Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Oblisk on March 05, 2005, 12:36:30 am

Title: Hi I'm new... With a Q
Post by: Oblisk on March 05, 2005, 12:36:30 am
Hi there, I've been following the SC project for some time now, been a lurker but never really posted :D

Having fixed the pots on my new Logitech Extreme 3d Pro, I decided to install FS2 once more, play it through with the purdy graphic updates.

... But there are so many, I confuse myself. Is there a complete "package" of all the graphic update/mods? Or perhaps a newbie guide?

I have an ATi (9700 np mod @ pro), and I know ATi kinda killed some of the effects on it, but I'm willing to give it a try anyway.

Danke :thepimp:
Title: Hi I'm new... With a Q
Post by: Bobboau on March 05, 2005, 12:34:27 am
you can get those effects back by reverting to version 4.4 of there drivers, well worth it if you've never played FSO with specular lighting before
Title: Hi I'm new... With a Q
Post by: WMCoolmon on March 05, 2005, 12:36:06 am
http://scp.indiegames.us/download.php?list.2

Note that mv_zpack and mv_music don't work well with any current 'official' build.
Title: Hi I'm new... With a Q
Post by: Oblisk on March 05, 2005, 12:46:38 am
Quote
Originally posted by WMCoolmon
http://scp.indiegames.us/download.php?list.2

Note that mv_zpack and mv_music don't work well with any current 'official' build.


Is there any way to get them to work? zpack looks like a pack I can't afford to miss...
Title: Hi I'm new... With a Q
Post by: WMCoolmon on March 05, 2005, 12:57:41 am
You can try a build in the recent SCP builds forum (taylor's newest is rumored to be extremely reliable, but I don't think he's posted it yet).

Or you can download them individually. Zpack has mv_core, mv_models, mv_textures, mv_effects, and mv_music. It doesn't include mv_adveffects, or mv_aseffects (which is broken in 3.6.5), or loplanets (Lower-quality versions of the planets in mv_adveffects.)

With a 9700, you can probably use mv_core, mv_models, mv_textures, mv_effects, and mv_adveffects - unless you want anti-aliasing. In that case, you definitely won't be able to use mv_adveffects.
Title: Hi I'm new... With a Q
Post by: Oblisk on March 05, 2005, 01:43:55 am
I see, about to go ahead and install them, but I don't see a guide to installing user created missions... do I just drag them into the proper folder and they show up under user missions or something? Or do they override the original missions?
Title: Hi I'm new... With a Q
Post by: WMCoolmon on March 05, 2005, 02:03:38 am
Just point the self-extractors to your main FS2 directory. Since FS2 uses individual files like JPEGs and models to make up missions, they don't have to modify any of the original missions. They also apply to older mods that use the retail ships and art.
Title: Hi I'm new... With a Q
Post by: karajorma on March 05, 2005, 02:31:41 am
User missions basically go in data\missions if you just have a .fs2 file.

They'll show up in the techroom\flight simulator in game.

If you've got an entire campaign with mods in you're better off making a new folder for it sticking the .vp in it. Then you click select mod in the FSO launcher and point the requestor that pops up at that folder.

You go to the campaign room to select these and then play them in the same way as the main FS2 campaign (i.e through the ready room).
Title: Hi I'm new... With a Q
Post by: Oblisk on March 05, 2005, 04:29:36 am
Oh, and the bloom effect (post processing) is included in those packages or are they a different mod?
Title: Hi I'm new... With a Q
Post by: Flaser on March 05, 2005, 05:15:41 am
Quote
Originally posted by Oblisk
Oh, and the bloom effect (post processing) is included in those packages or are they a different mod?


Bloom was experimentally implemented quite a while ago, but no one has properly done it ever since.
It hadn't made it to the main code base, since there were some serious side effects with it.
Title: Hi I'm new... With a Q
Post by: Kie99 on March 05, 2005, 06:08:25 am
2 posts shown before the original post, big time-warp.
Title: Hi I'm new... With a Q
Post by: Falcon on March 05, 2005, 10:05:10 am
*turns on beam cannon*

:welcome:
Oblisk
Title: Hi I'm new... With a Q
Post by: Oblisk on March 05, 2005, 01:48:49 pm
argg my matey...

check out some starfields I made @ oblisk87.deviantart.com

:D :D