTL models. Otherwise we're going to have people thinking that the game has crashed when it sits still for 3-4 minutes making .ibx files for all the HTL models in the game.
I second that ;)
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There should be no fighter shockwave in the mediaVPs. But I don't remember adding a shockwave entry change for the Meson bomb, isn't that done with the special explosion thing?
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Well.. The whole Special Explosion "thing" isn't working...
Nothing...
Nada...
No shockwave...
Not for Fighters and not for the Meson-Bomb...
Oh... And while I'm at it, a little Bug-Report about the High-Poly Missiles ;)
They don't look right in the Tech-room... They don't look like missiles at all...
In mission they work fine...
Screenshots:
Harpoon:
(http://home.arcor.de/mr_maniac/Bilder/fs2open/Harpoon.png)
Trebuchet:
(http://home.arcor.de/mr_maniac/Bilder/fs2open/Trebuche.png)
Stiletto II:
(http://home.arcor.de/mr_maniac/Bilder/fs2open/Stiletto.png)
Helios:
(http://home.arcor.de/mr_maniac/Bilder/fs2open/Helios.png)
But "not original" FS2-Missiles that use these models DO work (because it is using the helios.pof instead of the helios_tech.pof):
Helios - Fury MK VI:
(http://home.arcor.de/mr_maniac/Bilder/fs2open/Helios2.png)
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Yeah, the techroom models have some kind of issue with them. Eventually I think I'm just going to make that a rotating version of the model, with the distance based on radius, however the tech models themselves are not centered and so wouldn't rotate properly.
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I suggested useing the "techroom center" option in MODview and having it key off that.
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Hrm, I've run across three issues that may or may not be related to the pack. I'm on the 12/19/05 CVS build, with these beta VP's.
First, the Hercules mk I is invisible at medium ranges. Plus, the model doesn't show up in the selected target screen when I actually target said Hercules.
Second, the Deimos is MOSTLY there, but there is a strip below the "nameplate" that extends half the length of the model where you can see completely through the Deimos.
Third, astroids must be phase-cloaked or something. I can target them, but otherwise they don't exist. I can't see them, shoot them, or even collide with them.
Screenies available upon request :p
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Are you using -jpgtga in your command line options?
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Nope. I also just noticed that the Deimos is missing all but four tiny parts of the model in my target render screen... o_O
Should I be using the -jpgtga tag?
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Unless you're running an antiquated machine, -jpgtga is HIGHLY recommended. What are your specs?
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Antique:-P It's a PIII 700mhz (Dualie though!), 512MB RAM, and a GFFX 5200. Adding in the tag seems to be working well. However, is there a way to disable the new(ish) shockwaves? They do murder to my framerates.
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I'm not that familiar with the new MV contents. Its been a while since I played straight FS.
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If you're using adveffeects, move it. If not, you'll have to extract mv_effects and take out shockwave01.eff; or if somebody has the link to the lowest-quality version, you could try that one. IIRC the one in effeccts is medium quality.
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Yeah, the techroom models have some kind of issue with them. Eventually I think I'm just going to make that a rotating version of the model, with the distance based on radius, however the tech models themselves are not centered and so wouldn't rotate properly.
I'l fix that, no prob.
But in the meantime,
While the "ighting on missiles" option works well ingame, there is no effect in the techroom, where it's realy noticable, can that be changed?
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If I can get missiles rotating properly, I should be able to switch specular lighting back on. Right now it's off, because trying to position the light right - when I can't even position the missile right - would be :ick:
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If we had a full set of loadout models for the missiiles, getting the models rotating should be fairly trivial. The difference is that right now the code is assuming the missile is fully in front of the origin (which the current "standard" missiles have) instead of being centered on the origin. I'm not 100% sure why the missile rendering code here isn't ripped out of the techroom code, since that's really what it should be mimicing. Of course, then we start requiring special art for the 3d loadout option even with the retail campaign, which isn't optimal.
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:rolleyes:
It is ripped out of the techroom code. However, it looked rather crappy for the missile to be spinning around since I had to use the same sort of code to make a guess about where the missile was. Even then, the missile was spinning around like a bat. (IE like the Colossus in the techroom, except worse)
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Right, so if we had missile models centered on the origin like they should be for the loadout, then they would look fine with code that no one has to think about. That's all I was saying.
if (bounding_box_min_z < 0)
{
use techroom code;
}
else
{
disable spin;
use current code;
}
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I suggested useing the "techroom center" option in MODview and having it key off that.
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Right, so if we had missile models centered on the origin like they should be for the loadout, then they would look fine with code that no one has to think about. That's all I was saying.
(code)
oic :nod:
I suggested useing the "techroom center" option in MODview and having it key off that.
Unless the model_render and submodel_render functions will handle that automatically, I don't see how that's going to happen with my current maths knowledge. Unless you can tell me how to translate and rotate the model at the same time so that it appears as though it's rotating around the techroom center using math formulae.
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Unless the model_render and submodel_render functions will handle that automatically, I don't see how that's going to happen with my current maths knowledge. Unless you can tell me how to translate and rotate the model at the same time so that it appears as though it's rotating around the techroom center using math formulae.
This is what gets me confused, because models in the techroom already rotate about their techroom center, not the center of the model. So if the loadout code is in fact ripped from the techroom, shouldn't that functionality already be there in some form?
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May I ask what is with Special Explosion now?
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Sorry, but are anyone sufferning Mantis 0000691 bug?
I mean this two issues:
+ "8. Cover me" command does not work and it appears as an unselectable option in the command list.
+ Support ship does not appear in command ship list, (the list that apperars with "c" > 1), so I can't order it anything.
I have got these bugs with latest 3.6.8. vp's and builds, but it works fine with 3.6.7. vp's (patched) and 2005-12-08 build. As I know nothing about FS2 insides and coding, I don't know if its a vp-bug or a build-bug.
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I don't know, i don't get that command menu bug at all, i just use the latest possible CVS build with the 3.6.8's.
However with the 3.6.8's, right where my 3dradar is over the Orion, that's an impact decal, at first i thought the really beautiful orion had a wierd model and textures in the 3.6.8's, but it turns out it was those new impact decals.
(http://www.geocities.com/x_s99rage/lolatimpactdecals.jpg)
Man, right now they are so wierd.
Then during the mission before i knew it was impact decals, looking at the sobek alarmed me further when it looked it all funky, until i shot it myself, and i was like oh, the impact decals are funky.
So far the impact decals from one shot of lasers reveals a huge section of gray with patterned actual laser hits along the hull of the sobek.
And i don't know what to make of the orion decal here.
Thought you guys might like a screenshot.
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Unless the model_render and submodel_render functions will handle that automatically, I don't see how that's going to happen with my current maths knowledge. Unless you can tell me how to translate and rotate the model at the same time so that it appears as though it's rotating around the techroom center using math formulae.
This is what gets me confused, because models in the techroom already rotate about their techroom center, not the center of the model. So if the loadout code is in fact ripped from the techroom, shouldn't that functionality already be there in some form?
If it's the autocentering stuff, then it's already using that. If moving around that point for the models in the weapons loadout doesn't change anything, then it's likely that it's not doing anything.
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One thing I've wondered for a bit: If people offer different versions of a high poly model like VA usually does with his high and medium detailed ones, which do you usually stick into the VP's?
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I've been going with the high-res ones, I don't think anyone has had a problem with one of them.
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A bit off topic, but is there any way to override the tbm files in these vps? I want to able to use these vps with an older build that doesn't support the new tbm format.
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Unless the model_render and submodel_render functions will handle that automatically, I don't see how that's going to happen with my current maths knowledge. Unless you can tell me how to translate and rotate the model at the same time so that it appears as though it's rotating around the techroom center using math formulae.
This is what gets me confused, because models in the techroom already rotate about their techroom center, not the center of the model. So if the loadout code is in fact ripped from the techroom, shouldn't that functionality already be there in some form?
If it's the autocentering stuff, then it's already using that. If moving around that point for the models in the weapons loadout doesn't change anything, then it's likely that it's not doing anything.
It does alter the positioning, but it only makes things worse because of the current code. Were the position-fixing code removed except under specific conditions (specifically bounding_box_min_z >= 0 and techroom_center_z = 0, as it is for standard :v: models) then I think it would just work with only minor tweaks to the missile POFs.
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Hmm, possibly.
A bit off topic, but is there any way to override the tbm files in these vps? I want to able to use these vps with an older build that doesn't support the new tbm format.
The easiest way is to just make a blank file with the same name as the .tbm and put that in the Media_VPs/data/tables folder. Or a mod directory higher up the precedence ladder. Never really tried it, but that should do the trick.
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That's simple enough. I'll give it a try.
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Just out of the interest..
f_shockwave.dds can be found from both mv_effects.vp and mv_adveffects.vp, does have any use in there? There was no f_shockwave.pof in those .vp files.
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I think this is a vp bug.
GVG Anuket has lost the engine glow
(http://"c:\anuket.jpg")
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I think this is a vp bug.
GVG Anuket has lost the engine glow
(http://"c:\anuket.jpg")
I've got an screenshot of it, but how the hell can I upload an image?
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Click "Additional Options..." at the bottom of the post screen.
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I think this is a vp bug.
GVG Anuket has lost the engine glow
(http://"c:\anuket.jpg")
Under which build(s)?
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Anukets thrust glows are inside of its hull, deep inside. I would be suprised if those could be seen.
I checked Anuket from 3.6.8 delta mediavps with Modelview.
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dude, you ****ing ROCK! :D
load times are insanely fast. i loaded the Hercules in just a few seconds. same with the orion. :)
but, i've had the same problems as Mr_Maniac, and when i use the viewer and look at the missiles, the bloody things get distorted and elongated.
oh, and where are the little chainlinks on the Helios?
[EDIT] Almost forgot...
(http://img39.imageshack.us/img39/2891/screen02067qn.png)
(http://img39.imageshack.us/img39/2627/screen02078yr.png)
(http://img39.imageshack.us/img39/9995/screen02080jf.png)
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Problem with missiles is that there isn't really a distance value anywhere to generate the point from which they are viewed in the techroom. I wish there were though; it would make a number of problems considerably easier.
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Anukets thrust glows are inside of its hull, deep inside. I would be suprised if those could be seen.
I checked Anuket from 3.6.8 delta mediavps with Modelview.
I don't know if that is the reason but they are visible with 3.6.7. Vps
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3.6.7 has Anuket with thruster glows in the right places. It is just that the model has been changed or rather the positions of the glows have been changed.
EDIT: it seems that some one has really played with models this time.. In 3.6.7 mediavps engines glows are in the right position for the HTL version (lod 0) but appear far behind the anuket on other lods. Now in the 3.6.8 version this has been 'fixed' by moving the glows forward so that they are in correct position for all the other LODs but the HTL model.. And with HTL (= the current LOD 0) model those glows are inside the vessel. The main problem is that the centerpoints of the LOD 0 model and other models are different but this has not been fixed.
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I was afraid of that. Unfortunately that won't be a simple fix, by any means.
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Click "Additional Options..." at the bottom of the post screen.
Thank you. :yes:
I suppose noone needs the image now so I'm not uploading it
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hey, WMCoolmon, the maps don't seem to like alpha transparencies very much. i just get white textures, like in the pics i showed.
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I'm not sure what's going on there, because the Artemis shouldn't be affected if it were just alpha-transparent things. Looks to me like shines are WAY too bright or something.
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hey, WMCoolmon, the maps don't seem to like alpha transparencies very much. i just get white textures, like in the pics i showed.
Do you have a Radeon 9250, Cobra? I know someone else with that card who was having a similar problem, I suspect that it's got something to do with video card memory getting used up.
Try turning on img2dds if you haven't already.
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well, the last time i tried using img2dds my graphics got so ****ed up you couldn't tell what was what. :p
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"getCampaign" is now "getCampaignName" :)
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oy, i just figured out what the problem was:
i have your scripting table in my data folder, and i'm not using the scriptdemo.exe ><
[EDIT]With these new CVS builds, it seems that img2dds with D3D really screws up the textures, as the Apollo looked like an assimilated Borg ship with the nose missing. i'll test it in-game now.
and i still can't see the shockwaves.
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Have you tried OpenGL?
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OpenGL works perfectly, img2dds works perfectly, i can actually see shines from the shinemaps, and i can finally see the shockwaves (although the damn things bring me down to 9 FPS, even with my better video card). :D
[EDIT] I've also noticed that FSO keeps asking for helios_tech.pof. the file itself is there, but someone screwed up in naming the file, as it says helios-tech.pof instead of helios_tech.pof. :)
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There seems to be some issues with the update mission "The Sixth Wonder". Enif Station actually jumps to subspace, and I know it's not supposed to do that.
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I've been lurking awhile and decided finally to post.
I converted the 3.6.8 beta Media Vp's to DDS to make them run faster. In doing this I found a few problems. Many textures are not 'powers of 2'; I can post a list if wanted. Second, some of the ANI's are running 100+ fps; I don't know if this is a bug or not. Third, mv_effects\effects\red-glow is transparent, as it is in the 3.6.7 VP's.
Also, what is the point of mv_effects\effects\debris03.ani at size 15x11?
Thanks
Edit: Third problem should be mv_effect\MAPS\red-glow. oops :rolleyes:
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:welcome:
A list would be nice, although I don't know if anyone has the time to update or re-do the files to fix the errors.
I don't seem to have a red-glow file, but it sounds like a problem taylor found a bit back, where fs2_open couldn't read newer-version TGA files. I think that was fixed in CVS; IrfanView is able to open these files and have them show properly, but save them in a format that fixes the problem. (Just open and re-save as a TGA, oddly enough)
debris03.ani, IIRC, is used for motion debris (Stuff that flies past when the ship is moving). Likely the original set of debris had a level 3 LOD, so the updated version was just resized accordingly so the code wouldn't complain. It should be updated to a 16x16 at least, although I don't think you'd even really notice (or care) at 640x480. Maybe if you had an S3 Sirge or something, it might be useful. :p
If you can upload the converted DDS files I'll go through 'em, I can't promise that I'll use any of them, though - I have a converted set already that's awaiting for me to go through them, so I'll end up using whatever the best versions there are out of what I have, when it looks like I have enough media to make another release worth it. (There are a couple high-poly models that are almost completed, and there are two more that're sitting on my desktop to be added to the next set).
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There is a problem in the mv_core.vp v3.6.8 Delta, in the file mv_tech-shp.tbm, the Pegasus Bank Fix entry doesn't have the +nocreate flag, and it should have it......I don't know how this affect really FS2 Campaing....so it's creating an empty entry in MODS, which lead to a crash if the Model selected, in INF where the Ship entry limit is maxed that entry is causing lot of troubles........no it is not really maxed, there is space for 2 more entries I believe.....
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Working on that list. I will post it when I get it all typed in.
Resaving red-glow with Irfanview made it show up. The Gimp wouldn't read it correctly. :hopping:
I would be happy to upload the dds files... If I had a place to upload them to.
If I do upload them, do you want the whole VP's or just the dds files in the correct directory structure?
Edit: I have converted all the ani's to eff's, although that about tripled the size of adv_effects. They all still zip well though. ;)
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Resaving red-glow with Irfanview made it show up. The Gimp wouldn't read it correctly. :hopping:
To make it work in Gimp just decompose it into RGB and then recompose it (also into RGB). When you save it back out it will be a proper TGA, or DDS if you are converting it. The problem with these files is that the alpha is wrong (well, not technically wrong), where it should be 0xFF for the alpha (fully opaque) it's 0x00 instead (fully transparent). Gimp doesn't support files with the alpha like that and FS2_Open doesn't support it very well (or at all, tends to vary). It still has all of the image data though, it just thinks it's transparent, so when you recompose it without the alpha it will work fine. Basically these files should only be 24-bit TGA and whoever made them wrongly created 32-bit TGA instead.
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To make it work in Gimp just decompose it into RGB and then recompose it (also into RGB).
I'll have to remember that, thanks.
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Sorry for double-posting, but this is not related to my last post.
If someone would be willing to host my dds vp's I will upload them.
The sizes of them are:
mv_adveffects: 28.5 MB
mv_effects: 16.7 MB
mv_models: 36.1 MB
mv_textures: 66.4 MB
I am still changing them slightly, so the sizes may change slightly.
The non-power-of-2 texture list is attached. There were also some textures I was not able to batch-convert, a list of those is attached seperatly.
Thanks
Edit: oop's, I missed one. Add mv_adv_effects\effect\explode1 to the non-power-of-2 list. I am also working on a list of the tga's with the messed up alpha channel. so far I just see the nebula's in adv_effects (dneb* and neb*).
[attachment deleted by admin]
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Is this really triple posting, considering the fact that I waited four days to post again?
I finished the list of the textures with the bad alpha channel. There does not appear to be that many of them. And I guess I won't be uploading those dds vp's since I don't have anywhere to host them. Sorry WMCoolmon.
Edit: updated the txt and posted a few posts down.
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The shinemaps should be almost completely transparent, so those are right. And the glows really should be DDS anyway, but are at most 24-bit. They don't need any alpha at all.
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The shinemaps should be almost completely transparent
Most of the shinemaps I can see parts of, but there are a few that I cannot see anything at all. I guess they aren't supposed to shine.
And the glows really should be DDS anyway, but are at most 24-bit. They don't need any alpha at all.
In my local vp's, I decomposed and recomposed into rgb those glows and they work fine as far as I can tell.
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Actually they do shine. They just happen to have an all-0 alpha channel. This is intentional, because the RGB values dictate shine levels, while alpha controls environmental mapping. Completely non-reflective maps (as most should be, more or less) will be completely invisible. The error would be if you came across one that was tga with an alpha channel but was almost totally opaque.
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Ok, I won't mess with the shinemaps. They are outside of my range of artistic knowledge.
I removed the shinemaps from my badalpha.txt and attached it below.
[attachment deleted by admin]
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A few tweaks desired in vp 3.6.8 delta.
While playing with a debug build, I've noticed this "mini-bugs"
1. HTL Hecate is "bigger" than original, so in the begining of Mystery of The Trinity you start inside its hull.
I attach an screenshot of what I say. I would repair it, slightly moving all Herc2 starting positions a bit up. It has no mission balance influence, and the current situation is really ugly.
2. HTL Faustus and Hecate have "Couldn't fix up turret indices in spline path" warnings.
Faustus only has one, but Hecate has a lot. I don't know the importance of these warnings. I copy the Faustus one:
Warning: Couldn't fix up turret indices in spline path
Model: science01.pof
Path: $path04
Vertex: 0
Turret model id:16
This probably means the turret was not specified in mv_textures-shp.tbm
File:c:\fs2_open\code\ship\ship.cpp
Line: 8066
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-P420060123.exe 006eb795()
fs2_open_d-P420060123.exe 006eb4c7()
fs2_open_d-P420060123.exe 00a3de7a()
fs2_open_d-P420060123.exe 006eb613()
fs2_open_d-P420060123.exe 006ef96d()
fs2_open_d-P420060123.exe 006f014a()
fs2_open_d-P420060123.exe 006f49d1()
fs2_open_d-P420060123.exe 006f5ce2()
fs2_open_d-P420060123.exe 008bbf8f()
fs2_open_d-P420060123.exe 006d3d2b()
fs2_open_d-P420060123.exe 006e161f()
fs2_open_d-P420060123.exe 0089668d()
fs2_open_d-P420060123.exe 006dff6c()
fs2_open_d-P420060123.exe 00896cac()
fs2_open_d-P420060123.exe 006e3675()
------------------------------------------------------------------
[attachment deleted by admin]
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uhn... in the first post of this topic, the creator says that a new CVS is need to make those files work... but I dont have the slightest idea wht da hell is this!
Can someone put a link or something plz?
By the way... there´s some link that explains how to use lightspeed files?! (milliways in SCP site)
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New CVS builds that is most current WIP version of the game engine can be found from here (http://www.hard-light.net/forums/index.php/topic,34852.0.html). They are generally about as stable as the official release builds...
Lightspeeds graphic updates should already be included to the mediavps...
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Thx wanderer it´s all that I needed!!!
But, now I got another problem here... when I hit the exe a screen telling " unrecognize command line parameter -rlm, continue?" appears to me. If I hit ok the game goes on, but takes lots of times until it loads and after de debrefieng the games freeze and the WinXP error screen cames out!! =/
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The -rlm thing is because the -rlm command line became obsolete in later builds because it was turned on for everyone and thus no longer needs a switch.
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EDIT....NM. Found what I was looking for.
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Sorry, your question is a little more general than you probably realize. Do you mean just lots and lots of stars (a new starfield skybox), in, say, the FS2 campaign? If so, you should already have it, mv_models comes with it.
Or do you mean, more pretty background nebula, used in many of the newer campaigns? If so, perhaps you mean Lightspeed's nebula. I don't know if there's an official place to download it yet, so here's my link: http://www.qeyleb.net/files/ls_neb.rar (Extract the vp to your main Freespace 2 folder. If you can't open RAR, go get http://www.izarc.org/ or http://www.7-zip.org/)
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Aloha!
This here is my first post and I wanted to start by congratulating all of you talented folks working on this project. Everything I've seen so far is excellent, and you all deserve a ton of acclaim and thanks for your work.
That being said, I'm hoping one of you genius mastermind folks knows how to fix my problem. I know earlier in this thread, someone listed a "turretangle" issue, and I seem to be running into the same thing.
ERROR: "mv_turretangle-shp.tbm(line 7: Error: Missing required token: [+delay:]. Found [+relative_angle:
90,180,0] in ship: GTB Medusa instead." at parse/parselo.cpp:629
My problem is that the prescribed fix was to remove the patches from the 3.6.7 VPs. Unfortunately, I never had the 3.6.7s at all. I've just installed everything fresh, with a brand-spanking new executable compiled from CVS, and the 3.6.8delta VPs.
I can run the game if I remove the mv_core.vp, but that's obviously not a particularly desirable fix. I also managed to get it running with the 3.6.7 mv_core.vp, but as previously mentioned all over the dang place, mixing versions can be (and has been) problematic.
Is there something I'm missing here?
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This is a problem with recent build due to a spelling correction. Put the attached file in your Media_VP/data/tables/ directory, and the error should go away (untested).
Just remember to delete the file after the next patch or version.
[attachment deleted by admin]
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Totally excellent!
Thanks a ton, WMCoolmon! I'm off to go play now. :)
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Well, that fix .tbm file isn't working for me on my Linux CVS build. I get that same error. I don't understand why.
EDIT: Even stranger is that Inferno works.
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Well, that fix .tbm file isn't working for me on my Linux CVS build. I get that same error. I don't understand why.
Where are you putting the .tbm, and where are your MediaVPs?
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My media vps are in a subdirectory of my game directory. The subdir is named "Open". I have the tbm in %gamedir%/Open/data/tables
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My media vps are in a subdirectory of my game directory. The subdir is named "Open". I have the tbm in %gamedir%/Open/data/tables
Rename "Open" to be "open" (it's case sensitive) and see if it starts working then.
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EDIT: Deleted due to excessive grouchiness
Why is the game case sensitive? I would think that it shouldn't be. OTOH, I could just drop my media VPs in my main directory like I used to do. I really have no intention of trying any multiplayer.
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Why is the game case sensitive?
Linux is case sensitive. The game tries to get around this by assuming that everything is lowercase but that causes various issues of it finding files and then not finding files based on file/directory case. Just keep everything lowercase and it works fine.
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Very odd. Inferno had no problem being in the Inferno directory...I'll have to experiment some later.
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Files inside of a VP are without any case sensitivity and a VP itself can be found and used regardless of it's case. Regular files are handled a bit differently though so a file just sitting somewhere in the data/ directory is accessed in a way that file case is more of an issue.
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Ok. I get it now. That means I need to rename my Sol: a History directory.
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Okay. I have some questions. I am new to freespace 2, and have reinstalled it after a long long time.
I downloaded and installed the latest version of the open source thing, fs2_open_367
Everything was working fine until I downloaded these MediaVP things. I downloaded the ones in this thread, 3.6.8 and put them in a proper mod folder, and had the launcher guide to it.
However, when I try to run the game, I get these errors.
Error: mv_models-wep.tbm(3):
Error: Required token = [$Model file:], found [+nocreate]
in weapon: Harpoon.
File:parse/parselo.cpp
Line: 551
Then some other errors, similiar.
Error: mv_models-wep.tbm(4):
Error: Required token = [$Model file:], found [$Tech Model: crossbow_tech.pof]
in weapon: Harpoon.
File:parse/parselo.cpp
Line: 551
Error: mv_models-wep.tbm(5):
Error: Required token = [$Model file:], found [$Name: Harpoon D]
in weapon: Harpoon.
File:parse/parselo.cpp
Line: 551
Error: mv_models-wep.tbm(8):
Error: Required token = [$Model file:], found [+nocreate]
in weapon: Harpoon.
File:parse/parselo.cpp
Line: 551
Error: mv_models-wep.tbm(9):
Error: Required token = [$Model file:], found [$Tech Model: crossbow_tech.pof]
in weapon: Harpoon.
File:parse/parselo.cpp
Line: 551
Can anybody help me out here? I've read everything seemingly, and can't seem to resolve the issue on my own. Take note I am a complete newbie to this whole scene, I just want to be able to play the game with all the great work of the community... improved graphics, etc! :)
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You want to pay more attention to that big warning about needing a CVS build :)
Get to the SCP Forum >> Recent Builds >> CVS Builds Thread and pick yourself up one (and OpenAL as well)
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is there a list anywhere of what options in the launcher these support? like, "Enable jpg/tga textures" or "Impact Decals" or "Evironment Mapping" of some sort? i looked through the readmes, but if i missed it, tell me.
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There's some more information available at http://www.hard-light.net/wiki/index.php/Command-Line_Reference
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Essentially, no.
Technically, yes. This set should enable impact decals. But decals are in a half-working state right now, in D3D only, if that much, so you're probably better off just turning them off.
The most obvious things are more improved models, turret angle fixes, 3D shockwaves, and animated beamglows (if you use adveffects).
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It looks like you forgot a +nocreate for the GTF Pegasus in mv_tech-shp.tbm. This causes crashes in any mod that doesn't use the Pegasus, such as the FSPort.
Also, now that the inital/initial thing has been fixed, and the positioning stuff has the quotes removed, those need to be updated as well. :)
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Originally posted, a few more than a month ago:
There is a problem in the mv_core.vp v3.6.8 Delta, in the file mv_tech-shp.tbm, the Pegasus Bank Fix entry doesn't have the +nocreate flag, and it should have it......I don't know how this affect really FS2 Campaing....so it's creating an empty entry in MODS, which lead to a crash if the Model selected, in INF where the Ship entry limit is maxed that entry is causing lot of troubles........no it is not really maxed, there is space for 2 more entries I believe.....
Thanks Goober, I also have people asking in INF about that specific error, I hope people will be more informed now.
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couldn't the fix to the small code problem be made in a patch? or are you on the verge to releasing epsolon?
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It looks like you forgot a +nocreate for the GTF Pegasus in mv_tech-shp.tbm. This causes crashes in any mod that doesn't use the Pegasus, such as the FSPort.
Also, now that the inital/initial thing has been fixed, and the positioning stuff has the quotes removed, those need to be updated as well. :)
AH HA! That one was baffling me.
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couldn't the fix to the small code problem be made in a patch? or are you on the verge to releasing epsolon?
Of course, just download the fixed file (mv_tech-shp.tbm):
http://www.fileh.com/Shadow00000/mv_tech-shp.zip
Unzip and copy it in the data\tables sub-directory. It's really good that Modular Tables can be overriden by another with the same name, otherwise updates would be impossible until the original file is deleted or replaced.
-------------------------------------------------------
I test it with Inferno and it is working OK, the Pegasus entry isn't anywhere, I hope this doesn't cause troubles...
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Hey thanks for that fix, I was probably driving Goober up the wall in the FSPort forum yesterday because of that bug. Um, I posted this information a while ago, but I put it in the wrong topic...
Not sure if this is true for everyone, but it seems that the GVC Aten is missing something...
(https://webspace.utexas.edu/maa945/www/screen0067.jpg)
I remember seeing an exotic shine to that bar in the previous media vps. This shot was taken in OpenGL, and this effect occurs with mipmapping on or off. I have also noticed that some ships are missing shinemaps as well. I know that these models, including the GVB Bakha, some turrets and containers, were low on the priority list, but I just wanted to verify if there was something missing in the current vps.
(https://webspace.utexas.edu/maa945/www/screen0068.jpg)
I also made reference to the GVG Anuket to verify whether the "no engine glow" fix had been placed in the vps yet because I was still seeing the same issue. Thanks.
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Thanks alot Shadow, Goober was saying, in the other thread, that we would have to wait till you guys released Epsolon before the bug was fixed, and i had no idea how long you guys were to completing it.
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I am getting the following error message, before loading the mission where the Iceni first escapes through the jump node. This causes Freespace 2 to crash:
Error: Can't open model file <cruiser01x.pof>
File:\fs2_open\code\model\modelread.cpp
Line: 1779
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I am using the 3.6.8 media VPs (Delta version), and the 3/1/2006 CVS build.
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Without the mv_models.vp? With ShivanSPS' big SCP download torrent?
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Without the mv_models.vp? With ShivanSPS' big SCP download torrent?
I am using ShivanSPS' torrent download (I do own Freespace 2, but I recently moved, and can no longer find my disks). His package includes mv_models.vp. The first time I encountered this error message, I downloaded the Delta Media VPs from the first message in this thread. I only posted, when the error message persisted.
Should I try running Freespace 2 SCP without mv_models.vp?
EDIT: I get this same error message with the latest CVS build (20060301 - both Direct3D and OpenGL), and the version packaged in the ShivanSPS torrent (20060125), when the latter is set for Direct3D. The 20060125 OpenGL mode works normally....I am able to finish the mission.
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look in mv_effects. there should be a fixed cruiser01x.pof in there.
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cruiser01x.pof is in mv_models. What build of CVS are you using? If it's the one that came with ShivanSPS... I'd think it would work, but you might try a newer build at the CVS Builds topic (http://www.hard-light.net/forums/index.php/topic,34852.0.html). Otherwise no clue.... unless you installed this torrent download on top of an existing installation? I remember we had a lot of troubles with one of those cruiser##x.pof files with mv_aseffects long ago...
Now for everyone else: please note that mv_textures-shp.tbm also lacks a +nocreate . Easy to fix... file attached for the lazy :p
[attachment deleted by admin]
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I suspect the problem is that you are running FS2_Open with no mods enabled. There is a ships.tbl file in the the main Data folder of ShivanSPS' torrent that is there to support lower end shockwaves but is probably the cause of this problem.
Run the launcher and go to the mods tab. Ensure that mediavps is the selected mod. If it isn't press the select mod button and choose it. Problem should go away now :)
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:) More Deimos good stuff, I don't know if you guys noticed but it seems their is no defined engine subsystems in the Deimos model. I noticed it when I was playing with Derelict mod. there is one mission where in I must disable the the Deimos to prevent it from escaping. I tried targeting the engine subs but no engines :( I repeated the mission 5 times but still the same thing. I tried viewing it in Model View.... no engines, managed to fix it by extracting the model and importing engine subsystem data to it via POF CS from the original FS2 Deimos.
[attachment deleted by admin]
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It's got them, but they are physical not special. I.e. they are geometry-defined. It's possible that the current version has a line missing in the object properties, but it's equally likely that what you're seeing is code-related or just not an issue. You won't see them in that tab of modelview.
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Not entirely sure where to put this to get it into the next media VP set, but there's now a fully optimised version of the HTL Fenris model in this thread: http://www.hard-light.net/forums/index.php/topic,38928.msg793730.html#msg793730
It should be considerably more FPS-friendly than the previous/current ones (and looks slightly better), but to get it working without issues like missing trim or rear light weirdness, it *NEEDS* to have the modified textures included in that zip, meaning the current ones in the media VPs will need to be replaced.
Thanks. :)
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Awesome :yes:
On closer inspection, the special subsystems are in weird places and are a tad big. On the Levy I couldn't target subsystems.
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Also, this version is not yet compatible with Lightys specific Levvy/Fenris maps for the same reason as above. I'll fix his maps up to match the current model asap.
I'll bet that's the reason. I'd just wait for him to release the fixes for those.
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Well, if you've d/led the fenris already, you'll need to d/l it again I'm afraid - that one had nameplate holes :(
Assuming I haven't missed anything further, these ones should be the final versions. :nervous:
Regular HTL fenris only (will double as the levy) (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenris%5FHigh%5FFinal.zip)
OR
Lightspeed textured versions of both the Fenris and Levy (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenANDLev%5FLs%5FFinal.zip)
Same thing applies with the Lighty versions as the regular ones - they'll need all the maps that are included in these zips in order to run with no trouble. If you mix and match versions, problems/inefficiencies will occur. ;)
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(edit) n/m
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No seriously, the subsystems are buggered.
(http://n.ethz.ch/student/ebuerli/download/HTL_Fenris.jpg)
EDIT: Ok, after checking the original model, apparently they're supposded to be that way. But somehow I remembered them to be less ridiculous :confused:
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biggest subsystem on a cruiser evar.
but i've always wondered, why is the engine subsystem located near the bloody radar dish and not near the engine itself? :wtf:
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Well, if you've d/led the fenris already, you'll need to d/l it again I'm afraid - that one had nameplate holes :(
Assuming I haven't missed anything further, these ones should be the final versions. :nervous:
http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenris%5FHigh%5FFinal.zip
http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenANDLev%5FLs%5FFinal.zip
Same thing applies with the Lighty versions as the regular ones - they'll need all the maps that are included in these zips in order to run with no trouble. If you mix and match versions, problems/inefficiencies will occur. ;)
Please pardon me for asking a noob question, but are there installation instructions included in these ZIp files? If not, how do I install these?
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Please pardon me for asking a noob question, but are there installation instructions included in these ZIp files? If not, how do I install these?
Just extract the cuiser01.pof to /Freespace2/data/models/ and the *.dds maps to /Freespace2/data/maps/ , and there you go.
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speaking of subsystems, has anyone taken a look at the aten side-rear blob launchers on the HTL model? those things are nearly impossible to cleanly hit.
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Im not really sure if this is a bug or not but...
(http://i8.photobucket.com/albums/a34/Freaky_Fairy/imagebla.jpg)
There seems to also be a problem with the targeting window. With 99% of ships it seems perfectly fine but with a few it seems to not show the Source version of the ship, look at the screeny to see what im talking about. Is that just a bug or?
I posted about this in another thread, but I thought that yall might want to know about it so ya..
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There seems to also be a problem with the targeting window. With 99% of ships it seems perfectly fine but with a few it seems to not show the Source version of the ship, look at the screeny to see what im talking about. Is that just a bug or?
Or what? Is this a bug or here's a million dollars? Is this a bug or here's your own spaceship? Finish your sentences. :p
Anyway, it isn't obvious from the screenshot what the problem is. What do you mean by the "source" version of the ship?
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He means that the hi-poly ships aren't shown in the target box, while the ****ty retail ships are.
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Well, if you've d/led the fenris already, you'll need to d/l it again I'm afraid - that one had nameplate holes :(
Assuming I haven't missed anything further, these ones should be the final versions. :nervous:
http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenris%5FHigh%5FFinal.zip
http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenANDLev%5FLs%5FFinal.zip
Same thing applies with the Lighty versions as the regular ones - they'll need all the maps that are included in these zips in order to run with no trouble. If you mix and match versions, problems/inefficiencies will occur. ;)
Two Nooby questions:
+ In the first High version, isn't the Leviathan included? Or is it somehow "derived" from Fenris?
+ Would it work making a vp called "00patch.vp" so it will be loaded before 3.6.8delta media_vps? (I do hate leaving files within data folders as I'm sure I'll forget to delete them when they aren't needed anymore :p)
Thank you in advance
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He means that the hi-poly ships aren't shown in the target box, while the ****ty retail ships are.
Yep
*Porthos gets hit by the grammer hammer*
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Isn't that because the target info box has always shown the 2nd LOD, and most of the high-poly ships now have the original retail models as the 2nd LOD?
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Yes, The targetting box was supposed to show LOD1, but showed LOD0 for some time, which was a waste of resources.
Now it's fixed, but the Dragon looks especially hideous in the targetting box, compared to the other ships (even other :v: ships)
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Yes, The targetting box was supposed to show LOD1, but showed LOD0 for some time, which was a waste of resources.
Now it's fixed, but the Dragon looks especially hideous in the targetting box, compared to the other ships (even other :v: ships)
Oh!! Thats why. Thanks.
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+ In the first High version, isn't the Leviathan included? Or is it somehow "derived" from Fenris?
There should be a seperate pof for the leviathan. If it's not present it means that VA's not done yet.
+ Would it work making a vp called "00patch.vp" so it will be loaded before 3.6.8delta media_vps? (I do hate leaving files within data folders as I'm sure I'll forget to delete them when they aren't needed anymore :p)
Thank you in advance
Not only would it work. it's a good practice for exactly the reasons you mention.
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Yes, The targetting box was supposed to show LOD1, but showed LOD0 for some time, which was a waste of resources.
Now it's fixed, but the Dragon looks especially hideous in the targetting box, compared to the other ships (even other :v: ships)
Luckily that can be fixed rather easily. When I fixed the LOD0->LOD1 problem in the targetbox I added the "$POF target LOD:" option to ships.tbl. This way we can tell just the Dragon to use LOD0 in the targetbox and let the other ships default to LOD1.
Here's a tbm which should work with both FS2 missions and FSPort missions:
[attachment deleted by admin]
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Two Nooby questions:
+ In the first High version, isn't the Leviathan included? Or is it somehow "derived" from Fenris?
Made the link names clearer:
Regular HTL fenris only (will double as the levy) (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenris%5FHigh%5FFinal.zip)
OR
Lightspeed textured versions of both the Fenris and Levy (http://webzoom.freewebs.com/twisted-infinities-va/HTL%2DFenris/HTL%5FFenANDLev%5FLs%5FFinal.zip)
Remember that if you have both the levy and fenris in the same mission while using Lightspeeds separate texture versions, it'll take up twice the RAM.
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Okay, after I figured out my email had been marking activation emails as spam, I finally am able to post this. I tried the VPs out, but there are some problems: Explosions resulting of missiles, flak or beam hits are retail ones. I saw this kind of bug in Mantis but it was marked as "fixed" . Do you have any ideas? I have been testing with loads of builds, the r-20060323 to name one. I've seen this problem in Derelict, Warzone, Trancend, Freespace 2 campaign... I've reinstalled the whole game (Retail CD-version) and I've also been trying to delete any outside-effects. Could DaBrain's High-end shockwaves (NOT the ones in adveffects.vp) be the reason? I've been using them to replace the super-high-end shockwaves in adveffects, because they are the only things my comp can't handle very well...
EDIT: The correct effects can be seen at extreme close distances, for example 100 meters. Also the shockwaves weren't the reason... Now it's getting weird.
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You just need the weapon_expl.tbl which goes with the new effect. Whatever directory your MediaVPs are in, just create a /data/tables/ directory under that and drop the attached file in there. That should fix the problem.
[attachment deleted by admin]
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Much appreciated, Taylor. That fixed it, and just made my FS2 addiction worse... :)
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Pardon my ignorance, but are the MediaVP's also getting fixed with the additions being made like the one a couple post up? Why I asked, is because I recently reformatted my harddrives and don't want to have to go through the entire thread looking for these additions.
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http://www.hard-light.net/forums/index.php/topic,38005.0.html
Right now I think I just need to get the DDS textures from taylor's VPs. At least one HT&L model is close to release as well.
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Right now I think I just need to get the DDS textures from taylor's VPs.
I've got more updates for everthing if you want the newest set. It may be too much work to go through them again if the organization of files is too different from your set for you to easily grab the changes. If you want the new set then let me know and I'll get it all ready for you.
Mainly what I've done so far is to update the mv_models_t with the newer models and clean out mv_textures_t from the duplicate maps. mv_textures_t has some more things properly converted to DDS (quite a few were without mipmaps still, or in DXT5 when they should have been DXT1). mv_effects_t has some updates as well, mainly for quality reasons: properly mipmaped files, DXT5->DXT1 conversion where needed, and some that were reconverted from original TGA with higher quality settings. mv_effects_t also has all of Lightspeed's nebula in DDS format finally (I was missing 2 sets of the new ones previously). mv_core_t has DDS versions of the splash screen and splash logo (though converting the original hi-color logo would give much quality than going from the PCX version).
I don't keep a changelog or anything to know exactly what has changed, but I should be able to pull out anything that's changed in the past 3-4 months and put just those in a VP set.
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Does mv_effects_t have the 2D or low-quality 3D shockwaves? Preferably the former, as people still seem to be experiencing severe slowdowns with the medium set in mv_effects and there's little difference between the medium and low versions.
From what you've said I think that mv_effects_t and mv_textures_t are the only ones I'd need to download, most of the out-of-dateness is from improperly DDS'd files and such. All the other stuff should be fixed.
EDIT: In the official updates thread, that is...anything else (including the above attachment) I'm assuming has been posted in that thread.
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Does mv_effects_t have the 2D or low-quality 3D shockwaves?
2D only. I stopped using the 3D shockwave a while back because of the slowdowns, and it tends to look strange. The 3D shockwave is cool, but the 2D version just looks better to me.
From what you've said I think that mv_effects_t and mv_textures_t are the only ones I'd need to download, most of the out-of-dateness is from improperly DDS'd files and such. All the other stuff should be fixed.
Ok, I'll just make everything available and you can grab just what you want. I assume that you still have my IP, if not PM me and I'll get it to you. You should be able to get access to the FTP in an hour or two. I'll leave it up through the weekend at least but if you need more time just let me know.
One special note before I forget, mv_effects_t has a modular stars.tbl to add the extra hi-res Lightspeed nebula sets. The problem with this is that the starfield code doesn't actually work properly with a *-str.tbm (loops forever, complains a lot, etc.). I have this fixed in my local tree but probably won't commit those fixes until late this weekend. Just FYI in case you try to use it.
EDIT: In the official updates thread, that is...anything else (including the above attachment) I'm assuming has been posted in that thread.
I'm not sure if that attachment has been posted in the other thread or not. I've posted it in numerous places, and it's from my VPs, but I'm not sure about it being in the updates thread. I'll give it a quick look though and if it's not there then I'll add it just so it's not missed.
On another note, just to not make a new post for this, I realized earlier today that I don't have updated "SunSathanas*" starfield bitmaps. I don't see them in the official MediaVPs either, but I do seem to remember that someone made high quality versions at one point. I also seem to remember using them not too long ago. Am I just imagining the new versions, or are they actually missing?
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Ok, I'll just make everything available and you can grab just what you want. I assume that you still have my IP, if not PM me and I'll get it to you. You should be able to get access to the FTP in an hour or two. I'll leave it up through the weekend at least but if you need more time just let me know.
One special note before I forget, mv_effects_t has a modular stars.tbl to add the extra hi-res Lightspeed nebula sets. The problem with this is that the starfield code doesn't actually work properly with a *-str.tbm (loops forever, complains a lot, etc.). I have this fixed in my local tree but probably won't commit those fixes until late this weekend. Just FYI in case you try to use it.
Excellent. I'm not sure about the IP, but the -str stuff I was going to try to do anyway for the updated ls_neb.vp.
I'm not sure if that attachment has been posted in the other thread or not. I've posted it in numerous places, and it's from my VPs, but I'm not sure about it being in the updates thread. I'll give it a quick look though and if it's not there then I'll add it just so it's not missed.
Thanks. I know it's more touble, but it's a lot more convenient for me and everyone who tries to keep up-to-date with stuff before it goes in the mVPs.
On another note, just to not make a new post for this, I realized earlier today that I don't have updated "SunSathanas*" starfield bitmaps. I don't see them in the official MediaVPs either, but I do seem to remember that someone made high quality versions at one point. I also seem to remember using them not too long ago. Am I just imagining the new versions, or are they actually missing?
There were some, but I remember that they had an issue with being off-center or misaligned, and I got some complaints because people thought that they looked worse than the old ones.
Unfortunately, they don't seem to be in any of the archived VP versions.
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I'm sorry to ask, but can someone direct me to the fix for this problem, if available?
Warning: Spelling error in table file. Please change "inital" to "initial".
File:c:\fs2_open\code\ship\ship.cpp
Line: 2352
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
fs2_open_d-P420060323.exe 008023b0()
fs2_open_d-P420060323.exe 00804f48()
fs2_open_d-P420060323.exe 00a54dce()
fs2_open_d-P420060323.exe 0080541f()
fs2_open_d-P420060323.exe 006ddf98()
fs2_open_d-P420060323.exe 006eac49()
fs2_open_d-P420060323.exe 006eaf79()
fs2_open_d-P420060323.exe 00b72fd7()
KERNEL32.dll 7c598989()
------------------------------------------------------------------
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Or what? Is this a bug or here's a million dollars? Is this a bug or here's your own spaceship? Finish your sentences. :p
Oh no, I get it! They got him! They stuck him with a stake through the heart!
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I'm sorry to ask, but can someone direct me to the fix for this problem, if available?
Warning: Spelling error in table file. Please change "inital" to "initial".
Shove this in mediavps/data/tables (assuming that you actually have your media VPs in the mediavps folder).
[attachment deleted by admin]
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Thanks much.
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Oh no, I get it! They got him! They stuck him with a stake through the heart!
Oh, this is so sad! Oh Porthos, I pine for you. :(
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Nah, Just had some issues with my hard drive. I am now back to haunt you O.o
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Hello all,
Sorta new here. HUGE fan of Freespace back in the day. Had no idea there was a source code project going on. Stumbled on it and im hooked. Been playing around with getting all of this working and I am having some difficulty. I think I have files in my media VPS folder that I should not and probably files that I don't have that should be there at this point. I've been hacking away at this for a week now and I am so confused over this thread.
I am asking a big favor from anyone here: Would someone be willing to compress(any format) there entire mediavps folder which they know to be working that has all the fixed and changes so far with 3.6.8 and upload it to my high speed ftp server? I would absolutely be willing to host it for awhile to help others download this as well. **begs**
Please PM me if anyone is willing to take a few minutes to do this and has the bandwidth to upload this to me. I just picked up the Saitek X52 last night solely for freespace and I am EXTREMELY anxious to get this working.
thanks,
David
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Hello all,
Sorta new here. HUGE fan of Freespace back in the day. Had no idea there was a source code project going on. Stumbled on it and im hooked. Been playing around with getting all of this working and I am having some difficulty. I think I have files in my media VPS folder that I should not and probably files that I don't have that should be there at this point. I've been hacking away at this for a week now and I am so confused over this thread.
I am asking a big favor from anyone here: Would someone be willing to compress(any format) there entire mediavps folder which they know to be working that has all the fixed and changes so far with 3.6.8 and upload it to my high speed ftp server? I would absolutely be willing to host it for awhile to help others download this as well. **begs**
Please PM me if anyone is willing to take a few minutes to do this and has the bandwidth to upload this to me. I just picked up the Saitek X52 last night solely for freespace and I am EXTREMELY anxious to get this working.
thanks,
David
Well if you haven't got them yet this is what I have:
1. mv_*** from the first post.
2. Two added HTL models (GTB Ursa and SFr Dis). Please notice SFr Dis is quite different from original. I always make vp for each patch or addition. I've got them in mv_000_GTB_Ursa.vp and mv_000_SFr_Dis.vp
3. The next patches:
3.1. Helios_tech.pof (wrongly named Helios-tech.pof in mv_models.vp) and Derelict_fix-wep.tbm (which corrects some missing weapons for Derelict) in mv_00patch.vp
3.2. Optional Species_defs.tbl in mv_01patch_glows.vp which makes FS2_Open show prettier engine glows.
3.3. Fixed nameplate.dds in mv_02patch_name.vp to fix the originial one. In no-nameplated ships, there were strange colours in their positions.
3.4 mv_tech-shp.tbm in mv_04patch_tech-shp.vp and mv_textures-shp.tbm in mv_05patch_textures-shp.vp which make some more fixes to ships.tbl
3.5. mv_05patch_DDSBeams.vp which contains latest DDS textured beams. They are supposed to be more efficient than original.
3.6. mv_06patch_Fenris.vp which contains a HTL Fenris that uses DDS textures. It is supposed to be more efficient than original.
3.7. mv_07patch_tables.vp which contains mv_dragon-shp.tbm which changes target window detail from LOD1 to LOD0 for this ship, and mv_expl-wxp.tbm which fixes some weapon explosions.
3.8. mv_08patch_initial.vp which contains mv_turretangle-shp.tbm which mainly fixes the "inital" issue.
3.9. mv_09patch_cubemap.vp which contains the cubemap.dds from Taylor that alows env mapping on ships in tech window even the first time you run this feature. (You need a very very recent build).
4. I have splitted mv_adveffects.vp in several mv_adveff_xxx.vp containing each high quality effect. I've made this because I use all but hi-res 3D shockwaves which usually kill performance. (I've got beams, explosions, glows, HiShock, nebulae and planets)
If you don't have some or all of them, ask me through this post or PM me and I will email you them. Nevertheless we all are waiting for a new 3.6.8. gamma version (or even a official 3.6.8.).
You also should know a few rules about file priorities to understand which one overrides the rest. Read this thread (http://www.hard-light.net/forums/index.php/topic,39114.0.html)