Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on December 06, 2004, 11:53:35 pm
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=====New Contents:
3.6.5:
(mv_core) (http://scp.indiegames.us/download.php?view.45)
- 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 (Axem/Lightspeed)
- HT&L Jump Node model (Raa Tor'h)
- FS2NetD Config file (Kazan)
(mv_effects) (http://scp.indiegames.us/download.php?view.51)
- 32 Bit effects (Lightspeed)
- 32 Bit Engine glows (Lightspeed/Bobboau)
- high-quality suns/beam-glows (Lightspeed/CP5670)
- Suns pack v2.0c (Lightspeed)
- New shield hit ANI (DaBrain)
- Contents optimized to take up minimum space (CP5670)
- High-quality Motion Debris (?)
- Multiplayer-compatible Weapon/impact effects (Lightspeed)[/url]
- New afterburner trails (Turambar)
- Upgraded beam effects (DaBrain/FireCrack)
- New shockwaves, smoke, etc (DaBrain)
- Upgraded subspace effect (Lightspeed)
- New explosive effects (Lightspeed)
(mv_aseffects) (http://scp.indiegames.us/download.php?view.52)
- Tables to activate singleplayer-only improvements (Lightspeed)
(mv_models) (http://scp.indiegames.us/download.php?view.53)
- 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 (?)
- High-poly Deimos model (Bobboau)
- High-poly Sobek (Raa Tor'h)
(mv_textures) (http://scp.indiegames.us/download.php?view.54)
- 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)
- Cutting-edge remastered textures for various ships (Lightspeed/DaBrain)
(mv_adveffects) (http://scp.indiegames.us/download.php?view.60)
- Hi-res 32-bit Planet images (Lightspeed)
- New High-quality explosives textures 2.0 (Lightspeed)
- Animated glowmaps (Lightspeed)
- Upgraded nebulae for retail FS2 (Lightspeed)
(mv_loplanets) (http://scp.indiegames.us/download.php?view.8)
- lower-res DDS planet images (Lightspeed)
The wiki will be updated once the bugs seem to be ironed out.
Edit: Zpack is now at http://scp.indiegames.us/download.php?view.57
If you download zPack you will probably get a bug that crashes some missions.. See this thread (http://www.hard-light.net/forums/index.php/topic,30424.0.html) for a work around - karajorma
Edit 2: Fix0red link.
Edit 3: Mirrors list:
(Removed)
Edit 4: Updated with the links to the permanent version, note that THIS IS NOT UP-TO-DATE DOCUMENTATION. The up-to-date readme can be found here (http://scp.indiegames.us/request.php?10)
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good, update will go up on the website tomorrow. thank you so much
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*Is surprised that Nico's HiPoly Perseus didn't make it in*
*Is surprised that Lighty's ShineLT content didn't make it in*
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Bah, they both made it, but I forgot to mention the Perseus.
They're in mv_models and mv_textures, respectively.
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some of Lightys stuff has made it in, I think
Is the POF for the perseus in LT build.
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why do the zpack and mv_hieffects have the same url?
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Originally posted by redmenace
some of Lightys stuff has made it in, I think
Is the POF for the perseus in LT build.
In the VERY latest one, yes. Since the textures VP list mentions GE's shinemaps for FS1 vessels in FS2, then I'm assuming that you haven't included Lighty's maps for those ships, since he's completed base, glow and alpha-shine maps for all FS1 in FS2 ships for a few weeks now. The only reason I can see that you WOULDN'T want to include his stuff, is that he classifies this work as WIP.
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Few things:
Still no IBX files. Don't know if that was intentional, just putting it out there. If download size is a problem just make a separate mv_ibx.vp for people to download if they want.
mv_core:
The AVI friendly cutscene table is not needed any more. It doesn't hurt to have it there but it was rendered obsolete with 3.6. (There is a reason I keep saying this btw)
The subspacenode01.pof is the double line version which I thought had been fixed. Also I'm not sure if it's still needed. The new version is actually slower in OpenGL than the original line version with the new OpenGL line code. Not sure about D3D but the old version doesn't appear slower to me.
mv_effects:
newmiss? has both tga and dds versions even though 3.6.5 won't require this and will only use the tga unless you don't specify -jpgtga. Just having the DDS version should be enough since pretty much every card supporting FS2_Open will support DDS. Also there is a copy of each file in data/effects and data/maps. They should only be in data/effects.
The same directory and/or TGA/DDS issue applies to MissileTrail0?, shornet?, strb?, hornetall?.
The new shockwave effect should probably be in mv_hieffects since the memory usage is 10x the old version. It looks great and people should use it but I think it's in the wrong place.
mv_hieffects:
The exp05 and exp05_1 animations are the same. This is a big waste of memory and should be fixed by either changing the files or reducing the LOD count in fireball.tbl and renaming the files, getting rid of exp05_1.ani. Same for exp06_1.ani. Also same for ExpMissileHit1_1.ani in weapon_expl.tbl. All of the exp20 LODs are the same, they need to actually be different or change the LOD count to 1 in weapon_expl.tbl and removing the extra files. There was a discussion about this in the sectorgame SCP internal forum.
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ALL of Lightspeed's stuff should be in one VP or the other. I didn't specifically name it because I wanted to have it be less vague than "ShineLT pack"; remastered textures was sort of what I had before.
Still no IBX files. Don't know if that was intentional, just putting it out there. If download size is a problem just make a separate mv_ibx.vp for people to download if they want.
That's a good point - there doesn't happen to be a quick way to generate them for all models used, is there?
mv_core:
The AVI friendly cutscene table is not needed any more. It doesn't hurt to have it there but it was rendered obsolete with 3.6. (There is a reason I keep saying this btw)
The subspacenode01.pof is the double line version which I thought had been fixed. Also I'm not sure if it's still needed. The new version is actually slower in OpenGL than the original line version with the new OpenGL line code. Not sure about D3D but the old version doesn't appear slower to me.
I've kept it there for backwards compatibility, it's not like it takes up a whole lot of space anyway.
As for the node, I just threw one in. AFAIK, Bobboau never fixed things so the old model would be used if the new one was present.
newmiss? has both tga and dds versions even though 3.6.5 won't require this and will only use the tga unless you don't specify -jpgtga. Just having the DDS version should be enough since pretty much every card supporting FS2_Open will support DDS. Also there is a copy of each file in data/effects and data/maps. They should only be in data/effects.
The same directory and/or TGA/DDS issue applies to MissileTrail0?, shornet?, strb?, hornetall?.
I'll check this out and, quality pending, get rid of the TGA versions. :)
The new shockwave effect should probably be in mv_hieffects since the memory usage is 10x the old version. It looks great and people should use it but I think it's in the wrong place.
Sounds like a good idea. :)
mv_hieffects:
The exp05 and exp05_1 animations are the same. This is a big waste of memory and should be fixed by either changing the files or reducing the LOD count in fireball.tbl and renaming the files, getting rid of exp05_1.ani. Same for exp06_1.ani. Also same for ExpMissileHit1_1.ani in weapon_expl.tbl. All of the exp20 LODs are the same, they need to actually be different or change the LOD count to 1 in weapon_expl.tbl and removing the extra files. There was a discussion about this in the sectorgame SCP internal forum.
My only problem with this is that I'm pretty certain it'll break multiplayer compatibility - so I'll have to get the tables revalidated and such. Not that it's impossible, but I haven't seen much of kazan in these parts recently.
So...I'll look into it.
Thanks for going over this stuff btw. :)
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i'll give this a go as soon as i get these new parts for the computer.
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that zpack is getting huge :D
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Originally posted by WMCoolmon
That's a good point - there doesn't happen to be a quick way to generate them for all models used, is there?
Nope, sorry. I can do it for you though if you want and just send you the IBX files. For the ships you can just view them in the techroom and the IBX will be generated. For everything that doesn't exist in the techroom you'll have to load a mission with it. I think, for now, that this only includes the weapon pofs which are pretty fast to generate so don't worry about those.
Originally posted by WMCoolmon
I've kept it there for backwards compatibility, it's not like it takes up a whole lot of space anyway.
As for the node, I just threw one in. AFAIK, Bobboau never fixed things so the old model would be used if the new one was present.
The table is still needed for builds before 3.6 only and those builds probably won't work with the new models anyway. It would save on packaging so don't worry about taking it out this time but the next time you update these things it might be less for you to think about to just remove it.
If the new subspacenode model is there the old one won't be used. If you run the game without the MediaVPs then the old one should work fine in newer builds. I just don't think it's needed anymore and because of the double lines is actually more complex and therefore slower to render than the old one.
EDIT: Don't know why I keep putting a 01 on subspacenode. Brain just registered the PCX filename for whatever reason. self = moron :)
Originally posted by WMCoolmon
My only problem with this is that I'm pretty certain it'll break multiplayer compatibility - so I'll have to get the tables revalidated and such. Not that it's impossible, but I haven't seen much of kazan in these parts recently.
Really? Why in the hell are the fireball and weapon_expl tables validated? They don't allow any cheating the I'm aware. Fixing these things saves about 20meg of memory for something else so it might be worth it to fix this time given the higher memory requirements of this MediaVP release.
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so when will the zpack tables be cleared for multi use?
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Request: Split mv_models into two vps - one of them containing the high-polygon models
those high polygon models are *****es
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Well until everythink is finalize I will hold off on updating documentation.
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My beamglows won't work unless you use the TGA versions, because of a source bug. (I don't know when this is going to be fixed. If it's soon, never mind.)
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Originally posted by DaBrain
My beamglows won't work unless you use the TGA versions, because of a source bug. (I don't know when this is going to be fixed. If it's soon, never mind.)
It's already fixed. The betas of 3.6.5 have working DDS whether they are compressed, uncompressed, or in EFFs for D3D and OpenGL. Just to make sure on the test builds I converted various interface screens to DXT1, DXT5, u888 and u8888 just to test everything at once. It works great! ;)
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Originally posted by taylor
It's already fixed. The betas of 3.6.5 have working DDS whether they are compressed, uncompressed, or in EFFs for D3D and OpenGL. Just to make sure on the test builds I converted various interface screens to DXT1, DXT5, u888 and u8888 just to test everything at once. It works great! ;)
DaBrain, do you want to take a look at the beta? if so PM me.
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Hey, guys, I'm not getting mv_core or mv_aseffects properly... or their a lot smaller than it seems like they should be (1.75 megs, 101 kilobytes)...
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The mv_core_b.vp (v3.6) was 1.6mb so the new should be a little bit bigger than 1.6mb and the mv_aseffects.vp is only a table, i think.
Which means everything is fine!
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Man, these new media VP's sure made a difference in my gameplay. I especially like the new explosion and beam hit effects. They really chance the game up.
(http://freespaceserver.cjb.net/image/data/media/1/screen12.JPG)
(http://freespaceserver.cjb.net/image/data/media/1/screen07.JPG)
Just totally awesome. It also helps that I can run it with all of the new options thanks to my new mobo. GREAT JOB GUYS!!! :yes: :yes: :yes:
I am a little concerned about this though... It seems that I get no warp effect at all 40% of the time.
(http://freespaceserver.cjb.net/image/data/media/1/screen11.JPG)
I am trusting that this has already been reported but if not just in case....
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Originally posted by MatthewPapa
I am trusting that this has already been reported but if not just in case....
(worries that he never tested the warp fix in nebula...runs off to test)
Yup, it's fixed! :D
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Wow! I am SO downloading this! :) Thank you to all those that were involved.
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i really need a pof file for the 3d radar
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erm...stupid question, since my main comp with all my FS2 stuff on it is b0rk3d atm, does the hi-poly fenris have LODs? I vaguely remember it not switching to a lower lod in fred, but I could've had an old zpack, and that thing has enough polies that it should be...
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Are all these final versions? This means Lightspeed is done with the Shinemaps?
(Sorry if I seem ignorant)
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Originally posted by Anaz
erm...stupid question, since my main comp with all my FS2 stuff on it is b0rk3d atm, does the hi-poly fenris have LODs? I vaguely remember it not switching to a lower lod in fred, but I could've had an old zpack, and that thing has enough polies that it should be...
All versions of FRED since before -mod capabilities were introduced, have had LOD viewings reduced considerably. In order to view LOD0, you have to be at near point-blank range. In the case of the HTL Fenris/Leviathan, its a good thing. I once tried to zoom in to the Fenris to look at its LOD0, and ended up crashing FRED. It seems that the LOD viewing change was a stop-gap attempt to prevent crashing with the HTL models that were hitting the downloads. Since FRED seems to be a lower priority these days, I would expect that this work-around for LOD viewing will stay with us for some time to come.
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Originally posted by JR2000Z
Are all these final versions? This means Lightspeed is done with the Shinemaps?
(Sorry if I seem ignorant)
They're still in-progress, so the textures on ship are a blend of the first-generation textures (where LS hasn't made a newer map) and the new ones LS has gotten done so far.
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Originally posted by MatthewPapa
Man, these new media VP's sure made a difference in my gameplay. I especially like the new explosion and beam hit effects. They really chance the game up.
case....
Oh thanks. ;)
I'm working on another new effect. I'm trying something different. So I don't know how it will turn out.
But if there is a stock effect you don't like, please tell me, so I can work out a new one.
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Originally posted by redmenace
DaBrain, do you want to take a look at the beta? if so PM me.
The glows still won't work. :(
@WMCoolmon
I'll create a low-end version of my shockwave. (reduced size)
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Which glows?
PM taylor then, because it might be a bug then.
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I get slowdowns, but its only if there are Shivans in the mission.
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Originally posted by DaBrain
The glows still won't work. :(
They should. If not with the beta then let me know and I'll get it fixed tonight.
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Originally posted by Trivial Psychic
All versions of FRED since before -mod capabilities were introduced, have had LOD viewings reduced considerably. In order to view LOD0, you have to be at near point-blank range. In the case of the HTL Fenris/Leviathan, its a good thing. I once tried to zoom in to the Fenris to look at its LOD0, and ended up crashing FRED. It seems that the LOD viewing change was a stop-gap attempt to prevent crashing with the HTL models that were hitting the downloads. Since FRED seems to be a lower priority these days, I would expect that this work-around for LOD viewing will stay with us for some time to come.
\
Hmm...I must not've been clear...the issue was that it wasn't switching from lod0, and made testing things with a fenris in them slightly difficult...
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DaBrains new explosions are nice... but are they simply scaled down for missiles? Missile explosions now have silly rings around them; it looks ridiculous. Back to custom.vp for me :)
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Screenies? I'm having difficulty running fs2_open because my computer craps out if I run too graphic-intensive a game. (I've been looking into a new PSU to fix this problem. I'm using a 200w PSU to power an A64 3000 and GF4 MX440 along with the rest of the goodies a computer system has. I'm thinking the 7A limit on the 12v line may be chiefly to blame...along with the minimal wattage supply.)
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Have a low end system, have no fear! *runs to grab a few screenshots*
(http://freespaceserver.cjb.net/image/data/media/1/screen13.JPG)
(http://freespaceserver.cjb.net/image/data/media/1/screen19.JPG)
(http://freespaceserver.cjb.net/image/data/media/1/screen40.JPG)
(http://freespaceserver.cjb.net/image/data/media/1/screen44.JPG)
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Originally posted by taylor
They should. If not with the beta then let me know and I'll get it fixed tonight.
Now I've got it. Beamglow3.dds is missing. And beamglow8 isn't used in the tables.
Same for beamglow4.
You should really fix it.
(Unsing Firecrack's table it looks like this:)
(http://img60.exs.cx/img60/304/glow9ma.jpg)
;)
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Originally posted by DaBrain
Now I've got it. Beamglow3.dds is missing. And beamglow8 isn't used in the tables.
Same for beamglow4.
You should really fix it.
(Unsing Firecrack's table it looks like this)
Huh? Can't tell if that's directed towards me or not. Do you mean the table is wrong or the files still aren't read correctly or that something is missing from the MedaVP?
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Well it was directed to you. But only to tell you that it's nothing you have to fix. ;)
'You' is directed to everybody who works on the MediaVP. +
I have to admit that it's my fault for being so imprecise. :rolleyes:
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This would be great if my card was bigger than 64mb.
**** that explosion looks nice
questions:
Whats an IBX file and an EFF file. I kinda figure the EFF is just a animation for DDS. But i dont know what IBX is.
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I think this stands for Index Buffer Exchange, it's a buffer for the models so they are loaded faster.
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Originally posted by Drew
Whats an IBX file and an EFF file. I kinda figure the EFF is just a animation for DDS. But i dont know what IBX is.
An EFF is to allow animations of individual hi-color images. The old ANI format has specific color and palette restrictions that can make things look ugly. EFF allows you to use DDS, TGA, JPG, or PCX images that break the ANI restrictions but still allow them to be used as animations.
Overlord got IBX right. Index buffers are generated when a model is loaded so that they are rendered more efficiently, that is, there is less data sent to the video card and it will render faster. The problem with these buffers is that they are generated every time a model is loaded and the process is *slow*. The IBX files are just that same buffer data saved to a file so that instead of being generated it can just read the needed data right from a file. The IBX files are specific to a model and are meant to be distributed with the model so that only one person has the generate the data and everyone else gets to use it. Hence the "exchange" part.
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Originally posted by Drew
This would be great if my card was bigger than 64mb.
**** that explosion looks nice
Ok, I got it. ;) Wait for the low-end version. ;)
I can cut it to 12MB memory use (DXT1, which means decreased image quality. Especially the gradients will look worse.)
Or cut the res half, so it weights 6MB (DXT5, same quality, but blured due to low res.)
Which one do you prefer? ;)
Edit:
Here it is the final version for low-end PCs.
92 frames, DDS DXT5, 5,7 MB in-game memory usage. (0,4MB compressed DL size)
->Download (http://www.8ung.at/dabrain/shockwave_low-end_version.rar)<-
Note: It has the same res as the stock shockwave. But the colors and the performance should be better.
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Normaly, i would be happy with lower graphics, but the main reason i play the SCP is because of its graphical kickassness. I think ill just buy a new card and another 256mg stick of butter.
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Does anyone know why I have slowdowns when there are shivans on screen? It does not slowdown with terrans or vasudans. Also I thought the warpout effect was fixed. Only part of it appears.
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Originally posted by Triple Ace
Does anyone know why I have slowdowns when there are shivans on screen? It does not slowdown with terrans or vasudans. Also I thought the warpout effect was fixed. Only part of it appears.
The slowdown is from the animated glowmaps which the shivan ships make heavy use of if I remember correctly. As far as the warpout thing goes it should be fixed in the beta so if you aren't using that it's still broken.
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What beta? I have seen no link. And is there anyway to fix it so it don't slowdown?
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Originally posted by Triple Ace
Does anyone know why I have slowdowns when there are shivans on screen? It does not slowdown with terrans or vasudans. Also I thought the warpout effect was fixed. Only part of it appears.
If you would like I will provide you with a copy of the beta build as long as you give detailed descriptions of problems, a copy of your dxdiag report, and fs.log. You would need to use the debug version for that last one.
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And now some more screenies for you hadware impaired people so you can know what you are missing.... All courtesy of the campaign I am playing right now, Unholy Alliance. These should load faster BTW as they are a little bit more optimized than the last ones.
(http://freespaceserver.cjb.net/randomscreenies/1.jpg)
(http://freespaceserver.cjb.net/randomscreenies/2.jpg)
(http://freespaceserver.cjb.net/randomscreenies/3.jpg)
(http://freespaceserver.cjb.net/randomscreenies/4.jpg)
Great job :yes: to all those who contributed things to the new media VP's! Gameplay is so much better than it used to be (dont get me wrong, it was always great) because of all of the new effects, high poly models etc. I can only dream of how good the next edition of media VP's will be :) . I hope to participate in the SCP in the future now more than ever before (you guys have really won me over on this one) because this new stuff is just great. I have been playing freespace a lot in my spare time lately (I havent done any homework at all the past 3 days :p ) and have been having a blast! I hope other people feel the same :) . Great job again guys.
Now what do we have to look forward too eh eh eh?
*nudges bobboau about his high poly orion*
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Originally posted by Triple Ace
Does anyone know why I have slowdowns when there are shivans on screen? It does not slowdown with terrans or vasudans. Also I thought the warpout effect was fixed. Only part of it appears.
Try playing without mv_hieffects if you've got it installed. All the Shivan animated glowmaps are in there, I think there's only one or two for Terrans/Vasudans.
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Damn I'm using the zpack. I do wish there was a way to speed it up without losing the glowmaps, they are so awsome.
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http://www.s93727692.onlinehome.us/programs/VPMage.exe
Getting rid of animated glowmaps in the zpack:
Start VPMage.
Click 'File...', select the zpack, click 'Open' and then click 'Add source'.
Along the right side you should see a little folder called 'Data' appear, open this up to show the contents of the 'maps' folder.
Click on a file whose name ends with "-glow.ani" and press the delete button, you'll get a prompt. Repeat for the rest of the files. Be careful not to delete a wrong file.
Then, enter a destination filename into the box at the bottom (eg 'D:\games\freespace2\ypack.vp' - DO NOT overwrite zpack so that you have a backup.) and click Build VP. Your computer will sit for awhile and the HD light will flicker; this is normal. Finally, a dialog should come up telling you that the VP is done.
Finally, move the original zpack file outside your FS2 directory and try out freespace.
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Should i still use the kpack or are these effects in the new vps too?
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silly question: are bob's decals in the .vp as well? I wanna use the decals if they are done! (are they even available tho? I thought bob finished them a while back?)
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WMCoolmon, I hate to use this method, but I have some questions I need to ask you please?
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Are we going to see a finalized version of this in the next few days (I.E., corrected beamglows, adding IBX if it's going to be added)? I'm leaving campus on Wednesday and I'll be going home to a dial-up connection for the next month, so I'd like to download all these goodies before then...
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I'd like to point out that the High Poly Sobek's multi-barrel turrets were made and mapped by Vasudan Admiral. He deserves credit as well.
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wow.. this is good... now i can finally clean up the mess in my maps and effects folders:D
ow.. and I noticed that the high-poly Sobek isn't working properly... you can still shoot right through it... and I think that's bad for gamebalance.... model look great though;)
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Can we make sure this gets updated and uploaded to the new SCP site?
WM you should have permissions to upload stuff as a developer now.
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Greetings, first of all, congrats to all involved in getting this out for us to use. :) Now I assume that to have all of the effects here I would download the Zpack yes? if so then the link gives me a "400 bad request" error. However I have seen in parts of this forum that a complete build will be available at the end of the month? If so then should I just wait for that to be finished? Or is there another link that the Zpack can be downloaded from?
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Congratulations...you all exceeded my monthly bandwidth limit of 5000 GB. :p
Unfortunately, I can't really upload the VPs to the dev site via the script, textures, hieffects, and zpack are above the upload limit and they're all self-extracting RARs to maximize compression. I can recompress them as .zip or somesuch, but I'd rather not because RAR is better at compressing 'em.
So, Inqui, PM me? :)
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Originally posted by WMCoolmon
Congratulations...you all exceeded my monthly bandwidth limit of 5000 GB. :p
5000000 MB : 110 MB (zPack) = 45454 Downloads :eek2:
Even more as the zPack is the full package, and many people probably downloaded the other parts.
Awesome.
Edit: Big files like this should be (at least in addition) hosted via P2P. If someone were to set up a Tracker, I'd give my 24 kb/s UL as seeder for a while. ;)
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Are all the latest official media VP's uploaded to the SCP website as of yet or is it still the old ones?
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Erm...5000 MB, sorry. (5 GB) So, more like around 50. 45,454 downloads would be incredible, that's 22 times the number of members on the board. :p
I can't give you the exact statistics because my account is locked. Although, they would be happy to reopen my account if I give them a valid credit card number. :p
No, the latest ones are not on the official indiegames site. The script there is geared to prevent people from uploading viruses or taking up huge amounts of server space, meaning the mediaVPs (large executables) aren't working well with the script.
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sorry they are not new. I am just waiting to be sure that everything is alright.
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Ok.
Sorry, I diddnt mean to sound pushy. I just wanted ask first before I spend time downloading something that could be hte wrong thing. I could help host them on Game Warden but I am afraid of bandwidth problems too. I might be able to host some of the smaller files. Just let me know if you dont have a solution pretty soon. Thanks again guys.
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im sooo late, 3D RADAR?! JESUS i need a strip of 512DDR !
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Originally posted by WMCoolmon
Congratulations...you all exceeded my monthly bandwidth limit of 5000 GB. :p
Glad to be of service! :)
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Sorry to repeat this, but is there another working link for the mv_zpack?
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Allow me to second that. I get a 0kb .exe that, well, doesn't do a thing. At least nothing good that I can see. Same with all the smaller parts.
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well WMCoolmon is supposed to have it on warpcore tonight
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Awesome. I finally get to play with the revised and bug free versions :) :) :)
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Originally posted by redmenace
well WMCoolmon is supposed to have it on warpcore tonight
where is this warpcore?
and just to make sure, the zpack is all i need right?
and since i havn;t been here for a while has the higher resolution bug been fixed? the one where if i ran at 1600x1200 the target distance thingy would not be on the target.
thnx
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It seems the table file in the zpack does not include my beam effects in it but all the images for the beamglows are included.
Result... bfpinks
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ok, do you have a copy of vpmage? You can alter the tables your self and make a new zpack. Then can you ICQ it to me?
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Hey, after you finish upoading the mediaVP's to warpcore could you make an announcment so we can know?
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Yeah, I want the new effects.:shaking: BAD!
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Will be any futur change for the flak explosion ?
I have some preferance for the psychonaut blue flak version.
http://img62.exs.cx/img62/1138/exp20300016wb.jpg
It make Freespace 2 more and more exciting.
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I keep thinking 'methane flak'
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Originally posted by FireCrack
It seems the table file in the zpack does not include my beam effects in it but all the images for the beamglows are included.
Result... bfpinks
I'm already including Lightspeed's tables, which is why it wasn't included. I could add your table entries to the weapons.tbl in aseffects I suppose.
Also, I've been having trouble connecting to the warpcore FTP, so here's VPMage in zip form:
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WMCoolmon, just talked to inquisitor. Read the internal.
Also, vpmage is also here http://fs2source.warpcore.org/mediavps/vpmage.zip
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i released a merged (mione+LS's) table here
http://members.shaw.ca/firecrack/weapons.tbl
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Hey is there a table hack or tex swap I can do to stop the planar ring explosion being used for EVERYTHING? It looks utterly retarded when bombers are attacking a capship and there are huge orange rings everywhere, and planar rings on missiles? I never realised how bad they looked until they were EVERYWHERE. I already use a custom vp with some explosions from Inferno; what do I have to replace to change these explosions?
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Warpcore mirroring:
mv_core (fs2source.warpcore.org/mediavps/mv_core.exe)
mv_effects (fs2source.warpcore.org/mediavps/mv_effects.exe)
mv_aseffects (fs2source.warpcore.org/mediavps/mv_aseffects.exe)
mv_models (fs2source.warpcore.org/mediavps/mv_models.exe)
mv_textures (fs2source.warpcore.org/mediavps/mv_textures.exe)
mv_hieffects (fs2source.warpcore.org/mediavps/mv_hieffects.exe)
mv_zpack (fs2source.warpcore.org/mediavps/mv_zpack.exe)
VPMage (fs2source.warpcore.org/mediavps/VPMage.exe)
FireCrack, is that your effects merged with Lightspeed's single-player effects table That is, the one that comes with the weapons images themselves, not the one in the multifix zip?
Pnakotus, you can use VPMage to get rid of the explosions, or you could rename the Inferno table to take precedence over the mediaVPs. I think what you want to get rid of is data/effects/ExpMissileHit*.ani.
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Uhh.. it's the Single player one. And i've re uploaded to fix a bug i just noticed (LRed's used thrusterglow) so redownload if you didnt already.
And as for the multiplay ones i cant find those
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Why the link for the Zpack doesn't work now ??
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Ack, sorry, I forgot it.
Try this link: mv_zpack (fs2source.warpcore.org/mediavps/mv_zpack.exe) :)
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Woohoo! Incoming! Now my computer will have EVEN MORE of a handful running SCP! :D So, I take it this zpack is, well, everything? By the time I have it, someone should have had the opportunity to answer... :)
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Everything but loplanets and aseffects. (You don't need the former and the latter is extremely small.)
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Tank j00. *Waits for download to finish*
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Does the ZPack have the well known memory sappers in it like the animated Shivan glowmaps?
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yes :(
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DaBrain actually thinks that EFF might be a solution for that issue of the animated glowmaps. of cource you can remove the glowmaps and use the other ones that were made.
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I'll release something soon. But I still need Lightspeeds permission to mess around with his glow maps. ;)
And I could need some testers.
BTW I hope you don't mind having several hundreds of DDS files in your 'maps' folder. ;)
First test stage is completed already. There shouldn't be bad surprises anymore.
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Perhaps the coders could help get around the clutter of hundreds of maps for an eff by having the eff file look for a subdirectory with the same filename (minus extension). All the maps required would be in the subdirectory. That would reduce clutter would it not? Again, I'm not sure if that's a headache to code or not.
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AFIAK something like this is already planed.
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Originally posted by Trivial Psychic
Perhaps the coders could help get around the clutter of hundreds of maps for an eff by having the eff file look for a subdirectory with the same filename (minus extension). All the maps required would be in the subdirectory. That would reduce clutter would it not? Again, I'm not sure if that's a headache to code or not.
Good idea but not really possible. It would require some horrible CFILE hacks to make that work or some work arounds that are equally as bad. If anything the EFFs will be made into a container, one file with all of the images packed in it. This makes it a little more difficult to create in the first place as well as use since the file loads don't work with like that yet. The EFF would work more like ANIs at that point. And before anyone asks, both the current and the new container format would be supported so you don't have to worry about current EFFs not working at some point in the future.
I really think that it would better for everyone to use VPs in the near term rather than letting their data/ directories get tons of files thrown about them. Whenever DaBrain or Lightspeed comes out with something new I just toss it in a VP so that I can easily update or removed it. Most of this is obsolete with the new MediaVP but here is what I have as an example: ma_beamz.vp, ma_dabrain.vp, ma_he.vp, ma_hipoly.vp, ma_lsd_sg15.vp, ma_thrusters.vp. Makes things much easier to deal with. :)
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Ofcourse then you have table overrideAnd ofcouse lets not froget the coveted modular table.
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Originally posted by FireCrack
Ofcourse then you have table overrideAnd ofcouse lets not froget the coveted modular table.
You get that either way, I just have more control over it with things in VPs. VPs are used in alphabetical order so ma_* comes before the mv_* stuff that's officially released which in-turn comes before the standard game files. Using a -mod will override those just like it does in data/. I've got half the alphabet to order what comes where in the load order and it's much easier to pick and choose what I'm going to use at any time to fix bugs, test something or whatever. There are quite a few bugs that get reported which are due to crap hiding in data/ that people didn't know about. That old Microsoft Windows mantra of thowing things in a directory and hoping it doesn't break anything needs to die. Soon.
Well maybe not too soon. I do make a very good living out of fixing the stupid things that Microsoft does. I've got a bad habit of installing Linux servers in offices and then 3 years later wondering why I would volunteer to hurt my business so much. Simply having another Windows server out there makes me so much more money. :thepimp:
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Ugh :ICK: Who decided on that Flak animation? All it does is obscure the ship I'm trying to fire at.
And yes, I know that if I don't like it I can change it, and yes, that is what I plan to do. But I'm sure a lot of newbies wouldn't be able to...
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What the hell is wrong with the subspace model?! This may have been fixed already but the POFs (subspace_big, subspace_small) are in the wrong directory ('data/effects' rather than 'data/models'). Looks like it's using the new textures but the original model.
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Folks (WMCoolmon?),
Is this ready to download now, or is there more organizing to do? My head is spinning with all this stuff!!! ;) Thx.
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What Black Wolf and taylor said in the last two posts, plus more.
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Thx Coolmon - I will set our folks to waiting a bit more. If they get frustrated from the get go they will run off and play - ugh! - LOMAC!!! ;)
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Are you using Raa's node or this one (http://www.hard-light.net/forums/index.php/topic,26752.0.html)?
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:eek2: Holy... freaking... crap. SCP 3.6.5 is totally awesome. i just found out that SCP lets you actually fire beams and flak without the little dots of red as substitution, and you can fire flak guns without the flak assaulting your own ship. This makes it even better! Another cool addition is the little animations 3.6.5 produces on Shivan ships, like the Dragon. I turn them off and the Dragon turns black. Gives it a Terran-ish look.
[/EDIT] oh yeah, when i saw the subspace node I was hoping it would be a more FS1 style node. :( The new one looks really weird.
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You haven't see the best. With the Psychonaut Fak effect, Fs2 is more impressive :D
Look at this. (http://img144.exs.cx/img144/811/Freespace_2d.gif)
(Be warning, it's 1 MB).
Or if you want only pics :
http://img99.exs.cx/img99/9445/fs2_JAD_Home_43.jpg
http://img98.exs.cx/img98/3571/fs2_JAD_Home_42.jpg
You can grab the new effects here (http://www.hard-light.net/forums/index.php/topic,28401.0.html)
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What the hell is that blue thing in the first one?
[/EDIT] Nevermind. It's flak, right?
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Yep, absolutly, it's the flak effects :D
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Man that looks weird. Now, can anyone direct me to FS1 Nodes and shockwaves? FSPort's link doesn't work, so don't recommend that for me.
When I used the beams on mission 3 of FSPort, my compy froze. my pc seems to have a wee problem with SCP's. :(
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Originally posted by StratComm
Are you using Raa's node or this one (http://www.hard-light.net/forums/index.php/topic,26752.0.html)?
i sure as hell am :yes:
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I think it's yours, at least that's what I remember it as. Check the readme. :p
Edit: I had Raa's, but I updated mv_core with yours.
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...That one looks more like FS1 than I'll ever see.
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forgive my impatience! :D ;)
anything yet? thx.
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Just wanted to say to all of you good job with all the enhancements, and visual candy upgrades!
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Originally posted by Steel
forgive my impatience! :D ;)
anything yet? thx.
Check next sunday. I'll try to address the complaints and have something up by then.
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Thx Coolmon!
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Originally posted by Black Wolf
Ugh :ICK: Who decided on that Flak animation? All it does is obscure the ship I'm trying to fire at.
And yes, I know that if I don't like it I can change it, and yes, that is what I plan to do. But I'm sure a lot of newbies wouldn't be able to...
I just gave the new vp-s a rundown (all features beside mipmaps enabled!).
With texture compression (pcx --> dds AFAIK) enabled I got quite good framerates (~30 fps) on my aged GF2-Ti (1,6 P4; 512 RDRam) 3.6.5 seems to be a brekthrough on my system at least.
The HTL-ers and texturers (Lightspeed, Dabrain, VA, Lt.Cannon and everyone else I forgot to mention here - gomen :nervous:) did an excelent job, the game seems to have come to a new life.
I have some minor issues though:
The beam glows are too big resizing them to around 2/3 - 1/2 would be right. (I don't know wheter this is a table build (I used 3.6.5) or graphical isssue, but my bet is with the table). They do look marvelous never the less, but it's ridiculous that they cover an entire 500 meter long corvette.
The new flak doesn't look too good, the problem is the bits that were added to the animation aren't blended in, they are simply overlayed. If they had a tad of transparency the effect would be all right IMHO.
The new flak projectile though is not to my liking - maybe actually implementing a model with a glowing ani-texture would be better, or something that resembles an overheated explosive projectile instead the orange star of doom.
I also humbly request the separation of fs1 and fs2 maps - GE's textures were done in a very different style than what LS does. (It's up to everyone's taste which one they prefer).
It could be indexed in the readme which ships have env-alpha/env mapping.
To sum things up: Unlike earlier releases this one seems very well packed and cohesive. The quality of all the stuff is definitly good.
In other words A-1 Super!
Thanks for all the work and effort the creators have put into this one, I really enjoyed playing with the result.
PS: could Ligthspeed's nebula be a new vp as mv_nebula.vp?
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i can't turn a whole lot of graphic options on since my pc can't handle it.
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Originally posted by Cobra
i can't turn a whole lot of graphic options on since my pc can't handle it.
So, and what do you expect to happen now?
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I'm getting a weird bug with the new thrusterglows in the vp. these little white vertical lines pop up at the end of them. They're not really that noticable on figthers, but on bombers and capships they're really obvous.
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i get ridiculed and pissed off. :D
[EDIT] Crap, you posted while I typed. Try turning on the 32-bit textures and all the hardware options that your pc can handle. that should fix it.
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Didn't fix it, but I can live with it.
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Do not use pcx32. Never. It kills performance and does no good.
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Cobra.. how the hell did you type a message 10 minutes from now? :p
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I wondered about that...
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:welcome:
i thought you were one of those big shots with 4000 posts or more. that's why this welcome is late. :D
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Cobra.. how the hell did you type a message 10 minutes from now?
[/b]
:lol:
Cobra : set your computer's clock. You're messing up this thread. But that's no news, I guess. :doubt:
bigo, what's your system specs? What settings are you running FSO at, and which build is it?
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it's 1:00 in Southern California.
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Alright, it seems like it's not his fault. Pity. :p Link (http://www.hard-light.net/forums/index.php/topic,29217.0.html)
Back to business. Sorry for the OT.
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Coming sopn to a server near you...
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adveffects? Advanced Effects?
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kewl! wish my compy could handle it though. GOD an intel celeron sucks.
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Official 3.6.5:
http://scp.indiegames.us/download.php?list.2
Note that the zpack doesn't contain mv_adveffects anymore (So to get everything, you'll need to download mv_zpack, mv_adveffects, and mv_aseffects)
I figure that at this point, more people will fall in the midlevel range and will want a single download.
Also, I've pruned the models; only fully LODed ones are included in this release. Basically, Bobb's Deimos. (And his new Herc wasn't included either.)
Whenever somebody updates the models with at least LODs 1+, I'll update the mediaVPs to include 'em.
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Great news
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Um... I'm gettin' a 404 on all of the links to the MV packs at the SCP site. I think you may have the wrong urls listed.
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Erg... :wtf:
The problem is that I asked to have the new files 'posted on' the new site. Now what I was thinking is that someone with FTP access would copy them over to it.
Unfortunately what happened was that instead, they were linked to on the old site.
So in the morning, I went to the old site and wiped the old and new files, which I assumed were no longer needed and just taking up space. :doubt: In order to fix this I'll have to upload all 250-some MB of files again.
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So. Bugfixes and such have been taken care of, then?
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Yes. I played it with Inferno, too, and it looked awesome. :p
When I boot into Gentoo to check my mail I'll have the info to upload 'em.
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Huh. What does music.vp do? A forum search turns up nothing.
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It's the high-quality MP3 versions of some of the FS2 tracks, which I then spent an afternoon cutting and pasting so that they were close to the same length/tunes as the originals, then converted into OGG format. Also comes with a music.tbl to reflect the files have double the number of samples and are in OGG format.
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The links on indiegames are working again. :)
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Originally posted by Trivial Psychic
Um... I'm gettin' a 404 on all of the links to the MV packs at the SCP site. I think you may have the wrong urls listed.
Erg, All the link work except the mv_zpack.
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Guess it didn't completely finish...
Don't dry and download it for the next 40 minutes or so, it'll probably corrupt the file. After that it should work.
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Will you or someone else convert all songs to ogg, or is this vp final?
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The links seem to be down on all the files on that first post...
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damn 56k. it's taking hours to download the files. i want broadband, but mom doesn't want to sign up for it.
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Can we get a full URL for the zpack? I'd like to use GetRight for it, but it isn't catching the clicks on Indiegames.
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They're all at http://fs2source.warpcore.org/new365
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mv_models updated with Bobb's Herc model.
Or, you can grab it in a VP by itsellf( smaller DL() at http://fs2source.warpcore.org/new365/mv_bobb.exe
Wait 10 minutes from this message to download either, to prevent corruption nastiness.
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*drool* YAY!
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Has anyone else experienced crashes with mv_music.vp?
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Don't try yet. But i thought the mv_music.vp will contain all the fs2 music
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how good are the mp3 versions, anyway?
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Originally posted by redmenace
Has anyone else experienced crashes with mv_music.vp?
No, just odd behaviour. It started playing all music, but at tremendous speed, thus skipping to the next track after a few seconds. Odd.
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so, does this new music pack actually include higher quality music files from Mr. Wentz, or are the vanilla FS2 music files resampled to 44.1Khz?
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They're higher quality.
The original MP3s can be found here: http://www.sectorgame.com/f2s/files/media.php
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I was working on a project for those files at sectorgame but school got in the way majorly. it's good to see this happen though. Now if we could get the rest of them.....
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anyone wanna include my X-wing model when it's finally finished? It's in Utility Freighter (http://www.hard-light.net/forums/index.php/topic,29475.msg602163.html#msg602163). That's what the model originally was, but i abondoned it and started this on instead
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Well, the mediaVP is for improvements to retail FS2 elements (ships, background, effects, etc.) Stuff you wouldn't see playing through the main FS2 campaign isn't included, to keep the size down. (It's already about 250 MB. ;) )
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Cobra, the media VPs are reserved for files related to the original content in FS2. In other words, the only models in them are higher-poly models of the original FS2 ships, the only effects are variations of the original FS2 effects, etc. Things like Lightspeed's new shinemaps/glowmaps and Bobbaou's recently-released high-poly Herc are the types of files that you'll find there. Usually, if someone finishes a model, they'll just release it to the community as a whole, or else use it in a campaign/mod they're making.
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oh... :nervous: :shaking:
[EDIT] anyone wanna give me feedback on the model?
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yeah, but back in your own thread.
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Some working download links would be nice.
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Everything you could possibly need, concerning downloading, is right here (http://scp.indiegames.us/download.php). This is maintained by me and the rest of the SCP staff.
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new artwork needed for phreaks new builds. This will most likly have to be added to the core. but not immediatly.
http://www.penguinbomb.com/phreak/fs2_open_r.zip
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lol, triple post.
I will be updating the adveffects and textures vps in the next couple of days to reflect changes by lightspeed.
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Originally posted by Petrarch of the VBB
Some working download links would be nice.
First post updated.
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WMCoolmon, I updated the texture, adveffects, and zpack vps and the textures and the zpack are nearly 30mb larger. I basically used the dir of maps as the beginning then added the the texture vp as the second source. any thoughts?
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If you didn't do them one at a time, or keep them in separate data directories, there will be some overlap.
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you did update that herc model to the version that does not have the stupid blue glowing pipes right?
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what do you mean, it keeps the original files before adding the additional source.
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I have been looking through the texture vp and there are missing files from the maps lightspeed releases going back to release 15. Is this on purpose or accidental?
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All of lightspeed's modern files should be in the VPs; normal textures/shine/glow maps are in mv_textures. Animated glowmaps are in mv_adveffects.
Also, what I was saying is to make sure that you don't combine VPs by accident.
I'm not sure where the 30 MB came from, but I'm not sure what you're adding either. (How large is it? :p) What I've been doing is building the VPs from a set of folders on the hard drive (one folder per VP) then combining the finished VPs to form the zpack.
Oh, and if you update Bobb's models, all the files should go in mv_models, including textures.
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I think there might be some missing files from the texture vps. the 30mb might be from newer files as well.
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I did try to clear out any unused files when I released 3.6.5, so I may have accidentally removed some I shouldn't've when I did that (And nobody's noticed 'til now).
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Frankly I am tempted to integrate LS latest release into the texture.vp. With your permission I will do that.
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Well, I don't mind, as long as the animated textures stay in the adveffects VP. Moving them there dramatically cut down on the number of system-slowdown complaints. ;)
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The files mv textures and mv zpack are wrong, I download both about 4 times, and allways said CRC fail...
Could tell me where I can donwload both files?
Thanks...
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:welcome: darleth i had no problems downloading them. is it right after you downloaded them?
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But won't LS release an update tomorrow anyway? ;p
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Tomorrow or the next day.
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When I download, I not have problems...
Only when I installed the exe file...said "CRC failed"
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:wtf: huh. i never got that problem...
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Solved, I download all files mv....
But now, I try to download fs2_open 3.6.5 Installer from 07 Jan and when I click in the icon open a new windows that say Not Found...
Where I can donwload the last 3.6.5 Installer???
Thanks...
Great job...
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First post of this thread (http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=50)
As for the CRC problem, sounds like a corrupt file problem. Could be somebody tried to download the file while redmenace was uploading it, or it didn't get compressed correctly.
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Ok...
The last question (I hope)....
Which is the last "mv core" (I saw the one with the installer, then I saw mv coreb and mv corec)...where I can find the last one...
When I try to download fs2open installer, said, not found...
Thanks...
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http://fs2source.warpcore.org/exes/FS2Open_3_6_5-Installer.exe
Should contain the latest mv_core.vp
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Erg, I've been having some problems with the Perseus model. Apparently, THRUSTER01 doesn't exist in the mediaVP, and EzeCglass isn't in mv_models.vp.
I tried to open it in Modelview, but it claimed that the ship had a texture longer than 30 characters. POFCS simply hung.
It also brings up an access violation on the line:
model->indexed_vertex_buffer = gr_make_buffer(&model_list, VERTEX_FLAG_POSITION | VERTEX_FLAG_NORMAL | VERTEX_FLAG_UV1);
Specifically, vertex_buffer[idx].buffer->Lock(0, 0, &v, D3DLOCK_DISCARD); in gr_d3d_make_buffer 0. I suspect it's because list->n_verts is 0 :p In fact, if I set the function to return -1 if list->n_verts is 0, it seems to work fine, until gr_d3d_destroy_buffer is called. (Except for the missing textures)
Using 3.6.5 release, I get a CTD. :wtf: I even tried deleting the IBX file, in case it was corrupted.
Is it just me, or is anyone else having similar problems? Does the modeller have any comments? (Apparently I missed crediting him in the readme)
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Works fine for me.
Nico was the modeller.
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Turned out the file got corrupted when I extracted it to view it.
ToDo: cruiser01x.pof needs to be put back in.
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I have been looking into the issues with lightspeeds graphics and the vp as it stands. Here is a file list. I have noticed that there are PCX and dds versions of files such as shine maps. This is in addition to missing files.
http://mason.gmu.edu/~jwillshe/mv_texturevpfilelist.zip
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Er, is there anything different from that file list and the one I'd get by calling up a directory listing of the files in mv_textures?
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yes, that is including release 20. This is the one that I am assembling for the texture vp.
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Why doesn't someone make a better shockwave?
The one in the VP is detailed, but the way it explodes if totaly...wierd.
A shockwave is spherical, and no matter from where you look, you will allways see the edges - thus it will allways look like a circle.
What's with those strange angles of the shockwave? Lookes totaly crappy when several of them blow simountaniously.
and I do think bluish is cooler...
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:nod: make one kind of like the level 12 shockwave from st: generations. for those of you who haven't seen it, it's like a rapidly expanding sphere
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The planar shockwave is commonly called the "Praxis" shockwave effect, and is a notorious pickup from Star Trek. It has since been incorporated into just about any sci-fi film that involves a massive explosion, just because it "looks cool". Actually the original FS shockwave was as good as I could have ever hoped to get in terms of realism, though of course it is not as flashy.
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i actually made fs1 shockwaves into fs2 when i couldn't dl the fs1 effects from fsport. even converted the fs1 jump node. but, me don't have no more.
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SO? It's a simple matter of amking the standard FS2 shockwave more flaysh (read: detailed).
I find it better then the current one anyway...
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the only thing i couldn't do is make multiple shockwaves...
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IMHO, any sort of simple shockwave doesn't look realistic (except for maybe when missiles impact, with a circular shockwave)
A shockwave must be composed of fire or some sort of physical object in order to be visible - most likely you'd have gouts of fire, with detonations if fuel/reactors went up. But a sphericcal or circular shockwave wouldn't occur, just massive amounts of flames and debris. (Although I did ask Bobb about implementing a Matrix emp-esque shockwave when a big ship went down - turns out it'd need pixel shaders though.)
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Darleth, welcome to HLP. :)
:welcome:
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redmenace: Have you updated mv_effects? (If you were looking for a goahead, you've got it - the model file will fix the current cruiser03 error)
If Lightspeed's packs contain shine/glow maps for FS1 vessels (I haven't checked) then you could probably shave a few MB off by taking them out. That's really the area of the port. If you don't feel like taking the time to do so, I doubt anyone will complain much. :p
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or, you could put them in a separate VP?
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Yeah, but again, that's really part of the port.
There could be an mv_fs1.vp, I suppose, but we already have trouble keeping this many VPs up-to-date and working. There's already shinemap and glowmap download links on the port page, after all.
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Aten is finished
http://dynamic3.gamespy.com/~freespace/forums/showthread.php?s=&postid=625207#post625207
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I think there might be a problem with single player effects. The Maxin won't work in missions.
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To help get some people started with the FS2 SCP on another forum, I set up a couple of torrents to distribute the necessary files and help save you guys bandwidth. Anyone else who can use the torrents may as well, too.
The SCP installer, latest build + latest media.vps
Download torrent (http://alluvion.org/download.php?info_hash=5639ea19a3961b0f0e02e660e19788266b753b02)
(http://alluvion.org:81/download.php?info_hash=5639ea19a3961b0f0e02e660e19788266b753b02) (8 files; 125.91 MB)
View torrent stats (http://alluvion.org/stats.php?info_hash=5639ea19a3961b0f0e02e660e19788266b753b02)
(http://alluvion.org/qstats.php/5639ea19a3961b0f0e02e660e19788266b753b02)
The AVI versions of the cutscenes
Download torrent (http://alluvion.org/download.php?info_hash=c87085673ff9593bb921239f77e28ed637df5321)
(http://alluvion.org:81/download.php?info_hash=c87085673ff9593bb921239f77e28ed637df5321) (10 files; 134.30 MB)
View torrent stats (http://alluvion.org/stats.php?info_hash=c87085673ff9593bb921239f77e28ed637df5321)
(http://alluvion.org/qstats.php/c87085673ff9593bb921239f77e28ed637df5321)
(These don't actually work with the 3.6.5 build as far as I can tell, but do with the CVS builds. Place them in the main FS2 directory.)
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:welcome: greycellgreen. wow, a n00b and already you're helping us. :yes:
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Originally posted by Cobra
wow, a n00b and already you're helping us. :yes:
Haha. Technically I registered here before you :p I just don't have anything to contribute usually.
I've been playing space combat cames since Wing Commander... FS2 just seems to have been the best of the lot; the SCP and modding community are keeping it still relevant today. I didn't even 'discover' Freespace until a few years ago, and even then only picked it up because it had 'Descent' in the title :D
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Good man. :yes:
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oh crap, i just looked at your register date :lol: 2 months b4 me and u have ONLY 4 POSTS! HAHAHAHAH! btw do you have something that opens .torrent files?
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:ha: , i think you are the n00b, when you don't know how to use Bittorrent. :lol:
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i never heard of it until i wanted to download TBP. which was a month ago :ha:
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You need a bitTorrent client. Take your pick (http://www.slyck.com/bt.php)
Don't know why you need any of these files though Cobra.
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I wonder if cobra knows you can download tv content as well :drevil:
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Originally posted by redmenace
I wonder if cobra knows you can download tv content as well :drevil:
:nervous: