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
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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:
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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
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http://scp.indiegames.us/download.php?list.2
Note that mv_zpack and mv_music don't work well with any current 'official' build.
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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...
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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.
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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?
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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.
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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).
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Oh, and the bloom effect (post processing) is included in those packages or are they a different mod?
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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.
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2 posts shown before the original post, big time-warp.
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*turns on beam cannon*
:welcome:
Oblisk
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argg my matey...
check out some starfields I made @ oblisk87.deviantart.com
:D :D