Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: mjn.mixael on August 01, 2020, 07:32:08 pm
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(https://i.imgur.com/k0kI1dh.png)
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mvps where. WHERE
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Ash looken' like he's about to drop one heck of a hot take.
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Sorry but I really can't get over all the meme possibilities for that pilot pic.
Like, the more I look at it the more I laugh my A** off. . :lol:
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Ash looken' like he's about to drop one heck of a hot take.
Sorry but I really can't get over all the meme possibilities for that pilot pic.
Like, the more I look at it the more I laugh my A** off. . :lol:
Yeah, that looks more like a "come hither" look to me. Like Ash is trying to get his girl into the sack for one last lay before he gets kakked by the Shivans. But really, can you blame him?
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Something broke with the 4.3.0 upload. You'll need the 4.3.1 upload, which in theory should work fine. But I'm going to bed.
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Just downloaded it and OH MY GOD the new Demon and Ravana class are just soooooo delicious and beautiful. I also love the new orion and how the GTA now has a similar look to it through the cruisers to the destroyers.(with the exception of the fenris and leviathan).
On question should the fenris textures be so shiny and reflective compared to the leviathans
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Actually Fenris got covered with gray paint in this revision, to match the rest. It's the same material I used for pretty much every terran ship, so the Leviathan should be the only ship that really sticks out from the rest.
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Debug Build cause a crash.
ASSERTION: "ti->texture.bitmap_id != -1" at trails.cpp:194
Weapon trail shivlasertrail could not be loaded
Assert: "ti->texture.bitmap_id != -1"
File: trails.cpp
Line: 194
Weapon trail shivlasertrail could not be loaded
A Trail bitmap named shivlasertrail is referenced in the mv_effects-wep.tbm. But that file is nowhere in the VPs.
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It's fantastic stuff, I just played some of the big fleet battle missions in the FS2 campaign and it's like a whole new game.
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Been having issues of crashing to the desktop with this new upgrade. Log here: https://fsnebula.org/log/5f28bdfd1fa438536f5a5601
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Error: explode1.eff is in Unicode/UTF format and cannot be read by FreeSpace Open without turning on Unicode mode. Please convert it to ASCII/ANSI
File: encoding.cpp
Line: 93
ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_20_1_0_20200807_fb4b71c_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
The simple solution without having to convert these files back to ASCII is to add the "$Unicode mode: ON" into the game_settings.tbl mod table.
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I don't know what's going on - the only thing I can run is 3.8. I installed Knossos. I have 3 tabs
Media MVPs 4.3
GOTY mission pack
Retail FS2
if I do an upgrade, I get a 'partially installed' error. Then I wind up getting errors such as "I can't find the selected excecutable! the file ........ fsopen...is missing!"
I can semi-fix it by running KNOSSOS install again. Then one of the three tabs will boot me into FS2 3.8. According to the splash screen.
I notice I have multiple FSopen directories under Knossos/data/bin such as
FSO-3.8.0-3
FSO-19.0.0-RC1
FSO-20.1.0-2020813
sometimes I get a 19.0.0 (no -RC1) and I swear sometimes I get a 20.0.0 but maybe not.
I am totally lost because if I try to upgrade I just get those cannot find excecutable errors.
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I've tried out a couple of campaigns with the 4.3 VPs and in the techroom ship list when I select the Orion (and in gameplay on these campaigns) the Orion looks gray with little purple on it. Whereas on the 4.3 loading screen it still looks kind of purple-ish like the previous Orion.
I just want to be sure, is the new (4.3 Orion) meant to be less purple looking than the previous Orions or am I having a technical problem?
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Yes, the new Orion does look less blue/purple than the previous iteration. Mjn.Mixael once posted comparison pics of all three Orion versions (retail, improved retail, NuOrion) on the Discord to show that the previous Orion model was quite blue overall compared to the original model and the new textures were meant to scale back a bit on that.
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It's also my (very non-technical) understanding that PBR textures change in appearance based on the color and intensity of lighting they're exposed to, in the same way that real-world materials do so under different lighting conditions. You can see this in the F3 lab if you select a PBR-textured ship like the Orion and then load backgrounds from different missions.
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That is most likely the reason the new model looks more blue-ish in the MVP loading screen.
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Entry of the SC Cain has been removed from mv_shp_exp_flashes.cfg
Barracuda in mv_wep_exp_flashes.cfg is a non-canon weapon.
Also, I found this in mv_effects-wep.tbm/Fusion Mortar:
$Trail:
+Start Width: 0.0
+End Width: 0.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Bitmap: missiletrail01
If the width is meant to 0 it could be removed, elseway it should be edited.
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Turrets on the Leviathan have "check hull" flags.
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When a Chronos blows up, there's a lot of z-fighting between the debris models and the regular model until the regular model gets fully erased.
Shrinking down the debris models a little bit so that they all fit inside the main model should solve this. (or at least offset a bit so their polygons do not overlap)
Same deal with Amazon Advanced
Example (https://i.imgur.com/t35NgGK.png)
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Awww **** what the hell is going on here...
As I know life, I screwed something up. Will be investigated.
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It's just happening because parts of the debris meshes are nearly identical to the regular ship mesh, so the faces occupy the exact same space causing that z-fighting effect when the renderer can't decide which one should be drawn.
A lazy fix would be to just shift the whole debris model to the side by a very small amount if you don't want to go back and modify the meshes
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Heya peoples.
Long story short: A buddy of mine tossed the game and mod at me and now I have stumbled into a small, well... actually a rather big problem.
I am in the mission where you get to fly the Perseus for the first time and have to intercept the bombers torpedos before they hit the station.
Problem is, the torpedos don't seem to have a hitbox. I can not destroy them. Lasers, missiles, and even my own fighter just phase through them and don't connect.
They still impact the station though.
I quickly started up the vanilla version and there I can hit the torpedos just fine. They got quite the generous hitbox there.
Right now the MediaVP version 4.3 last update 2020-08-07 on Knossos has indestructible Cyclops torpedos.
Is anyone else able to confirm or maybe even fix this? Thanks :)
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Wow Korl I never thought I'd see you again after The Walking Dead
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Right now the MediaVP version 4.3 last update 2020-08-07 on Knossos has indestructible Cyclops torpedos.
Is anyone else able to confirm or maybe even fix this? Thanks :)
Looking at mv_effects-wep.tbm, all big secondary weapons (not only Cyclops but also Helios and Rebel Bomb) only have a "particle spew" flag, so not only the "bomb" flag is missing (which allows them to be shot down) but the "player allowed" and damage levels flags too.
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That's not the issue Nightmare, they inherit those other flags from the original versions of the weapons.
Korl, can you tell us what version of the engine is being launched for you? You can see it in the bottom center of the pilot select screen and bottom left of the main hall. Just a screenshot of either of those places would do nicely if it is too long to easily transcribe. If you don't have a way that works better for you, you can take screenshots by hitting the printscreen key ingame and then find them by clicking the picture button above and to the right of the mod listings in knossos.
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That would be
V20.1.0.2020103131_C4DA36DF5
[attachment deleted by admin]
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That's a bug that was introduced in a nightly build a few days ago. It should be fixed within a day but until then... the easiest solution would be to tell Knossos to use the nightly from the 29th. Unfortunately I can't walk you through the steps for this but hopefully someone else can.
(If anyone's wondering, in the medium term this will be fixed when the SCP and FSU are able to get the MVPs back onto the next stable build later this year, and going forward it's clear there needs to be a policy of avoiding nightlies for released mods, especially the MVPs.)
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Missile hitbox sizes being broken is a thing in a couple recent nightly builds (that newest MediaVPs require). IMO, just roll back to some less recent one, here's how to do it:
In Knossos, enter the settings menu (gear symbol in topright corner), section "Knossos", mark the "Show builds in mod list" checkbox, change "Preferred engine stability" to Nightlies if it isn't set to that, hit save and enter the Explore tab. Navigate to FSO mod, details, choose an older version in the topleft corner, I'd suggest something dating about a month back (release dates are in the build names), then after selecting it, hit "install" and once it's done, navigate to MediaVPs -> details -> FSO Settings and choose the build you downloaded there.
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In the new cb_sm2-01_a.ani the NTC Camisard is incorrectly displayed as a leviathan when it was originally shown as an Aeolus.
Surprised no one caught this yet.
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The original really just shows a small red horizontal blip. I always assumed it was a levi, personally. I was unaware that people generally thought it was an aeolus.
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Yeah, I is pretty ambiguous, it does look more like an aeolus though.
Also sorry if that came off as harsh, I forgot to put the "/s" at the end of "Surprised no one caught this yet".
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I'm getting a debug message when loading the Sathanas in FRED:
Warning: Submodel 'turret49' of model 'Sathanas.pof' has an improperly formatted $fvec declaration in its properties.
$fvec should be followed by 3 numbers separated with commas.
(same for turret 50)
These seem to be flak turrets. I don't know if that affects the Sath's behavior against incoming fighters/bombers or if it can be safely ignored?