Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on March 28, 2005, 11:24:34 pm
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In rar format, for multiplatform beta-testing goodness. ;)
Readme (http://fs2source.warpcore.org/mvp366beta/readme.txt)
mv_core (http://fs2source.warpcore.org/mvp366beta/mv_core.rar)
mv_effects (http://fs2source.warpcore.org/mvp366beta/mv_effects.rar)
mv_aseffects (http://fs2source.warpcore.org/mvp366beta/mv_aseffects.rar)
mv_models (http://fs2source.warpcore.org/mvp366beta/mv_models.rar)
mv_textures (http://fs2source.warpcore.org/mvp366beta/mv_textures.rar)
mv_adveffects (http://fs2source.warpcore.org/mvp366beta/mv_adveffects.rar)
mv_music (http://fs2source.warpcore.org/mvp366beta/mv_music.rar)
mv_loplanets (http://fs2source.warpcore.org/mvp366beta/mv_loplanets.rar)
ls_neb (http://fs2source.warpcore.org/mvp366beta/ls_neb.rar) (Lightspeed's extra nebulas, used in the Derelict re-release and STL)
No zpack for the beta.
New stuff of interest:
Bobb's Deimos is back in, as is the Sobek.
The new glowpointed models have been added in.
Stuff won't crash anymore!! No need for messy hacks! (Unless you use mv_music with an older build)
Bonus:
Mutliplayer co-op version of the retail campaign.
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Co op version of the main FS2 campaign?!
That'll be a ***** unless you can make multi-player pilots save game positions...
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The version I included is split in two, and IIRC you can play any single mission by selecting it manually.
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Stuff won't crash, huh? hmm... question. Will these .vp's work with 3.6.5? I'm not looking forward to screwing around with these, only to have to go back and reinstall all the old .vp's when I want to play one of my mods with 3.6.5.
Did that make sense?
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winrar error
mv_effects.rar: The file "???" header is corrupt
Downloaded twice, same both times.
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Re-uploaded it, try again.
Edit: Ack, lemme try recompiling it.
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Originally posted by Ghost
Stuff won't crash, huh? hmm... question. Will these .vp's work with 3.6.5? I'm not looking forward to screwing around with these, only to have to go back and reinstall all the old .vp's when I want to play one of my mods with 3.6.5.
Did that make sense?
If you're using them you should probably at least grab something with the .ogg bug fixed. That's the only one that's wrong with the last official release IIRC, but the bugfix builds have tended to just be more stable.
WMC: I've got to tweak Raa's Ares a tad more, but it's essentially ready. It and the Sobek (I've got a version with a fixed radius) should probably be updated one more time, and other than one small bug I ran across (a missing poly, oddly enough) the Orion is ready as well. PM me before you release the real 3.6.6 VP so I make sure all of those get in.
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Nifty. ;)
I've re-uploaded mv_effects and rebuilt it, so go ahead and try it.
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BAH!
Not long ago I redownloaded the mediaVPs since the old ones were.... problematic . Now I have to redownload them.
Thank god for collegiate networks with infinitie bandwidth and cheap USB flash drives.
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Did you add the apply-to-wing interface art?
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Probably not.
Are these them? (http://dynamic4.gamespy.com/~freespace/forums/attachment.php?s=&postid=636720)
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:nod:
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Originally posted by StratComm
...and other than one small bug I ran across (a missing poly, oddly enough) the Orion is ready as well.
That would be THIS (http://www3.sympatico.ca/daniel.topps/SeeThroughOrion.jpg) bug right?
You might also want to give the default model a blank nameplate and make sure rotation data is added in for the multi-part turrets. You'll have to add them in in PCS, since MODview deletes glowpoint data (from my experience), so just remember that PCS has its Y and Z axes for rotation miss-matched. Selecting "Y" will yeild a "Z" result if you test rotations in MODview.
I was also noticing, that the Orion has all the antenae on the lower front, given subsystem flags in the submodel data. Are you planning on making these non-targettable subsystems for cool dammage effects? Would another table file be included in this to support this feature? I assume that the 3.6.6 VPs are intended to co-incide with the release of the 3.6.6 build, since destroyable, non-targettable submodels are not supported under 3.6.5.
Later!
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Will this have the new title screen?
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Originally posted by Trivial Psychic
That would be THIS (http://www3.sympatico.ca/daniel.topps/SeeThroughOrion.jpg) bug right?
You might also want to give the default model a blank nameplate and make sure rotation data is added in for the multi-part turrets. You'll have to add them in in PCS, since MODview deletes glowpoint data (from my experience), so just remember that PCS has its Y and Z axes for rotation miss-matched. Selecting "Y" will yeild a "Z" result if you test rotations in MODview.
I was also noticing, that the Orion has all the antenae on the lower front, given subsystem flags in the submodel data. Are you planning on making these non-targettable subsystems for cool dammage effects? Would another table file be included in this to support this feature? I assume that the 3.6.6 VPs are intended to co-incide with the release of the 3.6.6 build, since destroyable, non-targettable submodels are not supported under 3.6.5.
Later!
Bingo. That's the missing poly. The original model had several and I tracked most of them down, but it looks like one still slipped through. Turrets actually don't actually need rotational data (believe me, they work) as the game ignores it even if it's there. As for Modview, I still have to use it to set MOI, and yes, it does delete glowpoint data. I'm currently resorting to keeping a backup and manually copying over the glow chunk when I'm done fixing things. And yes, all of the "pipe" objects are there so you can hack tables and make them invisible-destroyable. I didn't impliment a table solution though, because I want the stock model to be 100% compatable with :v: tables. Which it is.
Blank nameplate: no problem. One transparent 4x4 tga, coming up.
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Out of curiousity, is the co-op campaign the one straight from the VWArchives? Because if it is, it doesn't work very well when it comes to the loop missions (like mission 2 of the first loop).
I recall fixing some of those problems when I took it in hand.
I used to host my 'fixed' version on Swooh and I would direct you to that, but as we all know that is no longer an option.
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Downloading. Since I'm going to be the one fixing any problems people report I'd better take a good look at this :D
Did you include the low poly Fenris and Leviathan (http://homepage.ntlworld.com/karajorma/freespace/Downloads/Kara_Low_Poly_Models.rar) models I posted BTW?
Seems silly to force people to use mv_Models just to have the Fenris and Leviathan look different.
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MediaVP 3.6.6? With co-op campaign! WOOT!
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So... these VP's work with the 3.6.5 executable? Alright, I gotcha...
EDIT: Will there eventually be any way to get the mv_effects and mv_aseffects to work in multiplayer, and still save stats?
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Originally posted by StratComm
Bingo. That's the missing poly. The original model had several and I tracked most of them down, but it looks like one still slipped through. Turrets actually don't actually need rotational data (believe me, they work) as the game ignores it even if it's there. As for Modview, I still have to use it to set MOI, and yes, it does delete glowpoint data. I'm currently resorting to keeping a backup and manually copying over the glow chunk when I'm done fixing things. And yes, all of the "pipe" objects are there so you can hack tables and make them invisible-destroyable. I didn't impliment a table solution though, because I want the stock model to be 100% compatable with :v: tables. Which it is.
Blank nameplate: no problem. One transparent 4x4 tga, coming up.
I've also noticed a problem with the Orion related to its position somehow. Basically, when one is warping in, the warp vortex is open for a few seconds before the nose emerges, and the vortex closes before the back end has exited the node. The warp effect kinda closes on the back end of the ship. I'm not sure what needs to be done to fix that.
WMC: In regards to the Hi-Poly Fenris & Leviathan, could you create a blank nameplate for these as well and change the default models to use that instead of the GTC Orff one? I've done this for my models (same with Orion), but others could benefit from not seeing GTC Orff on every Fenris and Leviathan that's in a mission.
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Originally posted by Trivial Psychic
I've also noticed a problem with the Orion related to its position somehow. Basically, when one is warping in, the warp vortex is open for a few seconds before the nose emerges, and the vortex closes before the back end has exited the node. The warp effect kinda closes on the back end of the ship. I'm not sure what needs to be done to fix that.
Now see, I said when I released it that if you found a bug you were supposed to tell me. :rolleyes: I have a feeling I know what's causing this, but I'll have to run a few tests to make sure.
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I didn't get the chance to test this until yesterday.
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Hah! I was right. The fix will be committed with the rest of the changes. I'd tell you how to do it, but unless you feel comfortable with a hex editor you probably shouldn't mess with it.
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I'm assuming this (http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000331) problem was fixed?
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I'd imagine so; that's the #1 problem with the media VP's as they stand now.
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Well, that fixed it, but now I'm getting another error...
bug report (http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000357)
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That tells us essentially nothing. Have you run that bug through a debug build?
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Originally posted by StratComm
I'd tell you how to do it, but unless you feel comfortable with a hex editor you probably shouldn't mess with it.
Sorry, that one just went over my head. That doesn't mean you're gonna put a hex on my machine does it? :nervous:
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Funny, funny :p
Of course, it's late and my sarcasm detector is broken. If you are being serious, a hex editor is a program that lets you edit the raw binary data of a file (represented in "hex", hexadecimal or base 16 in part because representing an entire file graphically in 1's and 0's would be rediculous). The correct value isn't hard to find or to replace, but it's not something that I'd recommend to the casual gamer as it requires an understanding of binary in general, floating-point numbers, the POF specification, and endian-ness of data in a file.
I'm glad you pointed out the bug though, because it brought up another consequence of a bug in the max->pof converter.
*Goes to pester Styxx*
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Originally posted by StratComm
I'm glad you pointed out the bug though, because it brought up another consequence of a bug in the max->pof converter.
Just doing my part... a little on the late side, as usual. :nervous:
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Does this help? I ran it through C20050318_d which is a debug build.
***
Warning: Couldn't open texture 'Shornetd'
referenced by model 'New_Qutrob.pof'
File:e:\cvs\fs2_open\code\model\modelread.cpp
Line: 2653
Call stack:
------------------------------------------------------------------
fs2_open_C20050318_d.exe 0081bfa9()
fs2_open_C20050318_d.exe 0081e512()
fs2_open_C20050318_d.exe 0081539e()
fs2_open_C20050318_d.exe 00697236()
fs2_open_C20050318_d.exe 00684044()
fs2_open_C20050318_d.exe 00684246()
fs2_open_C20050318_d.exe 006910d3()
fs2_open_C20050318_d.exe 00827e8d()
fs2_open_C20050318_d.exe 0068fb7c()
fs2_open_C20050318_d.exe 008284ac()
fs2_open_C20050318_d.exe 006931a6()
fs2_open_C20050318_d.exe 0069339c()
fs2_open_C20050318_d.exe 00aa0eb7()
kernel32.dll 7c816d4f()
------------------------------------------------------------------
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Try it without aseffects. This is an actual bug that should be fixed, but it's not something that should be affecting the singleplayer campaign.
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Nope, it still occurs, though, when using the debug build, it doesn't even give me that error report anymore (as opposed to having that aseffects in.)
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Which means it's not the same error. The texture that the debug message is referencing is one for a new missile model that Lightspeed made for the Shivans, but it shouldn't be getting used anywhere. Unless he referenced it for the unknown megabomb.
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Originally posted by Jeryko
Well, that fixed it, but now I'm getting another error...
bug report (http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000357)
I closed that bug, because it's a duplicate of something we told you was a duplicate.
And that bug was fixed.
So, just telling us the same bug (we fixed) is still happening to you because you're media is a tadd old, isn't much use on Mantis.
And that bug is the example of how not to post a bug. No summary, no build name, no list of mediaVP's, no system specs.
All of those are needed for the coders to fix something.
EDIT: OK, I read the rest of the thread. Any errors you're getting are media related, and best fixed by you, by making sure you only have the mediaaVP's from this thread, and no old ones. If it still happens then, it's a bug in the MediaVP, and best reported in this thread.
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Originally posted by Jeryko
Does this help? I ran it through C20050318_d which is a debug build.
***
Warning: Couldn't open texture 'Shornetd'
referenced by model 'New_Qutrob.pof'
A friend of mine had that problem. We fixed the problem by loading the missile model into MODview and changed the texture name that LOD3 references, to the same texture as LOD2.
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- Fixed the shornetd bug
- Added interface art
- Added the Sobek
- Looked at the Ares
- Looked at the Orion
- Checked on the Orff nametag. "It's all green!" (Cookie to anyone who gets that quote.) If you're seeing 'GTC Orff', check out your local directory tree.
Edit: Note to self - remember to update readme.
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I was looking though the textures for the Qutrob, and I was then noticing that with these textures, the missile is rather hard to see, and thought about adding a glowmap. I took a look at the actual textures and realized that they were FS2 stock textures supertile1, renamed. It occured to me that if I used the actual stock texture, it could reduce the number of textures the game might need to render. I also thought that perhaps Lightspeed's improved maps might make it better, but I remembered that he removed the color from the sections of the texture that correspond to the glow on the glowmaps. It then got me thinking: Is it possible to have a glowmap on a missile?
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I think so. It should be easy enough to try with 3D missile models in the techroom.
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Originally posted by WMCoolmon
- Looked at the Ares
- Looked at the Orion
I note you didn't add the Ares; what's wrong with it? I know the glowpoints got knocked off of it (thanks Modelview :doubt: ) but otherwise I thought it was stable.
EDIT: I checked some things on the Sobek and Ares and there's a new version up for both. The Ares fix is minor (glowpoints) but the old Sobek potentially has issues with warp-in.
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Is there a reason the multi config file is in the models directory? ;)
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let me know when we are ready to release so I can make the changes to the website.
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Originally posted by StratComm
I note you didn't add the Ares; what's wrong with it? I know the glowpoints got knocked off of it (thanks Modelview :doubt: ) but otherwise I thought it was stable.
EDIT: I checked some things on the Sobek and Ares and there's a new version up for both. The Ares fix is minor (glowpoints) but the old Sobek potentially has issues with warp-in.
As I understand it, the shield mesh isn't working properly on the Ares, so I didn't add it. I didn't test it out ingame, though, so it could've been fixed without a post.
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The shield mesh does work properly. It's the V original, and people are complaining that parts of the wings stick out.
But the V original mesh had the wings sticking out of the shield mesh. So this thing is as much like the stock version as possibly, while still having the upgraded detail.
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This makes so much more sense than what was in the "Ghost no more" thread. I did alter the shield mesh volume, so that the wings would be encompassed. I do not believe that it was :v:'s intention to have them hanging out to dry like that. But, that never should have kept it from going in to the VP, as Raa said, because the stock version was like that too. But I think it's clarified at this point.
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um...is it just me or has everyone adopted E-Yorkshire accents?
*wanders off t' browse t'internet*
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Do you know which date it is? ;)
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BUG ALERT! BUG ALERT!! i can't see the nebulas or suns or planets in FRED 3.6.5
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well that depends. Are you using the -mod command in fred? and where are your vps placed? Also I am not sure that FRED support 32bit graphics IIRC.
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uhhhhhh... i don't even know how to use the MOD command or anything else... i just use FRED_Open. :D
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Originally posted by Cobra
BUG ALERT! BUG ALERT!! i can't see the nebulas or suns or planets in FRED 3.6.5
FIX ALERT! FIX ALERT! FRED is a lot more recent than 3.6.5 (http://www.hard-light.net/forums/index.php/topic,31451.0.html). You'll need -fredhtl and -jpgtga flags to make the background work though.
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Originally posted by Cobra
BUG ALERT! BUG ALERT!! i can't see the nebulas or suns or planets in FRED 3.6.5
1) use the new fred in the recent builds forum
2) create a shortcut to the new fred build that you've downloaded and place it on the desktop
3) right click on the shortcut -> properties
4) add "-jpgtga" and "-fredhtl" to the end of the "Target:" edit box.
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Despite the slowdowns, I'd reccomend not using -fredhtl until the object rendering bug is fixed.
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SWEET! I can use FRED htl with no slowdowns!
hmm... nebulas and suns don't show up unless i'm in the background editor...
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You have to open the background editor for them to show up. Minor bug in comparison to not being able to see them at all.
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bah.
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that was fixed in my 3/24 build. Goober has a new one as well
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nah, i'll just stick with with builds that have less bugs :D (as you progress, you find more bugs but fix even more. :D)
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Lightspeed's textures look awesome. I actually failed one of my own missions during debugging...because I was too busy gawking at a Nahema to do anything else.
Oh, and I'll have you know my custom title is now "Medusa," a major improvement from "Bakha." Had I gone outside instead of making this post, this wouldn't have happened.
Thank you for the textures and the title-upgrade, Lightspeed.
"Alpha 1! Stop staring at the glowmaps and complete your mission!"
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:lol:
yeah, they're so cool... "how'd they do that?" i asked myself the first time i saw 'em. they actually fit the shivan ships quite well. :D
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you didn't download everything then.
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Glowpoints should work, engine trails may not.
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You should add THIS (http://www.game-warden.com/forum/showthread.php?p=9589#post9589)
to the next build. ;)
Looks great.
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Originally posted by DaBrain
You should add THIS (http://www.game-warden.com/forum/showthread.php?p=9589#post9589)
to the next build. ;)
Looks great.
True dat. That looks awesome! :yes:
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Originally posted by High Max
Glowmaps do but engine trails don't. Also, I notice that the flashing glowpoints on the Ulysess aren't appearing when I see the ship in the techroom. I think the glowpoints on the Arcadia and Ulysess come from the models.vp and I have the new models.vp but those flashing glowpoints aren't there anymore. My main concern is the engine trails. Maybe I should've kept the 3.6.5 effects and models media vps instead of deleting them right when I put the new ones on my computer to save disk space. :sigh:
The only reason that those glowpoints may not work is if you are not using -jpgtga. The glowpoints have been (substantially) upgraded, and are tga files now.
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Shouldn't be. Maybe you've just become a better player :D
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Non of the links works anymore.
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Try this url:
http://scp.indiegames.us/download.php?list.2
(The new SCP site.)
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Thanks for the link.:)
I'm already downloading them.
Oh and something else:
I have a mv_bobb.vp in my FS2 folder (back from 3.6.5 I think). Should I leave it in?
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Proabably not, but tell me what is in the VP. (Most important: The folders)
If you don't have VP View, forget about it. Move the file somewhere else and see if it causes any difference. If it doesn't, delete it.
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mv_bobb was an updated version of Bobb's Hercules, I'm pretty sure I updated both the 3.6.5 mv_models and the 3.6.6 mv_models/mv_zpack with it, so if you have either one you should be able to remove it without changing anything.
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Call me crazy, but do all the .rars and the zpack have the 3.6.5 readme? Are they really the 3.6.6s at all? :)
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They say 3.6.5 but they are actually 3.6.6.