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Community Projects => The FreeSpace Upgrade Project => Topic started by: WMCoolmon on October 18, 2005, 04:38:20 am

Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 18, 2005, 04:38:20 am
http://scp.indiegames.us/comment.php?comment.news.39
Title: MediaVP 3.6.7 RELEASE thread
Post by: Singh on October 18, 2005, 05:14:42 am
YAY!! w00tage!!! Wohoo!!!

And general happiness!!
Title: MediaVP 3.6.7 RELEASE thread
Post by: starfox on October 18, 2005, 06:08:30 am
Finally....
I'm going to test it right away and report back !
Title: MediaVP 3.6.7 RELEASE thread
Post by: Mr_Maniac on October 18, 2005, 07:00:19 am
I don't know how big the SCP-Community exactly is, but wouldn't it be worth to put up an torrent?
Title: MediaVP 3.6.7 RELEASE thread
Post by: starfox on October 18, 2005, 07:38:01 am
Personally I would find torrents little to no help. Since only two files (mv_effects and mv_textures) are considerably larger than the rest. But is somebody would be willing to put Torrent somewhere, that would be nice to those that need it....

I may be mistaken here, but didn't TBP use torrents to download releases n'stuff ?
Title: MediaVP 3.6.7 RELEASE thread
Post by: karajorma on October 18, 2005, 08:33:27 am
A torrent of zPack (i.e all other VP files) on the other hand wouldn't carry that objection.

As for TBP they either shut down or will shortly shut down their server.
Title: MediaVP 3.6.7 RELEASE thread
Post by: kasperl on October 18, 2005, 09:12:14 am
If someone knows how to set up a tracker, I'll try and seed when my PC is on.
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 18, 2005, 09:52:12 am
You forgot the highpoly hornet, and other weapons.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Wanderer on October 18, 2005, 10:01:41 am
I seem to missing all other than LOD 1 from high poly herc. Should there be other LODs?

BTW how does the the mv_detailmodels.vp differ from this one? Other that it has fully LODded herc.
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 18, 2005, 10:07:18 am
High Poly Mara is also missing.
Title: MediaVP 3.6.7 RELEASE thread
Post by: karajorma on October 18, 2005, 10:13:14 am
Quote
Originally posted by Wanderer
BTW how does the the mv_detailmodels.vp differ from this one? Other that it has fully LODded herc.


It's completely unofficial.

 If anything goes wrong with your install make sure you remove it and try again before posting cause that's exactly what you'll be told to do.
 That said it seems perfectly fine and I've been using it myself.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 10:40:02 am
Does the models vp include the fancy Erinyes model with the gold shaded glass on the cockpit?
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 18, 2005, 11:29:14 am
The gold glass textures are also missing. and all the glow points for the fighters. Is anyone else seeing this? I think all of the animated glowmaps as well.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 11:41:16 am
I'm still downloading. That's why I asked in advance.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Wanderer on October 18, 2005, 11:44:16 am
Aren't the animated glow maps in adveffects?
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 18, 2005, 11:54:54 am
Yah they are, I though I have downloaded it already. I wonder if the glow points and glass textures are there.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 12:02:48 pm
So far so good. Checking out the ships in the tech room without having any of the extras I downloaded around except in archives in case I needed them. Haven't seen the Erinyes yet, but I'm probably not far enough along with this pilot to have it listed.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Wanderer on October 18, 2005, 12:04:27 pm
Go to mainhall and press F3 (if you are using recent builds)
Title: MediaVP 3.6.7 RELEASE thread
Post by: CP5670 on October 18, 2005, 12:44:52 pm
Looks good to me for the most part. Love the new nebula poofs and warp effect. I have a couple of issues/suggestions though:
Also, I tried out sm3-07 (Dunkerque) noticed quite a bit of stuttering and hard disk activity ingame with all the media vps in place, which wasn't an issue with the last set of vps. I'm guessing that it's frequently running out of video memory and is swapping to the HD. I have 256mb on a 6800 GT and another 256mb in the AGP aperture, so this may be something that needs to be addressed, as good 512mb gaming video cards don't really exist at the moment.
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 18, 2005, 01:06:48 pm
Glass should be in there. It's not in my FS2 directory and I could see the glass. It's technically goldglass anyways.


Torrents are fine if someone can either tell me how to setup a download or do it for me.


Rest of the stuff I'll get to later.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Fenrir on October 18, 2005, 02:31:43 pm
Wasn't the effects.vp supposed to use the low or mid-range versions of the 3D shockwaves? It seems it still has the yellow cloudy ones from the previous VP set. And I kinda agree that maybe the animated beam effect would be better suited for adveffects.

Regardless, the rest of it seems to be working out wonderfully. I've not noticed any missing glowpoints or glass textures and that starfield is downright amazing. If it were the only upgrade at all it would have been worth it.

[Edit]Nevermind. The new nebula effects are even better.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 03:03:28 pm
Um, either the model did not load correctly, or there's something horribly wrong with the Iceni. I was playing the first SOC mission and the Iceni looked ok from the front, but from the back and sides something was very wrong. Portions of the ship werepartially to entirely transparent.
Title: MediaVP 3.6.7 RELEASE thread
Post by: DaBrain on October 18, 2005, 03:47:08 pm
Well, yes, the animated beam glow effects were supposed to put in the advanced effects VP.


You should also put at least the low end 3d shockwave into the effects VP.
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 18, 2005, 04:08:35 pm
Found the problem. NM.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Dark RevenantX on October 18, 2005, 06:00:42 pm
oh... my...GOD

I am getting 7.6 kbps !
Title: MediaVP 3.6.7 RELEASE thread
Post by: Galemp on October 18, 2005, 06:19:23 pm
er, okay.

So, from what I hear, Stratt's glowpointed version of my version of Bob's Orion isn't in there, nor is the LODded Herc, the Mara or the Serapis. They're all in my unofficial models pack. I hope the nameplates are fixed too.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CP5670 on October 18, 2005, 06:33:56 pm
Quote
oh... my...GOD

I am getting 7.6 kbps !


I got about 20k/sec earlier today. :p Still took forever to download these things.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Dark RevenantX on October 18, 2005, 08:38:26 pm
After having to retry downloading the biggest .vp due to a weird problem, I FINALLY got them all!  Took me eleven hours total.

By the way, i'm on a fastish cable connection.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 18, 2005, 08:40:01 pm
Looks like there was more demand for them than I thought there'd be.  The hosting server must be getting slammed.
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 18, 2005, 08:43:34 pm
Quote
Originally posted by Galemp
So, from what I hear, Stratt's glowpointed version of my version of Bob's Orion isn't in there, nor is the LODded Herc, the Mara or the Serapis. They're all in my unofficial models pack. I hope the nameplates are fixed too.


1) I asked for a link to Stratt's Orion. Either I missed the response or noone ever responded.
2) The Serapis should be in there.
3) The link to the Mara is dead, I don't want to mess with fileplanet.
4) I made a point to go through and make sure ships had blank nameplates

Quote
Originally posted by DaBrain
Well, yes, the animated beam glow effects were supposed to put in the advanced effects VP.


You should also put at least the low end 3d shockwave into the effects VP.


Yeah, a friend and I did some testing, but IIRC the results weren't enough to beg switching the beamglows around. I don't remember any documentation being provided; I just remember that the pack gave me the new beam glows and shockwave.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 18, 2005, 09:27:42 pm
Quote
Originally posted by WMCoolmon


1) I asked for a link to Stratt's Orion. Either I missed the response or noone ever responded.
I missed the request.  The link is not hard to find though, it's in the Ultimate Orion thread that's linked to in the highlights.  Make sure you include the a and b (Galatea and Bastion) variants as well; Galatea isn't used in FS2 but it is in sparky_fs2.vp and will show up in the Port.  And right now the Bastion is the old skin that was done by Bobboau.
Here's a direct link. (http://www.duke.edu/~cek6/bob-ge-strat-orion.zip)
2) The Serapis should be in there.
It is, it's listed as a Vasudan fighter, not a Terran one in modelview ;)
3) The link to the Mara is dead, I don't want to mess with fileplanet.
4) I made a point to go through and make sure ships had blank nameplates



Yeah, a friend and I did some testing, but IIRC the results weren't enough to beg switching the beamglows around. I don't remember any documentation being provided; I just remember that the pack gave me the new beam glows and shockwave.


The Herc model included is missing its lower LODs, which will mean that any herc in a mission will be rendered high-poly (bad).  I have the fixed Herc on disk, so if you can't find it let me know.

Also, the HTL Triton's turrets (which I specifically PM'd you about to try to head the problem off at the pass) are named wrong.  The subobjects named "turret01-base" and "turret02-base" should be just "turret01" and "turret02" respectively.  This is a 2-second PCS fix, and in most builds the turrets won't work named as they are.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 09:34:39 pm
I'm asking again, since nobody seems to have noticed the first time I asked.

Has anyone looked at the NTF Iceni in mission?

It looks fine in the tech room, but when I played the first SOC mission, something was wrong with it.
Parts of it were missing or mostly transparent. Could someone see if this is a general issue or a one-off thing with me. I do have jpg/tga textures, 32-bit textures, and glow maps enabled.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 18, 2005, 09:45:11 pm
The Iceni loaded fine.  Looks perfectly normal.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 09:50:08 pm
No, but with the latest build plus the latest VPs, I've got parts of the NTF Iceni pulling a David Copperfield in mission.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 09:51:54 pm
Ok, I'll try that mission from the tech room and see if it does the same thing again. If it does, I'll post a screenshot for you all.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 18, 2005, 09:52:56 pm
CaptJosh, please do not post the same error in a bunch of places across the forums.  It makes things VERY hard to track.

Note to admins/moderators: Please move this and CaptJosh's last post to the MediaVP dev thread or fork him off his own thread to discuss it.

Merged.
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 18, 2005, 09:58:49 pm
If you could post you fs.log from debug missions so, if it is a bmpman problem, taylor can see what is going on.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 10:05:44 pm
I've had bmpman disabled because it makes for big problems playing Inferno. I tried again from the tech room and the Iceni loaded fine. The second Vasudan ship to jump in gave me some add clipping issues, though, when I was right against its hull. I could sometimes see through the ship. Odd.

Sorry to comment on the apparent non-issue with the Iceni in an additional thread. Looks like it was just a hiccup, anyway.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 18, 2005, 10:08:38 pm
If the clipping issues were with the Sobek that jumps in, I'm not at all suprised.  I managed to get it physically stable (so you can't fly or shoot through it anymore) but it's still got places where you can run in to it and briefly get your eyepoint through the hull.  Every Max-plugin model I've ever seen suffers from this to a small degree.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 10:12:24 pm
Well, I knew it was solid. I couldn't fly or shoot through it, just see through it when I was right up against it. It rather startled me. I hadn't expected that. No biggie though. I'm sure someone will fix it sooner or later.

Thanks for the info, StratComm.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Vasudan Admiral on October 18, 2005, 10:15:16 pm
Awesomeness. :D :yes:

Quote
Originally posted by WMCoolmon
4) I made a point to go through and make sure ships had blank nameplates
Hmm, well you *almost* got it. ;)
The ideal solution is to not simply puregreen over the pcx files "GTC_Orff.pcx" and "GTC_Advocate.pcx", but instead to create an identically dimensioned image named "Nameplate.pcx". You then open up the ships with nameplates in modview or PCS and change the nameplate texture to use "Nameplate" so that it's nice and obvious for anyone using the texture replacement in Fred.
It's just a neater solution and only requires one nameplate texture in the VPs. :)

If this could be fixed, the tritons turrets fixed as Strat said, and the missing ships added, might be worthwhile to re-upload the models vp?

Good job with the rest of the VPs though.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 18, 2005, 10:15:46 pm
It actually originally wasn't solid, and I think the first version to make it into a media VP could actually be flown through in a lot of places.  I spent a little time working with Raa to get it, the Ares, and a couple of other things working correctly so that it is just a bit of a graphical nusance now.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Galemp on October 18, 2005, 10:16:56 pm
The Mara, Orion and LODded Herc can be found in my unofficial VP in VA's Aeolus/Triton thread.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 18, 2005, 10:27:10 pm
Exactly why I'm not concerned, Strat. A graphical nuisance is a minor thing that someone will correct eventually once it bothers them enough. I might take a crack at it myself if I could do any modeling. But I'd have to be really bored to go after something that nitpicky. :D
Title: MediaVP 3.6.7 RELEASE thread
Post by: Depth_Charge on October 18, 2005, 10:29:36 pm
looks great......after 3 hrs worth of downloading.....lol.....ahem....anyways, i figure the cain should been done by now or its on hold for now???


oh and by the way.....since the vp's has release, my computer works alot better after i deleted several things that i don't need anymore.....keep up the great works...
Title: MediaVP 3.6.7 RELEASE thread
Post by: CP5670 on October 18, 2005, 11:28:26 pm
Quote
But I'd have to be really bored to go after something that nitpicky. :D


You call that nitpicky? Remove the evil turquoise pixel!!!1 :D
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 18, 2005, 11:28:46 pm
Quote
Originally posted by Galemp
The Mara, Orion and LODded Herc can be found in my unofficial VP in VA's Aeolus/Triton thread.


Um, the Mara isn't in that pack.  Unless it's hosted somewhere other than Fileplanet.

The Mara is, however, located here (http://www3.sympatico.ca/daniel.topps/fighter2s-02.zip).  The link is in the HTL Pack thread.
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 18, 2005, 11:34:40 pm
There will be a VP patch this weekend. It will have the glowpointed orion, mara, Hornet, and loded herc.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 18, 2005, 11:38:47 pm
And fix the Triton.
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 18, 2005, 11:44:16 pm
Quote
Originally posted by StratComm


The Herc model included is missing its lower LODs, which will mean that any herc in a mission will be rendered high-poly (bad).  I have the fixed Herc on disk, so if you can't find it let me know.

Also, the HTL Triton's turrets (which I specifically PM'd you about to try to head the problem off at the pass) are named wrong.  The subobjects named "turret01-base" and "turret02-base" should be just "turret01" and "turret02" respectively.  This is a 2-second PCS fix, and in most builds the turrets won't work named as they are.


:wtf: :wtf: :wtf:

I know, and I specifically went and did that as soon as I got the PM because it's a rather serious error. Is there some problem with the 'save POF' menu item in PCS?

Fixed again, saved and triple-checked.
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 18, 2005, 11:59:54 pm
well then WMC, I will give you a link to the vp I made and you can add the fixed triton
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 19, 2005, 12:02:40 am
Quote
Originally posted by WMCoolmon


:wtf: :wtf: :wtf:

I know, and I specifically went and did that as soon as I got the PM because it's a rather serious error. Is there some problem with the 'save POF' menu item in PCS?

Fixed again, saved and triple-checked.


The "save POF" option in PCS will not save changes to the field that currently contains your cursor, which is a bug I thought everyone knew about.  I usually flip tabs after making a change so that I'm assured of it catching.  I thought you had possibly overwritten the file or something, since you acknowledged the report via PM before.

EDIT: Actually, make sure that there is at least either an 8-bit PCX or a DDS file in there.  WMC made a point to make the Herc work without needing -jpgtga.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CP5670 on October 19, 2005, 12:09:34 am
Is anyone else getting the constant stuttering that I was experiencing? Try it on sm3-07 to test it out.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 19, 2005, 12:28:07 am
No stuttering here, but FSO's memory consumption went above and beyond reason while playing it.  It stood at 750 megs when the Messana arrived.  It pages like crazy because very few people have enough RAM to actually run that.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CP5670 on October 19, 2005, 12:45:42 am
There are quite a few images in effects and adveffects that are way too large considering their detail levels. Cutting those down might help a bit.

How much memory do you have? I have 1GB of memory (about 72MB of which is used by windows), but the AGP aperture setting is at 256MB. I need to see if setting that to 512MB instead does anything.
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 19, 2005, 01:02:35 am
This is a temporary patch. We will be updating the regular download tomorrow so beware. This contains all of the missing models like the Mara, loded Herc, the Glow Pointed Orion, the fixed Triton, and Hornet Missle.
http://fs2source.warpcore.org/mvp367/mv_amodelspatch.rar
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 19, 2005, 01:20:17 am
Quote
Originally posted by CP5670
There are quite a few images in effects and adveffects that are way too large considering their detail levels. Cutting those down might help a bit.

How much memory do you have? I have 1GB of memory (about 72MB of which is used by windows), but the AGP aperture setting is at 256MB. I need to see if setting that to 512MB instead does anything.


I've also got 1GB.  It cuts it - barely.  The difference-maker may actually be my PCI-express graphics card if throughput to the card is that much of an issue.
Title: MediaVP 3.6.7 RELEASE thread
Post by: DaBrain on October 19, 2005, 02:01:23 am
Quote
Originally posted by WMCoolmon


Yeah, a friend and I did some testing, but IIRC the results weren't enough to beg switching the beamglows around. I don't remember any documentation being provided; I just remember that the pack gave me the new beam glows and shockwave.


Well, I didn't exactly say "put it into the advanced effects VP.

Quote
Originally posted by DaBrain

[...]
It's an effect of high-end PCs after all.
[...]


I told you to pick a shockwave yourself though. (Couse I wasn't sure which one should be used. High-End or Super-High-End)
Title: MediaVP 3.6.7 RELEASE thread
Post by: Mr_Maniac on October 19, 2005, 06:32:37 am
Hi!
I have a little Problem with Capships...
Well... I don't know if it's media-vp-related...

The engine-glows are missing for the most Capships...
At least on my PC...
So it flys but don't have any engine-glows...
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 19, 2005, 08:53:13 am
Engine glows aren't working in current builds for some reason.  I'm under the impression that it's a temporary problem.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Kosh on October 19, 2005, 04:11:57 pm
Quote
Originally posted by CP5670


I got about 20k/sec earlier today. :p Still took forever to download these things.



I got 70 KB/sec on an overseas connection. :p
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 19, 2005, 04:52:50 pm
Quote
Originally posted by StratComm
Engine glows aren't working in current builds for some reason.  I'm under the impression that it's a temporary problem.
It is because of Goober's species redux.
Title: MediaVP 3.6.7 RELEASE thread
Post by: taylor on October 19, 2005, 05:08:15 pm
Quote
Originally posted by redmenace
It is because of Goober's species redux.

Well, it's not actually because of the species work that it broke, it was broken just before that.  It's still broken now because he's not done with the species update yet and keeping track of all of the code changes is difficult.  In this case it's easier for him to get the species update done and fix everything at once.

I had started getting the Linux code ready for adding to CVS 5 weeks before it actually happened.  Getting everything updated and checked and cleaned up takes a large amount of time.  That was a lot more code (I started with 90,000+ lines and cut it down to around 30,000) than what Goober is working with right now but it still takes time to get everything synced up and working before it's ready for commit.  And of course he has to finish the code first. :)
Title: MediaVP 3.6.7 RELEASE thread
Post by: CP5670 on October 19, 2005, 06:01:45 pm
Quote
I've also got 1GB. It cuts it - barely. The difference-maker may actually be my PCI-express graphics card if throughput to the card is that much of an issue.


That shouldn't really make any difference actually, since the card doesn't need to transfer stuff out of its own memory. The only other thing I can think of is the fact that I use a fairly high resolution that might require a large framebuffer with vsync and triple buffering enabled. I'm going to try turning off vsync later and see if that helps.

Someone needs to fix the issues with those excessively large images though. I can do it if needed.

Quote
I got 70 KB/sec on an overseas connection. :p


The server was probably less loaded today since most people had already gotten them. It really took hours to get them all yesterday. :p
Title: MediaVP 3.6.7 RELEASE thread
Post by: eiszo on October 20, 2005, 02:07:29 am
I miss the 3D explosions of DaBrain.
Title: MediaVP 3.6.7 RELEASE thread
Post by: CP5670 on October 20, 2005, 02:35:14 am
Wow, the effect of disabling vsync was pretty dramatic. The stuttering went away completely and the loading times, which had become extremely long, are back to normal levels. I guess the triple buffer was using up a ton of memory itself. I can't notice any tearing in this game anyway, so I'm going to keep it like this.
Title: MediaVP 3.6.7 RELEASE thread
Post by: DaBrain on October 20, 2005, 03:15:44 am
Quote
Originally posted by eiszo
I miss the 3D explosions of DaBrain.


There is an older effect in the advanced effects folder.


We'll probably update the MediaVPs soon. (Next week?)
I'm checking the files right now.
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 20, 2005, 03:46:01 am
[Stubbornness]
Probably not. Between this and the next release is when I'm thinking I'll go through the files and prune them.

I'd also like to diff the TBLs to the original FS2 ones and see if we can't work out a more sane method of organization to fix the Cain/Fenris problem.

As it stands:


Something I'd like to look into: Particle-spewing engines.DaBrain said something about them in another thread, specifically them not working properly b/c some fields weren't available, it sounded like an easy fix but 3.6.7 wasn't out yet.
Title: MediaVP 3.6.7 RELEASE thread
Post by: DaBrain on October 20, 2005, 04:03:13 am
Nice, I'm looking forward to the partice spew issue. :)
 
*imagines cool things that might be possible soon* ;7
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 20, 2005, 04:18:36 am
That was a sort of subtle hint to get you to tell me what you couldn't do that you needed to do. :p
Title: MediaVP 3.6.7 RELEASE thread
Post by: CP5670 on October 20, 2005, 12:38:26 pm
Quote
As it stands:
  • move beamglows to adveffects; change names to match originals
  • Put medium shockwave in effects, super hi-end in adveffects.
  • Check that LODs have appropriate textures, either PCX or DDS, no shine/glow if they aren't needed.
  • Fix pixel in purple sun. :p
  • Double-check thrusterglows are newest/best-looking (once working)
  • Put ABTrails back in(?)
  • Toy with the idea of modifying Maxim/circe gfx
  • Nag CP to pull another miraculous size-reduction job on mv_effects. :p
  • Change nameplate textures to 'nameplate'
  • Look into 3D explosions
[/size]


Sounds good. :D I don't think I can trim down the file as much as last time, but there are definitely still a lot of excessively large images in there.

While I'm at it, I might as well mention this other thing that I forgot to bring up earlier. It seems that the glowmap and shinemap for the Arcadia install01-02 texture might be conflicting with each other somehow.

FS1 (and FSO with older media vps):

(http://home.comcast.net/~cp5670/fs1.jpg)

FSO with modern media vps:

(http://home.comcast.net/~cp5670/fs2.jpg)

The first glow effect looks great, but the other one looks very washed out. The sun is on the opposite side of the Arcadia, so it isn't due to the shine effect either. The FSO Arcadia used to look like it does in the FS1 shot, but in the last several media vp versions it has had this weird grayed out look to it and looks pretty nasty.
Title: MediaVP 3.6.7 RELEASE thread
Post by: taylor on October 20, 2005, 07:42:30 pm
@WMC:  Also the weapons.tbl needs to have all of the "$Shockwave Model:" lines removed.  They are using the default shockwave name which is not even needed, but also make the default shockwave a requirement and it shouldn't be.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Cobra on October 22, 2005, 02:30:18 pm
yikes. insane memory usage.

all i have are mv_effects, core, models and textures, and it literally took almost ten minutes to load the briefing, and another five to load the mission itself.

then the game kept hanging whenever a message popped up.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Galemp on October 22, 2005, 03:02:14 pm
Try it again. It always takes a long time to load the first time, to build the IBX cache.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Cobra on October 22, 2005, 03:08:13 pm
yeah, i've always known about that, but i'm thinking that it'll still take a while to load anyway. i'll try again in a bit. :)

oh yeah, i'm also using the detailmodels.vp for the models not included in 3.6.7 vp's. :D
Title: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on October 22, 2005, 03:25:41 pm
Umm, cobra that was fixed earlier this week.
Here is the patch.
http://fs2source.warpcore.org/mvp367/mv_amodelspatch.rar
Also the vp you are using, doesn't have the high poly hornet missle.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Cobra on October 22, 2005, 03:38:53 pm
duhh, i downloaded it before you patched the mv_models. :p

also, do the glowpoints have to be included in mv_effects? :wtf:
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 22, 2005, 03:48:56 pm
Glowpoints are technically an effect...models depends more on processing power, effects depends on a lot of memory.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Cobra on October 22, 2005, 05:36:23 pm
yeah yeah. :p

anyway, i took a couple of screenies.

i love the new flak effects:

(http://img489.imageshack.us/img489/9140/screen00495jo.png)

triton debris looks almost realistic:

(http://img489.imageshack.us/img489/6066/screen00502gt.png)

give it some flickering light effects and we have perfect triton debris! :D
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 22, 2005, 06:15:16 pm
Actually, that debris chunk has a good bit of stretching on it.  Hardly a criteria for "realistic" debris.  But it does look pretty darned good.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Vasudan Admiral on October 22, 2005, 08:24:20 pm
Uhh, that's the really ugly side of that piece :nervous: - I was lazy in mapping the regular debris tile, but didn't expect it to be this obvious. When glowing it appears to stand out like crazy...

Ahh well, something to improve upon in future ships. :)
Title: MediaVP 3.6.7 RELEASE thread
Post by: Cobra on October 22, 2005, 09:05:23 pm
ack, i just noticed the stretching. :nervous:
Title: MediaVP 3.6.7 RELEASE thread
Post by: Vasudan Admiral on October 23, 2005, 04:59:47 am
You could try for a shot just as it's exploding - it should appear to crack apart rather than dissappear (though as it is most of the debris won't make it 10m before spontaneously combusting :\ ), as should the aeolus and fenris. :)
Title: MediaVP 3.6.7 RELEASE thread
Post by: Cobra on October 23, 2005, 03:35:15 pm
i'm working on hetting some new pics right now. :D
Title: MediaVP 3.6.7 RELEASE thread
Post by: Flaser on October 24, 2005, 08:54:53 am
Short question:

Were Lightspeed's Background set used by BR's Derelict RE-RELEASE included in the VPs?
Title: MediaVP 3.6.7 RELEASE thread
Post by: Evo-Lightning on October 24, 2005, 09:40:52 am
just here to say you guys suck :lol:

Thx for the media vps you hard working peeps...jeez, if i knew where you guys lived, i'd ask some friends in bunny suites to hop over for a visit. :thepimp: :nervous:
Title: MediaVP 3.6.7 RELEASE thread
Post by: FireCrack on October 24, 2005, 06:58:56 pm
mv_music

Size: b
Title: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on October 24, 2005, 07:27:43 pm
I believe that's just an error on the site. I downloaded the file and it works fine.
Title: MediaVP 3.6.7 RELEASE thread
Post by: watsisname on October 24, 2005, 07:46:28 pm
Yikes, fell behind posting in this thread.  :o

Okay, so far (not very far through the FS2 campaign, just before the first nebula mission) things work beautifuly!  Had to remove some nicer stuff like enable minimapping, 32bit textures and jpg/tga textures in order to get my fps up, but oh well.  My laptop just can't handle all that.  

My only real issue so far that I have not seen mentioned is that the stars and the nebula background seem to move relative to each other when I turn my ship.  Also, the stars seem to flicker and change brightness when there is a message.  Anyone else notice this?  I'm not sure how easy that will be to fix.  Maybe it's something easy, or maybe it's like the thruster-intersect-hull bug, which I hear is a pain.  

Well anyway, besides that small thing, it looks awesome and I really appreciate all the really hard work you guys have done!  Thank you!  :)
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 24, 2005, 07:53:52 pm
Good call getting rid of mipmapping and pcx32, but jpgtga may be worth putting back on.  It doesn't incur quite the performance penalty of the others, and it's well worth the effect if we haven't gotten rid of tga files in the media vps.

The nebula moving phenomenon is related to the missions now using skyboxes I think, and while it's fixable it's probably not in code.  There's a rework of mission art in progress again IIRC, so that may well go away on its own later.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Fenrir on October 24, 2005, 09:33:15 pm
Yeah, jpgtga is something you'll most likely want. Unless hurcs that consist only of thrusters and a cockpit are your thing. :nervous:
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 24, 2005, 10:34:14 pm
That was fixed in 3.6.7 VPs though.  I'm not sure that there's actually anything TGA that doesn't have a DDS or PCX associated with it now.
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 25, 2005, 01:22:33 am
Probably, but it shouldn't be gameplay-interfering.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Flaser on October 25, 2005, 05:02:04 am
Will the new hecate and the Apollo model make its way to this release (as its still fresh and update reciving)?

BTW I once again ask if Lighty's backgrounds (not the upgrade - as I know they're in, but the phenomenal background set used in Derelict and Homesick - which I can't distinguish just by browsing the files) are included in the release?

PS.: EXCELENT WORK - FS_SCP is better by the day.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Galemp on October 25, 2005, 09:16:54 am
They're not even close to being converted yet, Flaser. The Hecate probably won't be finalized until it has a complete UV map :shaking: and the Apollo's probably going to be an independant release, since it's not stock FS2.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Fenrir on October 25, 2005, 01:46:20 pm
No, Lighty's nebulae aren't in these since they aren't used in the FS2 campaign. There are makeshift replacements in mv_adveffects, but they're not the finalized versions used in BR's Derelict rerelease and so forth. Those you have to get at Lighty's site. Or find that LS_Neb vp that's floating around out there.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Mongoose on October 25, 2005, 02:42:02 pm
Quote
Originally posted by Galemp
They're not even close to being converted yet, Flaser. The Hecate probably won't be finalized until it has a complete UV map :shaking: and the Apollo's probably going to be an independant release, since it's not stock FS2.

The Apollo would definitely be useful for the FSPort's SCP release, though. :)
Title: MediaVP 3.6.7 RELEASE thread
Post by: Cobra on October 25, 2005, 02:47:59 pm
seconded. :D
Title: MediaVP 3.6.7 RELEASE thread
Post by: Flaser on October 26, 2005, 10:19:05 am
Quite understandable.

Though I don't see why FS1 ships should be a separate package - after all the FS1 only shinemaps are already part of the MediaVP.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 26, 2005, 10:54:57 am
Quote
Originally posted by Flaser
after all the FS1 only shinemaps are already part of the MediaVP.


No, they are not.  The media VPs only provide updated effects for files already in the FS2 dataset.  Admittedly there's a good bit of FS1 stuff in there; half the fighters/bombers are FS1, the transports almost all are, and there's some other miscelaneous stuff (supply ships, etc) that isn't even tabled but is in sparky_fs2.  There are, however, no shinemaps for, say, the apollo in the media VPs last I looked.
Title: MediaVP 3.6.7 RELEASE thread
Post by: yubyub on October 26, 2005, 03:59:52 pm
Quote
At the risk of sounding concerned for my own welfare, I'm going to wait 'til a more saner hour tomorrow to upload the zpack. It's ~170 MB and will take a good long hour to fully upload.

This was posted on the 18th.

Am I blind or is the Zpack not up? :confused:
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 26, 2005, 07:26:29 pm
Yes, it should be up, but then the deal with models came up, and then I forgot (probably subconsciously intentionally forgot. :p)

I've started it recompressing, if it looks like I can safely leave the comp on I'll upload it afterwards, if not I'll make a mental note to do it tonight.
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 26, 2005, 07:31:34 pm
Ack, apparently the wrong glowmaps for the Fenris are in the models pack(?).
Title: MediaVP 3.6.7 RELEASE thread
Post by: Vasudan Admiral on October 26, 2005, 09:06:49 pm
Yeah, I just found out this morning in the nameplate thread in FS modding. A simple mistake, but those glowmaps are just slightly misaligned so that the lights seem to bleed out of their recesses (though the shinemap glitch is my bad. I don't know how I missed it).

Unlikely as it is, if you are going to eventually make either a patch or failing that, the next media VP release, could you make these changes to the Fenris and Aeolus?
Quote
The ideal solution is to not simply puregreen over the pcx files "GTC_Orff.pcx" and "GTC_Advocate.pcx", but instead to create an identically dimensioned image named "Nameplate.pcx". You then open up the ships with nameplates in modview or PCS and change the nameplate texture to use "Nameplate" so that it's nice and obvious for anyone using the texture replacement in Fred.
It's just a neater solution and only requires one nameplate texture in the VPs for all ships with nameplates.


Thanks. :)
I'll get onto completing the lucy and the rest ASAP to add as well.
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 27, 2005, 01:41:26 am
http://scp.indiegames.us/download.php?view.148
Title: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on October 28, 2005, 08:19:01 pm
Can someone fix the turret splines on theFenris, and what is up with the 5 LODs on Bobb's Hercules? I keep getting these errors every time I try to debug something.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 28, 2005, 10:51:23 pm
I'll put it on my to-do list.  I think I can fix both without needing to reconvert, though I'll be honest; I've never figured out what the turret spline error is actually refering to.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Trivial Psychic on October 28, 2005, 11:01:26 pm
I know.  Open it up in PCS, and find which spline path its complaining about.  Then, remove the turret binding at the bottom of the path screen.  The save and open in FRED.  It should then stop the warning message.
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 28, 2005, 11:05:21 pm
But I don't know what that will change.  The old Fenris model doesn't suffer from the same error, yet it's set up exactly the same way.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Vasudan Admiral on October 29, 2005, 02:31:24 am
Ack! Not another bug! :(
I think I've found what causes it though - open up the original and the HTL one side by side and compare each path one by one. The names are in the same order, as are the verts, but the path number and associated subobject are completely out of whack.

I guess this must have been caused by the individual importing of chunk data in PCS (global data import always crashes for everything for me) - it seems to have assigned path names to the new one in the order it encounters them, which is not the order they were in originally, and completely ignores the turret sub object.
All it *should* need to fix it is just to go through the paths one by one and match all nessecary data up correctly again.

We'll just have to watch out for it in future HTLed ships until PCS 2 comes along. :\
Title: MediaVP 3.6.7 RELEASE thread
Post by: StratComm on October 29, 2005, 07:17:53 am
I figured it might have to do with subobjects being in a different order in the model.  Which is unfortunate, as there isn't a good way to fix that short of digging through ALL of it by hand.
Title: MediaVP 3.6.7 RELEASE thread
Post by: Vasudan Admiral on October 29, 2005, 08:52:01 am
It'll be an easy fix at least - no reconversion. :)
The exact problem is that the dockpoints (the only things that use 'spline paths') are refering to the wrong path numbers. Easiest way to fix it would be to point the two dockpoints at the correct paths: dock1 to path 02, dock2 to path 17. (I don't have time to just yet)

That should fix the spline errors, and then it's just a minor issue of pointing the various paths at the correct subobject numbers. However, I get the impression this is really not nessecary, as the original's paths all point at sub objects 5, 10 or 13.

Oh, and as a final little insult to myself, I appear to have somehow misspelled detail0 as "detial0". :(
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: MetalDestroyer on November 10, 2005, 04:56:54 pm
I tested the main Fs2 Campaign, and it results there are several scripting bugs.
It appears especially when the colossus is on station.

The first time we met him during the evacuation of Enif Station, the Colossus seems to be out of range. It can't use his beam cannon towards a Deimos class. I've to just autodestruct myself to pass the mission.
Another bug, in the final battle before we go to Vasudans Head Quarter, the Colossus arrived near to the knossos, but unfortunately, he is too far from the battlefield. So, he can't open fire.

Well, i don't know if the fs2 files are messing up in this 3.6.7. I hope there will be a fix.
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on November 10, 2005, 05:05:02 pm
Mantis it. (http://lore.maxgaming.net/~scp/mantis/main_page.php)
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: redmenace on November 12, 2005, 01:26:11 am
Important Comments:
This is a new patch that updates the Media VPs released after October 19. If you downloaded the Models VP prior to October 19, then you need to download the first patch as well to update your vps with the latest content.

Media VP 3.6.7 Patch 1 (http://scp.indiegames.us/download.php?view.149)
Media VP 3.6.7 Patch 2 (http://scp.indiegames.us/download.php?view.150)

This Patch Adds:
<ul><li> High Poly Asteroids(Sandwich/Strattcomm)</li>
<li>High Poly Pegasus(Strattcomm/Turnabar)</li></ul>
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: LOA--Paul on November 20, 2005, 01:13:25 pm
After downloading the new media VP's (including the patches) portions of the Leviathan and Fenris are transparant, but some parts appear (such as edges)

It only happens for the Leviathan and Fenris.
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on November 20, 2005, 02:26:57 pm
Are you using jpgtga?
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: LOA--Paul on November 20, 2005, 02:32:43 pm
Yes, I am using all of the following:

-jpgtga -pcx32 -spec -glow -allslev -ship_choice_3d -orbradar -dualscanlines -spec_point 0.6 -spec_exp 11 -spec_static 0.8 -spec_tube 0.4 -ambient_factor 75 -3dwarp

edit: Nevermind finally got it fixed, had an old high poly fenris/leviathan in my data/models folder.  Took that out and it works fine now.
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: gaberad on November 25, 2005, 11:20:34 pm
I may have missed it, but how do I install these patches? At the moment I have no idea. Do I just un-rar them into the main fs2 folder or something?
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on November 26, 2005, 12:04:34 am
You hit the nail on the head. That exactly how you do it.
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: karajorma on December 08, 2005, 06:05:11 am
You hit the nail on the head. That exactly how you do it.

That's how most people do it.

The people who understand FS2 a bit better put them in a folder and use mod.ini files so that they don't interfere with retail or Tom's Old Build :p

I'll be writing a full guide on doing that sometime soon. :)
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on December 08, 2005, 08:25:36 am
Ah, but some of us don't use either of those. so :P yourself. :D
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: karajorma on December 08, 2005, 09:08:57 am
There are other reasons besides those for doing it my way :) If you play multiplayer for instance. Or if you work for a mod that won't be using them (BSG, TBP, etc) and don't want to bother with the hassle of setting up a seperate folder for them.

For some people none of those are important but better to assume that they might be rather than assuming they won't be and then having to explain to someone why they're getting an "Error parsing 'weapons.tbl' Error code = 2" error a few days later :)
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: CaptJosh on December 08, 2005, 09:20:30 am
I'll probably end up changing my setup eventually. I just need to find one of those round tuits...
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: Galemp on December 09, 2005, 09:32:44 pm
Wow, with all the new stuff pouring in, when are we going to get another release?
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on December 10, 2005, 02:21:07 am
Whenever I get around to finishing the last minor feature thingy for the mediaVPs, as well as updating them to make use of it.

I should probably go through mv_effects again as well. And of course I need to check the patch thread for stuff I missed.

Altogether, it's probably going to be a good half-day of work. I'm busy most of tomorrow and have finals next week.
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: Braxis Copperwire on December 10, 2005, 05:28:56 pm
http://scp.indiegames.us/comment.php?comment.news.39

Direct download links?

I'm a little lost...
Title: Re: MediaVP 3.6.7 RELEASE thread
Post by: WMCoolmon on December 11, 2005, 01:31:52 am
There is a button on the left labelled "Downloads"...