Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Insomniac34 on March 28, 2006, 12:18:11 pm

Title: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 12:18:11 pm
About 2 months ago I tried installing the SCP on my computer. I encountered numerous frustrating problems, and despite my love for FS2 gave up. I now have once again fallen in love with FS2 and have returned to once againtry the SCP out. Now, I did a Google Image Search online, and found these amazingly impressive pictures:

(http://fs2source.warpcore.org/wmcscreenies/deimos.png)

and

(http://fs2source.warpcore.org/wmcscreenies/perseustime.png)

Now, is the Net misleading me or is this truly what the game looks like with the updated engine? If so I will try to get SCP working until I die.
Title: Re: Is this really what the SCP looks like in-game
Post by: karajorma on March 28, 2006, 12:21:34 pm
Those are in-game shots.  :nod:

There is a guide on how to install in my FAQ. I suggest staring with 3.6.7 (the last official build) as you should have less problems getting that up and running (unless you have a dual core processor).
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 12:31:06 pm
Ok, but how many "layers" or "installations" will I need to get that kind of quality? Do I simply install 3.6.7 and everything's set? Listen dude, I have been out of the community for 5 YEARS-I have NO IDEA where to start. I always encounter problems with the wierd loading program that you need to install the game.
Title: Re: Is this really what the SCP looks like in-game
Post by: karajorma on March 28, 2006, 01:05:26 pm
Installing FS2_Open 3.6.7 will get you very close to that quality. In fact there may not be anything in those particular pictures that is missing in 3.6.7. The latest beta VPs have added a few more things but at the cost of being a little bit more tricky to set up.

Follow the guide in my FAQ. If you have problems I'll be more than happy to help.

Or you could try the link to ShivanSPS's big torrent file (look in general freespace in the how to get Freespace thread) as that contains a fully set up copy of FS2 and FS2_Open that you simply need to extract into a folder in order to get it to work.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 01:16:41 pm
alright I just downloaded the SCP, and got it to "work" briefly, however now when  try and run the launch program it gives me a wierd error so i deleted it. But, even when the game did work, It looked almost identical. Things that were different were only so in the HUD. If anything, the Warp-effects looked worse. In the HUD I had a 3D map and targets now had info next to them. Assuming I get the launch program working again, how do I activate all of the graphical perks? They were checked in the launch program as enabled, but nothing really showed up in the game.

The error I get whenever I try to run Launcher .exe is; "unrecognized comand line parameter -ingame_join, continue?"

oh, and of course it crashes if i Hit OK. This keeps happening by the way, even when I download a new loader.
Title: Re: Is this really what the SCP looks like in-game
Post by: karajorma on March 28, 2006, 01:38:57 pm
The parameter can be turned off easily. Go to the features >> Multiplayer options and turn off in game joining.

Make sure the other graphical features are on. Most importantly make sure you have media VPs and are running them as your chosen mod. If you don't have them or don't run them as your chosen mod you won't notice any difference. The differences are in the several hundred megs of media VPs. The exe only makes it possible for the new graphics to work. It can't work miracles on the old data.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Cyker on March 28, 2006, 01:47:54 pm
Trying to start from base FS2 to get there is hard because things are scattered all over the place!

At the very least you need the "fs_open" and the "mv_zpack" (which is also called the "MediaVPs" just to confuse everyone more), and they have to be matching versions or weird crap happens.
(So if you get the v3.6.7 fs_open, make sure you get the v3.6.7 mv_zpack, and if you get fs_open_368 get the v3.6.8 mv_zpack!)

I'd post URLs but they're in the Wiki (And I forgot all of them anyway :D)

In all honesty, downloading Shivan's BitTorrent is the EASIEST way to get started; It's slightly out of date since they keep updating so quickly but it is a good place to start.
But, if you don't mind the 1.7GB download, I'd go for that.

I've been uploading at a throttled 8kB/s for smeg-knows how long with a total of 10GB uploaded and it's still hammering out solidly at 8kB/s as I type!
(See, if they did 8MB DSL up AND down instead of some stupid crap like 8MB Up/512kB down I would bother upgrading my line!)


The launcher problems sound like you have weird options set; The Wiki has a (sketchy) guide to all the launcher options; Use that to configure yours.
If you're not sure about something, best to leave it off or ask here.

I'd post my launcher options as a guide but I don't have access to my games machine right now...
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 02:05:23 pm
I cant even OPEN the launcher to access the 'features' tab you spoke of. It gives me the error when I open the LAUNCHER, NOT FS2.

Listen, I can delete a multiplayer file if you need me too, I dont care about online play. It sucks cause even when I try and d/l a new loader it has the same problem.
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 02:39:49 pm
The launcher really shouldn't be crashing, but it it persists go to your FS2 directory and delete "launcher.ini" and/or "launcher6.ini".  If it still keeps happening, delete the launcher itself and re-download it.

And getting the graphical enhancements really isn't that hard.  To start off with (until you feel more comfortable picking things up from the community at large) you can get all of the extras that you need from http://scp.indiegames.us/download.php under the VP files section (get everything but mv_zpack and the last patch, and if you're system's not that great then skip mv_adveffects as well).
Title: Re: Is this really what the SCP looks like in-game?
Post by: tamshiwen on March 28, 2006, 02:43:46 pm
Need more info on exactly what's hapenning when you try to open the launcher.  is it crashing when you open launcher.exe, or is it crashing when you click run in the launcher? What error is it giving you?

a couple common problems when trying to run freespace open: 

1.  it can't be in a folder with a space in it, so don't put freespace open in the program files folder.  put it in games instead. the path should look something like this: C:\Games\FreeSpace2

2.  If you are using a cvs build(if you don't know what that is, then you aren't using it), you need to install openal to run freespace open.

3.  you need to select a freespace open build for the launcher to open.  to do that, click on the browse button at the top of the launcher and choose one.  if the game still looks the same, then you need all the vp packs.  you can put them in the main folder, but the easiest way(if you have several mods) is to put them in their own folder in the freespace 2 folder and then the folder in the mods tab.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 02:44:56 pm
fixed
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 02:47:34 pm
hey thanks Stratcomm, it worked. I deleted the INI file. OK, now back to the original problem of trying to get the graphics to be pretty. The game itself (the graphics) look like normal FS2, only the HUD has changed. So what should I do?
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 02:48:04 pm
EDIT: Nevermind.  See my last (edited) post for the best way to get the graphics.  And in the launcher, make sure you've checked 'enable specular' and 'enable glowmaps' at least.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 02:54:32 pm
the file i deleted was called Launcher6, so doesnt that mean I have it?
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 02:56:09 pm
OK, I messed around and got my resolution up to 2048 by 1536, but now even the HUD features are missing...what did I do wrong? The hude features arent there anymore. And when I go to "select MOD", I cant find anything to select. There's the FS2 directory but it says theres nothing in it.
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 02:56:26 pm
It means you do.  If you didn't have it was when you'd have been in trouble, as the thing causing the crash would have been in the registry.

EDIT: Slow down dude! I can't keep up with your questions! :p

I've never tried the game at a resolution that high, so I can't help you much there.  However, I do know that it works at 1600x1200 resolution without any problems even though there are no HUD graphics for that resolution, and that even though they are "unsupported" higher resolutions at the 4:3 ratio generally work.  Stick with 1024x768 for now, and go up once you've got the additional graphical content working to your satisfaction.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 03:00:40 pm
**** now it says  have launcher5. Where do I get Launcher6?  It's also now giving me an error when I try and open the Launcher again. Its that Microsoft thingy saying error occured would you liek to email Microsoft blahblah.
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 03:09:28 pm
It depends on where you look.  Launcherv6 still has a couple of places where it calls itself v5 if I remember correctly, specifically the title bar that actually is v5.3.  The presence of "launcher6.ini" is by itself an indication that you have the latest version.

Anyway, delete launcher6.ini again, run the launcher, and open the "features" tab.  There you will find a frame with the executable path and (perhaps) some flags.  Copy that data and paste it here, so we can see what you're trying to do.  You'll probably also need to update the executable that you're pointing to again.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 03:17:53 pm
fixed
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 03:21:48 pm
ok my bad that picctures incorrect, i put in the path and heres what if gives me: C:\Games\FreeSpace2\fs2_open_367_p4.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -nomotiondebris -2d_poof -cell -rlm -noscalevid -dualscanlines
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 03:25:29 pm
not a bad set of choices.  I would suggest turning off -pcx32 as about all it does is increase the memory footprint of the game and cause slowdown.  I also suggest running in openGL mode, which means d3dmipmap is probably not doing anything for you, and turning off -cell unless you want cell shading (if there was a mv_cell on that downloads page I pointed you to, you probably don't want it either) as the graphics set for cell shading mode is far from complete.  But that should be working fine.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 03:40:47 pm
ugh no still nothing. The only thing switchintg to OpenGL did was lower my resolution to 1024 by 768 and make the menu have some funny colors. Graphics STILL look like 1999 Freespace 2.
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 03:45:01 pm
Did you download the extra graphics and install them to your Freespace 2 directory?  You still need them to make the game prettier.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 03:46:25 pm
I dont know...I downloaded FS2 Open 3.6.7 and thats all. here's what my game looks like. Still '99 graphics, but with the HUD updates.

(http://img86.imageshack.us/img86/601/fs219tk.jpg) (http://imageshack.us)
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 03:49:00 pm
Ah, ok.  That's the problem then.

And getting the graphical enhancements really isn't that hard.  To start off with (until you feel more comfortable picking things up from the community at large) you can get all of the extras that you need from http://scp.indiegames.us/download.php under the VP files section (get everything but mv_zpack, mv_cell, and the last patch, and if you're system's not that great then skip mv_adveffects as well).
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 03:50:55 pm
OK dude, which ones do you recomend I get? Give me a list so that it looks like the above screenshots plz. And by the way, you've been awesome for helping a noob lik me. I really apopreciate it.
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 04:05:48 pm
No problem :) 

I personally recommend the following (in this order): mv_core, mv_models, mv_textures, mv_effects, mv_adveffects, media VP 3.6.7 patch 1, media VP 3.6.7 patch 2, beam slowdown patch.  mv_music is totally optional and may cause some problems in 3.6.7 if your soundcard drivers are not fully up to date, so only go back and get it if you want to mess with it.  The rest I'd ignore for now.
Title: Re: Is this really what the SCP looks like in-game
Post by: Shade on March 28, 2006, 04:08:31 pm
Starting out, getting mv_core, mv_textures, mv_models, mv_effects and the patches would give a solid boost to the graphics. If your system is high end, you can add mv_adveffects, but be aware that it has been known to cause spontaneous nuclear meltdowns on older computers.

Best way to use them is to make a directory off the FS_Open root called 'mediavps' and stick them inthere, then select that directory from the mod tab in the launcher and enjoy the show.
Title: Re: Is this really what the SCP looks like in-game
Post by: karajorma on March 28, 2006, 04:37:27 pm
:yes: Use of a mediavps folder is highly reccomended. It makes it much easier to solve problems and upgrade.
Title: Re: Is this really what the SCP looks like in-game
Post by: Bobboau on March 28, 2006, 04:41:38 pm
I would recoment getting mv_adveffects only for novelty value, the media in that thing tends to be rediculusly oversized.

what graphics card do you have? radions have a driver issue with shinemapping in recent  builds
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 06:00:07 pm
im gonna try installing these after my guitar lesson tonight, thanks for all the suggestions. And my video card is a Radeon 9800 Pro.
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 28, 2006, 06:03:30 pm
A 9800 is borderline, but I think I'd err on the side of caution and not download mv_adveffects.  It will push your card a little hard, and if you want to run at super-high resolutions then you need to hold back just a little on your performance-cutting add-ons.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 07:54:29 pm
If I dont like one of these MV files after I install one, say it hurts my performance too much, can it be easily removed? If so I'll go ahead and do Adveffects and remove it if its a problem.
Title: Re: Is this really what the SCP looks like in-game
Post by: Shade on March 28, 2006, 07:56:34 pm
Yes, you just delete it or move it completely out of the scp directory. Simple as that.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 28, 2006, 08:05:34 pm
I've got a problem. When I click on the link to download either 3.6.7 patch 1 or 2 it opens this huge, computer-slowing page of gibberish in MS word. What should I do?
Title: Re: Is this really what the SCP looks like in-game
Post by: Turambar on March 28, 2006, 08:17:14 pm
ha, its a .rar isnt it.

save it to disc, open with winrar
Title: Re: Is this really what the SCP looks like in-game
Post by: Bobboau on March 28, 2006, 10:14:15 pm
you are going to have to revert your drivers to... what was it... 4.4 or something, in order for shinemapping to work.
Title: Re: Is this really what the SCP looks like in-game
Post by: Trivial Psychic on March 29, 2006, 12:18:00 am
you are going to have to revert your drivers to... what was it... 4.4 or something, in order for shinemapping to work.
... if you're gonna play under D3D.  Use newer Cats for OGL (6.2 recommended).
Title: Re: Is this really what the SCP looks like in-game
Post by: karajorma on March 29, 2006, 02:18:58 am
If I dont like one of these MV files after I install one, say it hurts my performance too much, can it be easily removed? If so I'll go ahead and do Adveffects and remove it if its a problem.

Depends on which ones you remove. mv_Adveffects and mv_effects can simply be deleted but I've heard of people having problems by deleting mv_textures without removing the others. Then again I don't know why anyone would do that. mv_textures isn't a resource hog.  :D
Title: Re: Is this really what the SCP looks like in-game?
Post by: Kaine on March 29, 2006, 02:43:54 am
I've got a problem. When I click on the link to download either 3.6.7 patch 1 or 2 it opens this huge, computer-slowing page of gibberish in MS word. What should I do?

i get that too, right click the link and hit "Save Target As..." its because internet explorer (and Firefox sometimes) are too stupid to realise its an archive and not a document it can open.
Title: Re: Is this really what the SCP looks like in-game
Post by: Wanderer on March 29, 2006, 02:55:15 am
Direct links for 3.6.7 patches

Patch #1 (http://fs2source.warpcore.org/mvp367/mv_amodelspatch.rar)
Patch #2 (http://fs2source.warpcore.org/mvp367/mv_amodelspatch2.rar)

Right-click and Save Link As...
Title: Re: Is this really what the SCP looks like in-game?
Post by: Herra Tohtori on March 29, 2006, 03:26:22 am
Okay, it seems to me that the newest launcher is causing problems to others than just me.

Basically, Launcher 5.3 does not work continuously. Deleting launcher6.ini makes the launcher work - for one time. When I close it, it doesn't open any more but a Windows error message tells me that Launcher has made an illegal operation or something like that. Launcher 5.2, however, works without errors.

Basically what I have done to circumvent the problem is this: I make the choices I want when the launcher works, then copy the command line and make a FSO.bat file, which I use to start the executive. I don't know what is causing the 5.3 version not work. Perhaps it's gor something to do with registry entries? Because I've got in addition to basic FSO also The Babylon Project installed. Now, there is this registry entry of Volition that, for example, makes the program remember the last pilot used. But what if there are no pilots of same name in TBP and basic FSO?

The bat file I currently use is following:

C:\Pelit\Freespace2_SCP\fs2_open_voice.exe -mod Derelict_SCP, ,Media_VPs -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -noscalevid -cache_bitmaps -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -nobeampierce -ship_choice_3d -3dwarp -warp_flash -snd_preload -env -decals -voicer -fps -window  -ambient_factor 65 -allslev

Yes, I run FSO in a window. Strangely, it gives me bigger FPS (by margin of 30 at best) than running it in non-windowed mode :confused:. Plus, windowed D3D mode that I use doesn't give the odd distortions as much as running in full screen does. The only setback is about 3-4 pixels wide blue line on the top of the screen. Does anyone know how to make the window's upper bar completely disappear in windowed mode?

I use all of the 3.6.7 MediaVP's, including mv_adveffects.vp and it runs quite smoothly IMO.
Title: Re: Is this really what the SCP looks like in-game?
Post by: WMCoolmon on March 29, 2006, 03:37:01 am
-mod Derelict_SCP, ,Media_VPs -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -noscalevid -cache_bitmaps -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -nobeampierce -ship_choice_3d -3dwarp -warp_flash -snd_preload -env -decals -voicer -fps -window  -ambient_factor 65 -allslev

Sometimes I wonder if we have too many command-line options...
Title: Re: Is this really what the SCP looks like in-game?
Post by: Herra Tohtori on March 29, 2006, 03:38:18 am
For all it's worth...  :D
Title: Re: Is this really what the SCP looks like in-game?
Post by: taylor on March 29, 2006, 03:44:37 am
-mod Derelict_SCP, ,Media_VPs -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -noscalevid -cache_bitmaps -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -nobeampierce -ship_choice_3d -3dwarp -warp_flash -snd_preload -env -decals -voicer -fps -window  -ambient_factor 65 -allslev

Sometimes I wonder if we have too many command-line options...
Most of them will get removed with the new launcher, replaced with ini file options instead. :)

And -nobeampierce should be in ai_profiles rather than the cmdline anyway.
Title: Re: Is this really what the SCP looks like in-game?
Post by: bfobar on March 29, 2006, 09:28:36 am
If the command line in launcher.ini is more than about 256 characters long, the program illegally operates and dies. Someone fixed that but the new version hasn't been rolled out yet.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 29, 2006, 04:27:53 pm
OK, cool. I got everything up and running, I appreciate everyones help, I sure am glad I found this community, I thought nobody cared about FS2 anymore. I have been proven wrong.
Graphics wise, its clearly a big improvement over the Retail version.  Ships now reflect sunlight, SOME bombers and fighters show the little guy in the cockpit, engine effects are nice and pretty for SOME fighters and bombers, there are more stars, warp-out effects are pretty, lasers and weapons look a lot nicer...overall a much needed set of upgrades. Thanks to everyone who made this possible for their hard work.

However, my game STILL doesn't look like the original screenshots. Much, much closer, but that cinimatic quality, like for example the shadows on the asteroids, is still missing, and the extremely detailed Deimos is also missing. My Deimos is definately upgraded and prettier looking, but still isn't quite up to that picture's standards. So, I'm now happy with my FS2 (still trying to get the damned FS1 Conversion Project running), but if there is anything else I can do too improve/add visual qualities I'd appreciate the input.
Title: Re: Is this really what the SCP looks like in-game
Post by: Shade on March 29, 2006, 04:52:50 pm
Much of the beauty in those shots comes from the viewing angle. There are no shadows in any of them, the SCP does not support them, what you see are simply dark sides not lit by the suns combined with a low ambient light factor.

Another factor might be that whoever took the shots could have tweaked his specular settings to get it better looking than the default. There are a few command line options for this corrosponding to various types of lightsources. Sadly I can't remember them all right now and the wiki doesn't seem to mention them either (or maybe they're obsolete now and I'm just way behind the times).

But anyway, thing to remember is that while those are definitely ingame shots, someone may have spent hours getting them set up just right and has their settings tweaked to perfecting after many hours of experimentation. So you can't expect to see quite that quality when playing random_mission_01 shortly after installing. But you can definitely get closer as you experiment a bit and find the settings which are most pleasing to your eyes, and then once in a while you may get lucky and get a real 'wow' moment where everything just comes together in a mission :)

And when those do start to happen, remember to take screenshots :D
Title: Re: Is this really what the SCP looks like in-game
Post by: Col. Fishguts on March 29, 2006, 05:01:21 pm
Reducing the ambient light works wonders IMO.

Try something like '-ambient_factor 85' in the custom flags field on the features tab.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 29, 2006, 05:29:09 pm
OK, thanks. I just took my own SS and I realized that its almost as good quality as those pics. Sorry to sound like a whiny *****.

New question, How do I get FRED to work with the SCP? When I click on the FRED Icon, it gives me a list of errors and then crashes.
Title: Re: Is this really what the SCP looks like in-game
Post by: karajorma on March 29, 2006, 05:40:26 pm
Retail FRED will crash out depending on where you put the media VPs (It crashes as soon as it comes across the HTL models for instance).

The solution is to use an SCP version of FRED. The version found here (http://fs2source.warpcore.org/exes/latest/September2005/20050929-fred2_open.rar) is probably the closest thing you'll find to an official 3.6.7 version of FRED.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 29, 2006, 06:54:33 pm
OK I DLed the FRED program(s) (there are two of them), and whenever I click on them I get an error; " the application has failed to star because OpenAL32.dll was not found. Re-install the application as this may fix the problem."

And another thing, for some reason the Tornado and Harpoon missiles are unavailable in the FS2 campaign, where I KNOW they should be available (the last 5 missions).
Title: Re: Is this really what the SCP looks like in-game?
Post by: bfobar on March 29, 2006, 09:41:15 pm
Cranking FSAA and anisotropic filtering makes for very pretty screenshots but very crappy framerates in the heat of battle unless your computer is godlike. As for FRED, there are scp fred versions as well. The important thing with them is that they take command line flags too, but don't read the launcher. Below is an example from my shortcut where I stuck some flags in the run line:

C:\FreeSpace2\fred2_open_r-P420060323.exe -fredhtl -jpgtga -spec -glow -env -alpha_env -mod mediavps

This engages HTL graphics, a few video tweaks, and accesses my mediavps folders.
Title: Re: Is this really what the SCP looks like in-game
Post by: karajorma on March 30, 2006, 01:39:44 am
OpenAl appears to be required for that build of FRED.

You can find OpenAl here (http://www.openal.org/downloads.html)
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 30, 2006, 08:25:58 am
thanks guys, it worked  :D
im happy that i can build missions again. I'll report back if I have any more problems.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Fat Zombie on March 30, 2006, 02:43:02 pm
Those screenshots convinced you to download this too?

I'm betting that many people will have downloaded this because they have seen those screenshots. I mean, that's X3 quality!

It took a long time to get my copy of SCP to those standards. I don't even use adv_effects (It'd kill my pc). But the good thing is, it looks good without a major hit to performance.

We just need more hi-res models. A top priority should be the Myrmidon; after all, it's the ship you start Freespace 2 with. If people new to SCP start with a lo-poly model like that, they'll be discouraged. (I know I was) We all know that first impressions are vital.
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 30, 2006, 03:10:07 pm
They Myrmadon is already high-poly and has high res maps.  All it lacks is a full cockpit.
Title: Re: Is this really what the SCP looks like in-game?
Post by: Insomniac34 on March 30, 2006, 05:05:42 pm
Is it difficult to get a 3D cockpit? Plus the Myrmidon has a wierd cockpit, so it might be harder to do. I was slightly saddened that my favorite ship, the Zeus, lacks a 3D cockpit. As long as you guys promise to upgrade it at some point, I am happy.
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on March 30, 2006, 05:19:21 pm
Someone (Raa?) added the cockpit, but it is indeed strange.  I'd like him to release it though because with visible cockpits becoming the norm the Myrmadon is getting to be a bit of a red herring.
Title: Re: Is this really what the SCP looks like in-game
Post by: Bobboau on March 30, 2006, 08:31:40 pm
and someone will eventualy do the Zeus
Title: Re: Is this really what the SCP looks like in-game
Post by: phreak on March 30, 2006, 08:47:44 pm
Someone (Raa?) added the cockpit, but it is indeed strange. I'd like him to release it though because with visible cockpits becoming the norm the Myrmadon is getting to be a bit of a red herring.

Perhaps if the pilot in the myrmidon was "seated" standing up.  It sorta looks that way by the shape of the cockpit.
Title: Re: Is this really what the SCP looks like in-game
Post by: bfobar on March 30, 2006, 09:36:13 pm
They Myrmadon is already high-poly and has high res maps.  All it lacks is a full cockpit.

The Myrmadon could really use some more high poly love. The engine nozzles could be extruded to look like the nozzles on the ursa for instance. It looks like the Myrm was done first before everyone figured out what they could really do with the high poly stuff.
Title: Re: Is this really what the SCP looks like in-game
Post by: bfobar on March 30, 2006, 09:37:39 pm
Someone (Raa?) added the cockpit, but it is indeed strange. I'd like him to release it though because with visible cockpits becoming the norm the Myrmadon is getting to be a bit of a red herring.

Perhaps if the pilot in the myrmidon was "seated" standing up.  It sorta looks that way by the shape of the cockpit.

Thats how it was done, with the pilot looking through the central window.
Title: Re: Is this really what the SCP looks like in-game?
Post by: ShivanSpS on March 31, 2006, 08:31:10 pm
my pack is not soo outdated.... The only thing that is really outdated in that pack is the CVS build :PPPP and the Port Mod...
Off course, have the 3.6.8 Beta VPs, but the Delta have something so great that deserve an update? I still using the Beta....
Anyway, the deltas dont causes problems which mods? the mv_cell.?

Is a 1.7GB, but remember, they have a +1200% Health...
Title: Re: Is this really what the SCP looks like in-game?
Post by: MachManX on April 02, 2006, 04:15:01 pm
Um, is there anything wrong with the third patch? I was wondering why you don't recommend it?

Also, in the weapons loadout, the missles are of worse quality than the original icons.  How do I get it back to the original?

Finally, one of the freighters, I believe it's the gtfr triton, does not show up in the game, it's invisible except for the thrusters.  Yet it is present in the game.  How do I fix that?
Title: Re: Is this really what the SCP looks like in-game
Post by: StratComm on April 02, 2006, 06:15:24 pm
I don't recommend the third patch because using it means you have to use CVS builds from between a certain set of dates, and once you're ready to take that step you might as well jump to the Delta MVPs and the most recent build.
Title: Re: Is this really what the SCP looks like in-game?
Post by: MachManX on April 03, 2006, 01:19:25 am
I see.  Well, it turns out that I only extracted the first two model patches to the media vp folder, forgot to extract the rest.  :snipe: .  Man!   Once I started using OpenGL instead of Directx, plus the Delta MVPs, and the most recent build, the difference in graphic quality is amazing!  It's like I've been drinking piss instead of Bacardi!

I feel like I've been missing out on sooooo much Freespace 2!  I love this game, yet it was recently I discovered this site.  I've seen a lot of sites go down and I thought this game was over.  I'm sooo happy that this place exists.  :)

I just want to thank all the coders out there who support and work on Freespace 2.  I'm damn glad you're still here.  :yes: