Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on July 12, 2004, 10:14:45 pm
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If you see something missing from the list that should be in it, post it here. :nod:
>>>Installation:
Download and extract to the directory Freespace 2 is installed in. If you have an older version, delete it to make the new version work properly. Note that the new mv_effects replaces both the old mv_effects and speffects.
>>>>>Today's update:
mv_models_a (http://fs2source.warpcore.org/mediavps/mv_models_a.exe)
mv_zpack_a (http://fs2source.warpcore.org/mediavps/mv_zpack_a.exe) (Includes all of the packs, it won't add anything if you've already downloaded everything else. It's also a whopping 80 MB)
>>>>>The Readme:
=====New Contents:
3.6:
(mv_core_b)
- Subspace warp model, warp.pof (By Bobboau)
- Ballistic primary HUD images (By Goober5000)
- Command briefing scroll GUI items (By Goober5000)
- Cloak map, cloakmap.pcx (By PhReAk)
- .AVI-friendly cutscenes table (Karajorma)
- New splash screen image (Turambar)
- SCP Splash screen logo (Sesquipedalian)
- HT&L Jump Node model (Raa Tor'h)
- FS2NetD Config file (Kazan)
(mv_effects_c)
- 32 Bit effects (Lightspeed)
- 32 Bit Engine glows (Lightspeed/Bobboau)
- high-quality suns/beam-glows (Lightspeed/CP5670)
- Suns pack v2.0c (Lightspeed)
- Contents optimized to take up minimum space (CP5670)
- High-quality Motion Debris (?)
- Multiplayer-compatible Weapon/impact effects (Lightspeed)
- New afterburner trails (Turambar)
(mv_models_a)
- High-poly subspace models (Raa Tor'h)
- Fenris/Leviathon model (Vasudan Admiral/Karma/Raptor)
- Hercules model (Bobboau)
- High-poly smoothed Anuket model (Raa Tor'h)
- Glowpointed Arcadia (StratComm)
- Glowpointed Ulysses (wojta)
- High-poly Myrmidon model (?)
(mv_textures_b)
- Shine maps for FS1 vessels in FS2 (By GalacticEmperor)
- Shine maps for Freespace 2 vessels (Lightspeed)
- All the glow maps for the retail FS2 ships as of February 23, 2003 (By GalacticEmperor)
- Pegasus animated glowmaps (Lightspeed) *May or may not work due to FS2's loading order (At the time of this writing, the ANI is loaded before the PCX)
- Hi-res textures for some FS2 ships from FS1 (Extracted by GE, created by Volition)
- High-quality environmental, shinemap, and remastered textures for the Ares, Basilisk, Dragon, HercI, HercII, Horus, Loki, Manticore, Medusa, Myrmidon, Nephilim, Osiris, Seth, Thoth, Ulysses, Ursa, Zeus, Seraphim, and Perseus (Lightspeed/DaBrain)
- Same for the Rakshasa, Aeolus, and Mentu. (Lightspeed)
(mv_hieffects_a)
- Hi-res 32-bit Planet images (Lightspeed)
- New High-quality explosives textures 2.0 (Lightspeed)
>>>>>Previous days' updates:
mv_core_b (http://fs2source.warpcore.org/mediavps/mv_core_b.exe)
mv_effects_c (http://fs2source.warpcore.org/mediavps/mv_effects_c.exe) (Notes: Can possibly break mods (tho unlikely) so if you're having trouble with a mod, try moving this file somewhere else)
mv_hieffects_a (http://fs2source.warpcore.org/mediavps/mv_hieffects_a.exe)
mv_textures_b (http://fs2source.warpcore.org/mediavps/mv_textures_b.exe)
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I have yet to find the .avi friendly table from kara in any of these vp's. can someone direct me?
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It's no longer needed :) Some of Taylors changes are supposed to have made it redundant.
Haven't tested that out though.
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What is the difference between FS_Open 3.6 and the new VP file ??
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Shall we delete the old one, the mv_core_a.vp ?
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Yeah
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Can we have some screenies of the jump node and the (newer?) cloakmap?
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Does this include LS's new multi-friendly tables??
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Yes, mv_effects_c includes LS's multi-friendly tables - Turambar's afterburner effects are also now multi-friendly.
Jump node pic (Click for larger):
(http://s93727692.onlinehome.us/screenies/raknode.jpg) (http://s93727692.onlinehome.us/screenies/raknode.png)
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Adding Venom/Nicos Perseus?
EDIT: nm, i see you've replied in the thread.
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I prefur the look of Bob's subspace node model, except for the textures. While we're on the subject though, has anyone noticed that when you target a new pof-based jumpnode, the target square is realy small? Maybe its just limited to Bob's model.
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It's probably the base object; a properly sized cube would fix that.
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with a full mv_*.vp install i am not seeing _any_ shivan beamglows
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I made it in 3 times! w00t!
Anywho, F1gment made the Myrmidon, JarC got it to the point where I could convret it, and I converted it and sopied the pof data...
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Originally posted by Kazan
with a full mv_*.vp install i am not seeing _any_ shivan beamglows
Ahh, that explains the errant .tbm...I can fix this, but it'll either break multiplayer (modifying the .tbl) or add a .tbm which will correct the filenames (attached to the posts) - the old ones were using engine glows.
I'm not sure how FSN works with .tbm files, AFAIK it doesn't check for 'em.
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Originally posted by WMCoolmon
Yes, mv_effects_c includes LS's multi-friendly tables - Turambar's afterburner effects are also now multi-friendly.
Jump node pic (Click for larger):
(http://s93727692.onlinehome.us/screenies/raknode.jpg) (http://s93727692.onlinehome.us/screenies/raknode.png)
You can do better...
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True, I just used the second pic I could get of it. (The first was probably a bit better, but it got overwritten)
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um WMC: rename the files?
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Originally posted by LLivingLarge
You can do better...
Referring to the node?
Because if so: You try to make a decent design using only triangles!
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Originally posted by Kazan
um WMC: rename the files?
At the moment all the muzzle-glow files for the beams are present, they're just colored wrong. engineglow01 is used on Terran ships and was all white, for example, now it is tinged with blue; this looks wrong with the Shivan beams.
Edit: Which raises the question, WHY AREN'T THEY APPEARING? :wtf: SAAA, SRed, LRed, and BFRed all use engineglow01, but it's included with default FS2 and in the VP.
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Originally posted by Raa
Referring to the node?
Because if so: You try to make a decent design using only triangles!
Do they have to connect? I think I could come fairly close to canon if they don't.
By the looks of that screenshot, the node code is rendering backfaces, is it not? So we just need one instance of the polygons instead of two as the original model had. How's this?
(http://www.geocities.com/cek_83/trinode.txt)
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If i'm not wrong :
new mv_core : it replaces previous one
new mv_effects : new file, must preserve the previous version
new mv_speffects : it replaces previous one
new mv_textures : it replaces previous one
new mv_hieffects : it replaces previous one and mv_hiplanets
?
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All right, except effects_c is meant to replace speffects, using the new multiplayer-compatible tables.
*Bump*ing to note hieffects is out now, as well.
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Thank you :D
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Originally posted by StratComm
Do they have to connect? I think I could come fairly close to canon if they don't.
By the looks of that screenshot, the node code is rendering backfaces, is it not? So we just need one instance of the polygons instead of two as the original model had. How's this?
(http://www.geocities.com/cek_83/trinode.txt)
Show off. :doubt:
Anyway, yeah I like yours better than mine. I only spent 20 miiinutes tops on mine anyway. And most of that was trying to figure out which geosphere I could hack into the right shapes. :p
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WMC: could the zpack be updated?
And what VPs must be used now? I got confused :P
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If i'm right, here are updated files to use :
- mv_core_b (replace previous mv_core)
- mv_effects_c (replace the previous mv_effects, it replaces also mv_speffects)
- mv_textures_a (replace previous one)
- mv_hieffects (replace previous one and mv_hiplanets)
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Originally posted by StratComm
How's this?
(http://www.geocities.com/cek_83/trinode.txt)
Nice! Awesome, we'll take it. :)
Can you make one in the original FS1 style too (for the FSPort)? ;7
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WMCoolmon, can you say, if we have to rename the new vp file you 've made ?
Exemple : delete the mv_core_a.vp and put the new vp and rename it by mv_core_a.vp.
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no rename - just delete the old version
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Thx Kazan.
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I've forgot another question. Can they cause any probs with Fs2Net ?
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the latest updates are designed not to
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Why can't a jump node have a physical structure to indicate it's position?
You know, like a Knossos ring or a Melia installation...
Stupid IFF, I don't even know what it stands for...
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Kazan, i ve got some prob when playing online with those news vp files. I got hacked table and i didn't have any files in the tables repertory. And there are no mv_speffect.vp in my Freespace 2 directory.
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Do you have ANY tbl files outside of your mods' directories? Are the only VPs outside of your mod directories the old mediaVP files (minus speffects AND zpack) as well as the new ones?
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I didn't have the zpack, and the sp_effect.
And no tbl in the Table directory.
If i play online without the news upgrade, but only with the original vp from the 3.6 installer, i ve no probs.
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What build are you using?
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For the online, i use the fs2_open_r.exe from the 09/07.
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Ahh, try this build:
http://fs2source.warpcore.org/exes/latest/fs2_open_C07122004.zip
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The ranking works good with this version ??
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:nod:
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Great !
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IFF stands for "Identify Friend of Foe" (aproximatively)
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Thx, it works now perfectly, no hacked table detected.
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:bump:
mv_models will be released later today, to give the current hi-poly model authors some time to make them better suited for release, if they want.
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WMCoolmon, i found a silly bug with the news VP files and the c07122004_fs_open.exe.
It crashed FS2 when playing solo and Multi after few minutes. Freespace 2 closed itselft without any interaction from me. Don't know why.
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im totally confused by this.....the file is called mv_textures_b.vp, but we dont delete the existing mv_textures.vp file, we only have to delete the mv_core_a.vp file? Is that right?
No offense but you really need to make this clearer in your readme doc for n00bz like myself, the naming conventions for these files are confusing. :confused:
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Sorry... :o
When you download a new vp file, delete the old version of that file to make them work properly. Keep in mind that the new mv_effects replaces both the old mv_effects and speffects.
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Originally posted by WMCoolmon
Sorry... :o
When you download a new vp file, delete the old version of that file to make them work properly. Keep in mind that the new mv_effects replaces both the old mv_effects and speffects.
so i should delete the mv_textures.vp file?
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Yep. :nod:
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cool! Thanks for the help :yes:
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are all these updates included in the Zpack? Or only the smaller packs?
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Only the smaller packs.
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:bump:
Added the zpack. Because I'm in a good mood. :p