Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: WMCoolmon on November 20, 2005, 10:27:26 pm

Title: MediaVP Patch thread - November 27
Post by: WMCoolmon on November 20, 2005, 10:27:26 pm
Like the previous thread, please only post if you have something to contribute to the VP (Attachment, link, list of fixes or unneeded files). For everything else, PM me. This list will be used as a checklist for the next patch.

Current list - stuff that didn't make it into the last patch

Hopeful list - stuff that isn't done yet
Title: Re: MediaVP Patch thread - November 27
Post by: StratComm on November 20, 2005, 10:39:21 pm
This isn't a content post, but I'm not starting a new thread over this.

  • Nameplate fix. (Didn't have a good way to fix. POFCS kept crashing, and ModelView refused to open the high-poly models)

You want me to tackle them (assuming you just want to change them all to use "nameplate" as the nameplate texture)?  I can probably have them done tomorrow.  I'm assuming the list is short, as these are the only ones I can think of offhand:
Are there any more?
Title: Re: MediaVP Patch thread - November 27
Post by: WMCoolmon on November 20, 2005, 10:55:22 pm
This would be the sort of thing perfect for a PM. :p

I believe the Orion also needs to be changed. But to be honest, I'd most like to have the high-poly version of ModelView. This isn't the first time I've had trouble because of PCS's unreliability and MV's lack of workingness.

Or, POFCS2 would be nice. :p

If you want to change them go ahead, though, they just need to use the texture 'nameplate' instead of whatever they use right now.
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on November 21, 2005, 12:50:06 am
Ok, just for you i'l tackle the conversion of the missiles next weekend...

Anyways, i got this updated, is it right now?


[attachment deleted by admin]
Title: Re: MediaVP Patch thread - November 27
Post by: Black Wolf on November 21, 2005, 01:18:19 am
This would be the sort of thing perfect for a PM. :p

I believe the Orion also needs to be changed. But to be honest, I'd most like to have the high-poly version of ModelView. This isn't the first time I've had trouble because of PCS's unreliability and MV's lack of workingness.


PM Vasudan Admiral. He made the high poly changes, so he should have a working exe uploaded somewhere.
Title: Re: MediaVP Patch thread - November 27
Post by: Vasudan Admiral on November 21, 2005, 06:18:55 am
Though you've probably found them by now from one of the other threads;
http://webzoom.freewebs.com/twisted-infinities-va/modv32b5.zip
http://webzoom.freewebs.com/twisted-infinities-va/modviw32_high_limits.zip
Just paste the second exe over the first once it's been installed and all else should magically work. ;)
Title: Re: MediaVP Patch thread - November 27
Post by: DaBrain on November 21, 2005, 12:29:32 pm
Uhm... is the gun effect fix in a patch already?
http://www.game-warden.com/starfox/Non_SF_related_stuff/MediaVP_fix.rar

BTW there is a 'ships.tbl' in the textures VP. ;)


And please fix the shockwave chaos. There is a 3d shockwave in the effects VP. (Ok, fine, but this effect needs a lot less memory and looks a lot better: http://www.game-warden.com/starfox/Non_SF_related_stuff/SW3D_Mid-range_blue.rar)

Then there is an old 3d shockwave in the advanced effects VP. This one is better: http://www.game-warden.com/starfox/Non_SF_related_stuff/SW3D_High-End_blue.rar. Maybe you could add the link to the ultimate effect in the readme: http://www.game-warden.com/starfox/Non_SF_related_stuff/SW3D_Super-High-End_blue.rar.

And now everything is screwed up. There is a 2d shockwave in the maps folder of the advanced effects VP. What is this one in there for?

Afaik both versions will be loaded into the ram, so we're losing quite a bit performance for nothing.
Title: Re: MediaVP Patch thread - November 27
Post by: StratComm on November 21, 2005, 12:46:40 pm
Thank you.  I've been meaning to say something about the state of shockwaves for a while now.

I think the ships.tbl in the textures VP is to allow texture differentiation between the Fenris and Leviathan, Cain and Lilith.  It's been like that for a while, and there are a couple of models (or there should be) that accompany them.
Title: Re: MediaVP Patch thread - November 27
Post by: Depth_Charge on November 21, 2005, 01:07:45 pm
Question???......is there any chance to make a whole new vp file instited of patched????.......no offence, just asking???
Title: Re: MediaVP Patch thread - November 27
Post by: DaBrain on November 21, 2005, 01:34:37 pm
I've suggested that already. There are too many things you can't fix with a patch...


BTW here is my table entry for the AB trail:

Code: [Select]
$Trails:
+Bitmap: ABtrail
+Width: 6.0
+Alpha: 1.0
+Life: 1
Title: Re: MediaVP Patch thread - November 27
Post by: Pnakotus on November 21, 2005, 08:47:49 pm
Since we're asking questions, which patch is the HTL Eyrines in?  I decided to test the whole patch malarky and clean out my /data/maps and models at the same time: using the 3.6.7 vps and the three patches, I'm missing the HTL Eyrines, the turret fix doesn't work, and someone said there was a cockpitted-Ares and that isn't in there either.
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on November 21, 2005, 08:49:19 pm
HTL erynies should be in the normal 3.6.7 media vp's
Title: Re: MediaVP Patch thread - November 27
Post by: Pnakotus on November 21, 2005, 09:29:59 pm
Buh!  I must have some legacy crap still lying around.  It worked, I removed the loose textures and pofs, and it didnt' work.  Wierd.
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on November 22, 2005, 12:30:09 am
Sooo.. is it working or not now?
Title: Re: MediaVP Patch thread - November 27
Post by: WMCoolmon on November 22, 2005, 02:21:20 am
Well, I think I have the local data set up properly, along with a lot of optimizations.

But. I haven't tested them as fully as I'd like to. Trails, in particular, I'm suspicious that they may need an alpha channel that got removed by converting them to PCX. So I may have to look into the 16-bit DDS route.

I want to test these babies before I release...I only just compiled the changes into the VP files for the patch. And I want to clean up the tables with XMTs. And do the stuff listed in the new patch thread.

Edit: Bleh, I initially thought this was the release thread. Thank you, Jonathan, for using a PM...although that is the sort of thing that would belong in this thread. ;)
Title: Re: MediaVP Patch thread - November 27
Post by: CP5670 on November 22, 2005, 02:28:25 pm
Here are the suns you wanted:

http://home.comcast.net/~cp5670/suns.zip

These will look the right size in the game. I kept the red one's image larger than the others since it has some extra detail in it.

By the way, the red sunglow had two turquoise pixels in it, which I fixed up. What is with these things? :p
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on November 22, 2005, 10:14:45 pm
Okay, i finaly got my table working, for real this time, click the link below to go to my post!

Ok, just for you i'l tackle the conversion of the missiles next weekend...

Anyways, i got this updated, is it right now?

[/color]
Title: Re: MediaVP Patch thread - November 27
Post by: Black Wolf on November 23, 2005, 12:23:02 am
http://www.hard-light.net/forums/index.php/topic,37027.0.html

Don't forget :D
Title: Re: MediaVP Patch thread - November 27
Post by: Pnakotus on November 23, 2005, 05:02:22 am
I just wanted to say, a clean reinstall of what I had before (3.6.7+p2+nov20 patch) gave me heaps of **** that must have been overridden by legacy stuff: the HTL Ares, neato new gunshots, a contraversial warp effect, and nebulas that actually work.  I shoulda done that ages ago! :)
Title: Re: MediaVP Patch thread - November 27
Post by: Ulala on November 23, 2005, 03:11:33 pm
Am I way off by assuming this patch has a completion goal of November 27?
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on November 23, 2005, 03:20:03 pm
no
Title: Re: MediaVP Patch thread - November 27
Post by: CP5670 on November 23, 2005, 11:37:30 pm
I found a whole bunch of problems in the suns I posted earlier (the sizes of the sunglows, specifically). I have updated that file with a newer set that should be much better.
Title: Re: MediaVP Patch thread - November 27
Post by: phreak on November 24, 2005, 12:28:16 am
I think we should be including the IBX files in the VPs whenever we add in high-poly models.  These files take a while to generate for complex models and we don't want people thinking that everything loads slow in general when it only should happen the first few times since not all high-poly models are used every mission.
Title: Re: MediaVP Patch thread - November 27
Post by: Vasudan Admiral on November 24, 2005, 01:04:30 am
Has the code that generates IBX's changed between builds at all? Or is it likely to change? If so, might it be possible to just display a "Generating model IBX (This will happen once for each model upon loading)" or some-such text message on the screen?

By no means saying that including them upon VP release would be a bad idea, just that there may not be much point if they'll only be recognised as valid for a handful of builds. :)
Title: Re: MediaVP Patch thread - November 27
Post by: taylor on November 24, 2005, 01:45:34 am
Any IBX code changes are strictly related to bug fixes in error checking and some data sanity checking.  The actual format of the IBX file hasn't and won't change.  Even if you are using an IBX file generated by the original public beta code it's readable and usable by current versions of FS2_Open.  Eventually the POF format will be expanded to already contain this needed data but IBX files will remain as they are now for the remainder of their use.  I had thought of adding some sort of IBX generation indicator but that requires a big change to how the loading screen works and I didn't think it was worth it.

I always make my own MediaVPs and stick the IBX files in there by default.  I also have a volition_ibx.vp that contains pre-generated IBX files for all of the original :v: models.  Mass generating IBX files for all POFs is simple and all of the IBX related bugs that have been reported were fixed so there isn't really a reason to not do it at this point.
Title: Re: MediaVP Patch thread - November 27
Post by: Vasudan Admiral on November 24, 2005, 02:36:58 am
Couldn't any such load IBX indicator just consist of a small text overlay, top left of the screen rather than anything fancy? Or is that what you meant you'd considered already?

Anyways, excellent - thanks muchly. :) I'll include IBX's in all my future HTL stuff then.
Title: Re: MediaVP Patch thread - November 27
Post by: taylor on November 24, 2005, 03:04:13 am
Couldn't any such load IBX indicator just consist of a small text overlay, top left of the screen rather than anything fancy? Or is that what you meant you'd considered already?
That's what I had intended, just some text in the corner to signal that it was doing something.  The problem is that the loading screen needs to be refreshed every time new text or a graphic needs to be displayed.  That's done with a game_busy() call which can show text in debug builds and moves the progress bar.  The code would have to be modified to support doing that for each model that's loaded which throws off numerous things and complicates the code to a degree that I didn't feel comfortable with.  Maybe in the future that code can be reworked to handle such things a lot easier but by then IBX could largely be obsolete, replaced by the new POF format.
Title: Re: MediaVP Patch thread - November 27
Post by: Pnakotus on November 24, 2005, 07:41:08 am
If you're going to build IBXs for everything anyway, why not check and build before launch?  Quake's used preloaders for ages.
Title: Re: MediaVP Patch thread - November 27
Post by: WMCoolmon on November 25, 2005, 06:40:04 pm
It'd add 6-10 MB to the mediaVP downloads. (I just compressed my cache folder) That's not as bad as I thought it was, so hmm. It'd probably double the size of mv_models though. (At least increase it by a third)
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on November 26, 2005, 06:17:00 pm
Gha, just realised that the beampatch i posted dont work at all, an annoying prediciment, the parts i changed are so many levels down in the beam information...
Title: Re: MediaVP Patch thread - November 27
Post by: WMCoolmon on December 09, 2005, 01:30:53 am
Since HLP was down, I figure I'm going to release the 3.6.8 beta in place of the patch.

It'll actually require some sizzling hot features, so hot one isn't even in yet, so we'll see when that gets released. Probably not tonight, but maybe tomorrow or this weekend.
Title: Re: MediaVP Patch thread - November 27
Post by: StratComm on December 09, 2005, 11:56:12 am
Wait on it.  There's at least one sizzling-hot model about to be released too.

;7

EDIT: and if you still need the nameplate fixes for the cruisers, here you go (http://www.duke.edu/~cek6/nameplate_fix.zip).
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on December 09, 2005, 02:02:25 pm
Ugh... i just cant get my beam stuff to work, it has to be manualy copied into the tables...
Title: Re: MediaVP Patch thread - November 27
Post by: WMCoolmon on December 09, 2005, 06:20:03 pm
I'm guessing your problem is that beam sections are added, not replaced, by default.

One of the two new features I needed for 3.6.8 (now in CVS) is a "+Index:" field after "$Section:". This will override the adding stuff. So if a beam has three sections and you wanted to replace all three, you would use:

Code: [Select]
   $Section:
      +Index: 0
;;...
   $Section:
      +Index: 1
;;...
   $Section:
      +Index: 2
;...
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on December 10, 2005, 01:47:39 pm
Ah, cool, much thanks!

I'l fix my tbm's now...
Title: Re: MediaVP Patch thread - November 27
Post by: Galemp on December 10, 2005, 02:18:36 pm
Patch 3 is crashing 3.6.7, something about "+nocreate" where it's expecting something else. Does 3.6.7 support TBMs? And how did this get into an official patch if it hasn't been tested?
Title: Re: MediaVP Patch thread - November 27
Post by: Admiral Nelson on December 10, 2005, 02:31:04 pm
That nocreate is from my gun barrel angle fix, which only works with post 3.6.7 builds.  There is a note about that fact on the source code project page.
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on December 10, 2005, 03:25:08 pm
Okay, I got it done. In addition i added in a few goodies, a pair of (purple) vasudan AAA beams, and an alternate version if you're nuts and want to use those animated beamglwos... anyways...

[attachment deleted by admin]
Title: Re: MediaVP Patch thread - November 27
Post by: StratComm on December 10, 2005, 06:35:33 pm
****

Ok, so I broke the Deimos when I fixed it.  Specifically the engines.  Another model.  None of the graphics changed, this is strictly a POF data fix.  corvette2t-01.pof (http://www.duke.edu/~cek6/corvette2t-01.pof)
Title: Re: MediaVP Patch thread - November 27
Post by: Galemp on December 10, 2005, 11:04:13 pm
That nocreate is from my gun barrel angle fix, which only works with post 3.6.7 builds.  There is a note about that fact on the source code project page.

Aha. Can anyone recommend a stable post-3.6.7 build, then?

Re: purple Vas beams. Cute, but I'd rather see green ones to match with their shields. I don't recall a single Vasudan ship with anything purple on it.
Title: Re: MediaVP Patch thread - November 27
Post by: WMCoolmon on December 11, 2005, 01:38:52 am
Patch 3 is crashing 3.6.7, something about "+nocreate" where it's expecting something else. Does 3.6.7 support TBMs? And how did this get into an official patch if it hasn't been tested?

It was either break compatibility with 3.6.7, or spend a whole lot of time copy-pasting from the TBMs to the TBL just for that patch. Since I plan on going to TBMs exclusively with the next release, I figured I'd throw those out and see if there were any problems with them.
Title: Re: MediaVP Patch thread - November 27
Post by: FireCrack on December 11, 2005, 07:25:51 am
Hmm.. i chose purple because i felt it would contrast well with the gold, I'd like to use the yellow one, but it's been overridden by a copy of orange in the current media vp's...
Title: Re: MediaVP Patch thread - November 27
Post by: Vasudan Admiral on December 15, 2005, 05:03:54 am
Semi-bump

WMC: Sorry, I accidentally mixed myself up, and uploaded the bug fixed Lucifer versions to the wrong folder, so for the most up to date version to go into the media VPs, could you re-download it?
(Link here: http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/HTL_Lucifer_High.zip)
Thanks. :)
Title: Re: MediaVP Patch thread - November 27
Post by: MetalDestroyer on December 15, 2005, 08:00:45 am
When I applied the latest patch (the number 3), the perseus lost his 3D cockpit, instead I have a black cockpit like Fs2.
Another bug, FRED2 Open refuse to open. I've to put the patch far far away. :x
Title: Re: MediaVP Patch thread - November 27
Post by: WMCoolmon on December 15, 2005, 09:58:10 am
Semi-bump

WMC: Sorry, I accidentally mixed myself up, and uploaded the bug fixed Lucifer versions to the wrong folder, so for the most up to date version to go into the media VPs, could you re-download it?
(Link here: http://webzoom.freewebs.com/twisted-infinities-va/HTL-Lucifer/HTL_Lucifer_High.zip)
Thanks. :)

Patched (again :p)
Title: Re: MediaVP Patch thread - November 27
Post by: Vasudan Admiral on December 15, 2005, 03:17:45 pm
Thank ye, and *hopefully* we won't need any other patches until I begin re-releasing my stuff in the maximum efficiency setup. ;)