Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: WMCoolmon on May 21, 2006, 09:56:07 pm
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!!!Out of date!!!
The newly released 3.6.10 can be found here! (http://www.hard-light.net/forums/index.php/topic,58230.0.html)
Requires a recent build (http://www.hard-light.net/forums/index.php/topic,39842.0.html) of FS2_Open
Additionally, 3.6.9 release candidates and 3.6.9 final requires additional files, for the appropriate mediaVPs:
http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar
http://fs2source.warpcore.org/mediavp/mp-710_effects.rar
http://fs2source.warpcore.org/mediavp/mp-710_models.rar
(mv_zpack) (http://fs2source.warpcore.org/mvp368zeta/mv_zpack.zip)
- mv_core
- mv_music
- mv_textures
- mv_models
- mv_effects
(mv_core) (http://fs2source.warpcore.org/mvp368zeta/mv_core.zip)
- 3D Warp model {Bobboau}
- Ballistic-primary HUD {Goober5000}
- Command briefing scrollbars {Goober5000}
- FS2NetD (Multiplayer) Config file {MatthewPapa}
- Four-player version of the main campaign {AceRimmer}
- 'Apply Loadout to Wing' Weapon Select screen art. {Galemp,Goober5000}
- Detailed loadout stats {Pnakotus}
- Turret alignment fix {Admiral Nelson}
- Additional escort list entry {WMCoolmon}
- Shield icon {CP5670}
- Dragon target LOD fix {Taylor}
- Environment mapping default cubemap {Taylor}
- Splash screen image
(mv_music) (http://fs2source.warpcore.org/mvp368zeta/mv_music.zip)
- High-Fi Battle music for 'Genesis' {Daniel Wentz}
- High-Fi Battle music for 'Numbers' {Daniel Wentz}
- High-Fi Battle music for 'Joshua' {Daniel Wentz}
- High-Fi Ambience, Battle, and Arrival music for 'Revelation' {Daniel Wentz}
- High-Fi Music for 'Brief6' {Daniel Wentz}
- High-Fi Failure music {Daniel Wentz}
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(mv_textures) (http://fs2source.warpcore.org/mvp368zeta/mv_textures.zip)
- Shine maps for all vessels {Galemp/Lightspeed}
- Glow maps for all vessels {Galemp/Lightspeed}
- Additional quality textures for many vessels {LightSpeed/DaBrain}
- Hi-res Cairo textures {Galemp}
- Touched-up Medusa maps {Turambar}
(mv_models) (http://fs2source.warpcore.org/mvp368zeta/mv_models.zip)
- High-poly subspace models {Raa Tor'h}
- High-poly Asteroids {Sandwich/StratComm}
- High-poly Hercules model {Bobboau}
- High-poly Hercules II {Devils_hitman/StratComm}
- High-poly Medusa {StratComm}
- High-poly Ursa {Firecrack}
- High-poly Ares {Raa/StratComm}
- High-poly Erinyes {FireCrack}
- High-poly Perseus with functioning cockpit {Nico}
- High-poly Pegasus {StratComm}
- High-poly Myrmidon model {F1gm3nt/JarC/Raa}
- High-poly Faustus {Galemp}
- High-poly Triton {Vasudan Admiral/Raptor}
- High-poly TC-Tri {Black Wolf/Vasudan Admiral}
- High-poly Fenris/Leviathon model {Vasudan Admiral/Karma/Raptor}
- High-poly Aeolus {Vasudan Admiral/Raptor}
- High-poly Deimos {Bobboau/Stratcomm}
- High-poly Orion {Bobb/Galemp/StratComm}
- High-poly Hecate {Raven2001/Galemp}
- High-poly Mjolnir {StratComm/Mikhael}
- High-poly Serapis {Raa Tor'h}
- High-poly Anuket model {Raa Tor'h}
- High-poly Satis {Raa Tor'h/StratComm}
- High-poly Aten {Galemp/StratComm}
- High-poly Sobek {Raa/StratComm}
- High-poly Mara {Nico}
- High-poly Dis {GalEmp}
- High-poly SAC 3 {GalEmp}
- High-poly Moloch {WeatherOp}
- High-poly Lucifer {Vasudan Admiral/DaBrain}
- High-poly Tsunami, Harbinger, and Cyclops bombs {Galemp}
- High-poly Stilleto II, Harpoon, Helios, and Trebuchet {FireCrack}
- Glowpointed Arcadia {StratComm}
- Glowpointed Ulysses {wojta}
- Glowpoints for Terran hi-poly ships {Stratcomm}
- Texture fixes {StratComm}
- Major Orion UVWrapping enhancements{Galemp}
- High-res starfield skybox {Lt.Cannonfodder}
- Nameplates for most Terran capital ships in main campaign {Admiral Nelson}
(mv_effects) (http://fs2source.warpcore.org/mvp368zeta/mv_effects.zip)
- High-res planet images {Lightspeed}
- High-res weapon effects {Lightspeed}
- High-res beam effects {DaBrain/Firecrack}
- High-res impact effects {Lightspeed}
- Impact decals {Lightspeed/Bobboau}
- High-res engine glows and flares {Lightspeed/Bobboau}
- High-res suns {Lightspeed}
- High-res shield hit {DaBrain}
- High-res motion debris {Sandwich}
- Afterburner Trails {Turambar}
- High-res subspace effects {Lightspeed}
- High-res explosion effects {Lightspeed}
- New warpout effect {J.P.}
- Glowpoints for Terran ships {Stratcomm}
- High-res nebula textures {DaBrain}
- Low-end 3D Shockwave {DaBrain}
- Fixed sun images {CP5670}
- New flak projectile effect {Wanderer}
(mv_adveffects) (http://fs2source.warpcore.org/mvp368zeta/mv_adveffects.zip)
- Extremely detailed Planet immages {Lightspeed}
- Animated glowmaps (GlowLTL-12.0) {Lightspeed}
- High-quality explosion textures {Lightspeed}
- High-res nebulae {Lightspeed}
- Super high-quality 3D Shockwave {DaBrain}
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(mv_cell) (http://fs2source.warpcore.org/mvp368zeta/mv_cell.zip)
- Sobek, Ulysses, Hecate textures {Bobboau}
- Myrmidon, Deimos, Serapis, Horus, Satis, TTC 1, Ares, Ma'at textures {DaBrain}
- Thoth, Hercules, Iceni, Seth, Loki {Raa Tor'h}
- Nebula backgrounds, Planet F, thruster effects {DaBrain}
Note that this release isn't complete - it's mostly a compilation of the fixes and new models since the last version, but the major texture rework that was suggested was not completed. I did want this version to be fairly stable - I went through every single ship with the lab, in a debug build, so hopefully I got all those annoying debug build errors. While doing that, I noticed some envmap alpha problems on the Medusa, Triton, TC-Tri, Pegasus, Aeolus, and Lucifer. Nothing too major, though - it just looks like some weird kind of nebular shielding. ;) The animated beamglows are still all ANIs, even though they could probably do to be the DDS version. (I could not find them in the update thread) They are, of course, in mv_adveffects this time. (I hope :nervous:)
There are also a couple minor touches that've been long requested, as well - the IBX files for all models are included in mv_models, and (as you've probably noticed) I've put together an mv_zpack for this sub-version.
This is also the last, official, release that I plan on doing for awhile. However, I've talked to DaBrain, and he's agreed to coordinate the next official release. So...hats off to him, and everyone who's contributed to the MediaVPs so far. :nod: It's been a trip.
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Woot! Nice work! :yes:
Here's the more sane version of the animated beamglows (http://www.hard-light.net/forums/index.php/topic,38935.0.html).
Isn't shieldbv-01.ani supposed to be in mv_core\data\hud ? (it's currently in interface instead)
The uber-reflective ships are because they are DXT5 with completely white alpha. Such files can be converted to DXT1c and so both look better AND take up less memory. ;) I thought taylor had a fixed set, but if not I'll whip that up later this week.
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I'd edit the post to add that mv_adveffects should only be used by people with top of the line PCs and that mv_cell should only be used by people who fancy trying out the comic style graphics it includes.
Apart from that :yes: Adding this to my mediavps folder straight away :)
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The uber-reflective ships are because they are DXT5 with completely white alpha. Such files can be converted to DXT1c and so both look better AND take up less memory. ;) I thought taylor had a fixed set, but if not I'll whip that up later this week.
I do have a fixed set, but merging my version of the MediaVPs and the official ones isn't an afternoon's worth of work. I package my set differently, and use different/modified effects and textures, and that can cause issues. It's not a simple job to merge the two sets of VPs together. I'll give my set to DaBrain if he wants them and hopefully he will have the time available to rummage through and pick out everything that can be used.
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Hmm, the version of the helios in the media VP's is mine.
Also, i think that DaBrains beam effects may have all but overriden mine by now...
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I've already got a thread up about fixing those envmap problems and i've knocked a good amount of them out
i'll be sure to get the fixor3d tex's to dabrain for the next release (right now i'm working on ptah with Unknown Target, and of course BSG fun)
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Quick noob question. To use these new Vps properly I know I have to overwrite the ones in my media vps folder however I was wondering if I need to clean out files in my /data/cache, /data/missions, /data/models folders???
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data/missions should be fine as long as you haven't been silly and installed something there which you shouldn't have (anything ending in .fs2, .bak or .fc2 is supposed to be there and can stay, as can any backup.00x files which are FRED autosaves.)
Data/Cache will automatically update for all the new models. Clear it if you have problems with the new high poly ships in the VPs but leaving it as is for now will drastically reduce your loading times the first few times you play.
Data\Models, Data\Tables and all the other data folders except for players and freddoc should be cleared. Back them up before you do it but if you have anything in there you could cause yourself all kinds of problems.
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Is that the Freespace2/Date folder or the mediavps/data folder that we need to clear out. I know this is again a noob question but hey the only dumb questions is the on unasked right?
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To be honest, both.
Old data in either can cause you problems. Anything in in mediavps\Data\ is actually higher prority than the VPs in mediavps\ so the game will use anything from those folders first.
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Requires a recent build (http://www.hard-light.net/forums/index.php/topic,39842.0.html) of FS2_Open
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- Impact decals {Lightspeed/Bobboau}
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* Revision 2.137 2006/05/04 21:25:12 phreak
* the -decal command line doesn't enable decals anymore, just pops up a messagebox in windows saying that decals are disabled from now on.
So what's up with that?
And with the mv_adveffects offering only five resource heavy features, can't we split them up?
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I haven't really noticed any concrete evidence that splitting the adveffects VP into two would significantly increase the flexibility of it. A slim, middle-ground of people might be able to use some features that they otherwise wouldn't have been able to use. (All the elements in adveffects primarily require more memory - memory jumps from 128 to 256 to 512. Adveffects is about 250 MB, but all of those effects won't necessarily be in memory at the same time)
Plus, splitting things up into five extra VPs (even if they are in the same zip) adds four more VPs to keep track of and advise people on and assemble, and sort of defeats the purpose of having the mediaVPs, rather than simply having a page with links to the individual effects.
The decals should stay - they only take up a quarter of a megabyte, and should not take up bmpman slots with the -decals command line off. (That isn't a functionality statement, if it isn't that way, it should be that way). Plus there's no guarantee that someone won't fix the decals command in the future, and then they'll be useful again. Much easier to find than trying to dig them out of an obscure thread or webserver.
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I kind of feel weird saying this, but I don't think Galemp was involved in the "Apply Loadout to Wing' Weapon Select screen" art. I'm pretty sure I did the whole thing.
And I'm also pretty sure Galemp stated this in one of the other release threads. :nervous:
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This looks great, I need to check in this forum more often. :p So the gamma was changed to zeta? :D
I'm not sure if it makes any difference, but the shield icon fix in mv_core is in the interface subdirectory (it should be in hud).
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btw, me and Unknown Target are collaborating on the Ptah for a hi-res hi-poly combo, which i started as a tangent from the envmaps issue. maybe release can be delayed to accomodate it
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Ok, I should test it first, but... I should use this VPs, to make a new FS Pack?
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I'd wait at least a few more days for some more testing on them.
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I'm not sure if it makes any difference, but the shield icon fix in mv_core is in the interface subdirectory (it should be in hud).
I've made a patch vp with shieldbv-01.ani set in data/hud and I see no difference within "Monster in the mist". Can anyone tell me what is this file for? :confused: Thank you.
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It wouldn't make any difference doing that AFAIK. The game is quite capable of find the data in either place.
This is only an error in the same way that putting a table file in Data rather than Data\Tables is.
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It wouldn't make any difference doing that AFAIK. The game is quite capable of find the data in either place.
This is only an error in the same way that putting a table file in Data rather than Data\Tables is.
Actually it can/does make a difference. The files on disk (except for specific directories) and in VPs are cached and filtered against file type. If you put an ANI in data/tables then it wouldn't be found since the tables directory doesn't include the ANI file type in it's filter. data/maps, data/hud, data/effects all include .ani in their file type filter so the ANI in any of those locations would work fine. But, loading the file could also be restricted by directory, so if trying to get the hud ANI the code may only look in data/hud. Getting ANIs for model textures will only come from data/maps for instance.
Some places in the code do that, most don't. More will in time though since it's much faster if we restrict it. It's always better to have it organized properly just in case, and for better in-the-future support.
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That's pretty much what I said in a less verbose way :p
What I was basically saying is that the changes ARSPR made would have had no effect because the game was still able to load the file even though technically it's in the wrong folder.
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I still no known why still which this system(/anis,/maps,/models, etc)... if your are working in some diferent models at the same time, is a total mess, you may miss the correct file for earch models in maps.. for esample..., The same happen to any user that install diferent no VP packed stuff..., just imagine a noob user traying to unistall the Lighspeed nebula pack... its just an exsample, that is why I have packed in a .vp the nebula pack in my pack.
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That's pretty much what I said in a less verbose way :p
What I was basically saying is that the changes ARSPR made would have had no effect because the game was still able to load the file even though technically it's in the wrong folder.
Putting a tbl in data rather than data/tables will only work if the tbl in the data directory on the disk, not in a VP. And if I were to put data back on the cache search list rather than the slow search (to optimize file finding) then it wouldn't even be found then. And for Linux/OSX, which have multiple data directory locations, it would only work in one of them. Technically it's an error either way and we need to convey that since at some point this will break for people if the various files are in the wrong place. That the game can find it now is simply the lack of better optimization.
Anything used as a hud graphic really needs to be in data/hud since if I were to put CF_TYPE_HUD in the search path for opening those files then it will only grab them from data/hud. There is significant reason for doing that since we could skip over a filename comparison check for 8,000+ files and that would be a LOT faster. Having it work now should only be considered a fluke since at some point there probably will be stricter control of directory searching. We've already done this for model maps to avoid loading hud graphics, and we really need to do it for hud graphics to avoid ever loading model maps. Basically the current method of file searching is a bug, but one that we can't easily fix since it would break file loading for many. We can get away with it for now but that isn't going to last so it's time to start fixing these file location issues now. :)
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I fully agree with you there. In fact even without that I would say that it should be fixed simply because it makes it easier to figure out where FS2_Open is getting its data from when modding :)
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Thank you, Karajorma and Taylor... (I already knew about folder locations thanks to this thread I started and you answered before: http://www.hard-light.net/forums/index.php/topic,39114.msg795577.html#msg795577 (http://www.hard-light.net/forums/index.php/topic,39114.msg795577.html#msg795577))
But, can anyone answer my real question? :D What does this ani file do within game cos I don't see any difference in missions which use GVF Path?
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The shield quadrants were messed up, IIRC.
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Holy ****, dabrains beams are amazing, but is there any way to get them working without the performance hit? And i mean, i want the nice new beam flares not combined with the older hi res beams :ick:(that's what the last beam update thingie did). Anyway to like do that? Or would some type of preloading work for me on those? I just don't understand why i should have a slow down with the ani beams when i have 256mb of ddr2 on my graphics card.
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Are you going to include species_defs.tbl?
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Species_defs.tbl shouldn't be necessary. Thruster glows and flares work fine.
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Nevermind... i just noticed the -sdf.tbm file
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Holy ****, dabrains beams are amazing, but is there any way to get them working without the performance hit? And i mean, i want the nice new beam flares not combined with the older hi res beams :ick:(that's what the last beam update thingie did). Anyway to like do that? Or would some type of preloading work for me on those? I just don't understand why i should have a slow down with the ani beams when i have 256mb of ddr2 on my graphics card.
Do you mean the actual beams, or the glows?
You can get the EFF version of the glows. And there also might be room to optimize the beams. I think the animation of them is way too fast. The frames almost seem to appear random. (depending on your frame rate)
I guess fast animations come with a higher performance drop, than slower animations. Might be worth a try. I'll test this for the next MediaVP.
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Fast animations probably cause more lag than slower ones, because the video card has to load more images from system memory in a given set of time.
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But, can anyone answer my real question? :D What does this ani file do within game cos I don't see any difference in missions which use GVF Path?
It's for the Bakha, not the Ptah.
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I'm pretty sure it's the beams. I've been able to use the new glows with the older beams via a file called MediaVP_update_BG.rar which contains the new beam glows that you put in the effects folder to use (and those were dds). The glows had no performance impact whatsoever with the older beams. The new beams are tons better, they've always been a performance hit, but i never knew why. And i guess i did find out why just now because of the faster animations.
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Fast animations probably cause more lag than slower ones, because the video card has to load more images from system memory in a given set of time.
It's kinda hard to set up the beam ANI fps. They react like captical ships to animations. In other words: Completely wrong. ;)
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I understand, as much as i hate it, i'll go for the sane version of the beams for now. I shouldn't need to, i have a 9800pro 256ddr2 radeon.
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First my specs.
Athlon 64 3200
1 gig Ram
160Mb sata hdd
ATI 9800 Pro 128Mb video card
Saitek X36 USB Hotas
Saitek Eclipse Keyboard.
I am using Shivan's Freespace download and replaced the Mediavp's with the downloaded the MediaVP 3.6.8 Zeta's. I removed the advanced effects vp's. I am also using Taylor's latest CVS build.
All game play elements work fine no problems. The only problem I have is I can play one mission just fine all screen elements show up great, when I advance to the next mission the skyboxes are messed up. I think the description is that the textures are artifact (I am still trying to learn to take a screenshot and post the image).
I can reboot the machine and enter the mission then it looks fine but advance to the next mission and same thing happens. All ship models look great it is just the skyboxes (I think that is what they are called) are messed up. Again I am not using the Advanced Effects VP's.
I only experiance brief stutter now and then when things blow but only for a second or two.
I am not looking for a solution cause I figure it is the small ram amount on the video card I am just reporting on what is happening on my machine.
Otherwise I am completely blown away by the visuals in this game. I still cannot believe what you guys have accomplished with this game.
Thank you for your time and effort in making one of my favorite games even better.
Mike_A36 Out.
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All game play elements work fine no problems. The only problem I have is I can play one mission just fine all screen elements show up great, when I advance to the next mission the skyboxes are messed up. I think the description is that the textures are artifact (I am still trying to learn to take a screenshot and post the image).
I can reboot the machine and enter the mission then it looks fine but advance to the next mission and same thing happens. All ship models look great it is just the skyboxes (I think that is what they are called) are messed up. Again I am not using the Advanced Effects VP's.
Can you check if this (http://www.hard-light.net/forums/index.php/topic,39842.msg812137.html#msg812137) is what you're seeing?
Maybe it's some kind of bug nevertheless. Keep tuned so you can give some more info if Taylor, (the main OGL guy), or any other SCP member, asks for it.
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Yes that looks like what I'm seeing but it is not with the ships but with the nebula backgrounds. The planets and suns show up fine.
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The shield quadrants were messed up, IIRC.
It's for the Bakha, not the Ptah.
Thank you for the info. I have just learned how shield graphs work looking inside sparky_fs2.vp.
Just till now, I thought that this ani was some kind of effect for showing the stealth technology on Path. (Path and Bakha are very similar). :wtf:
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Oh yeah, speaking of which, i got the sane version of the animated beams to work correctly :lol: They're just like the insane ones, only no slow down ;)
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They actually look a little bit worse, but the much better performance should make up for this. The compression artifacts are hardly visible anyway. ;)
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Yeah, I just played the mission in the original fs2 campain where u haveta trash the ravana, and it seems that the new ursa bomber model is missing from the 3.6.8 zetas, so i think it reverts to the old model, which coincidently looks like poop now. Should i just find a ursa model somewhere else and stick it in the models file? or can someone make a fix for this. Thanks
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It's only a small thing but the IBX files for the Mjolnir (beamsaber.bx) and Cain (cruiser03x.ibx) don't appear to be in mv_models. If you could remember to put them in when the next set of VPs are made it would be nice :yes:
Might prevent people thinking that the game has crashed when loading Kings Gambit too :)
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I realize this isn't the place for a bug report, but for some reason I can't get to Mantis.
I grabbed the vp's and the recommended build posted earlier, wiped my whole FS2 directory clean, and reinstalled the whole thing from the ground up. I have the retail CD's and am patched to 1.2 retail FS2. I installed FSO 3.6.7, the new media vp's, the recommended build, all my campaigns, and my player profiles. I configured the Launcher and ran FS2. All I get at the player profile screen is a white screen and grey bars wherever a button or profile name would be. I managed to click through it and get to the main hall. Same white screen with grey bars for buttons.
Any ideas what's going on?
Again, I know this isn't the place, but the problem started after this series of downloads and I can't get into Mantis. Any help would be appreciated.
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Nevermind, replied too quick without reading your problem properly.
Dunno what's causing that..
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3D SHOCKWAVES! THEY FINALLY WORK FOR ME!
*does the happy dance*
i'm lovin it :p
i'm thinking about getting the adveffects, as the framerate rarely drops below 60 fps on 1280x1024 with 8xAF and 2xAA... wheeee :D
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->Tyrian:
Have you tried OpenGL mode?
Sounds like it could also be a driver problem; do check if your drivers are more than six months old.
Oh and I don't think you need to install 3.6.7; I could be wrong but it might have a file that interferes. I vaguely remember something like 'aseffects' that caused me problems. (Then again, maybe the Zetas replace everything properly and what I'm remembering was an additional later addon.) If you've got these Zetas, the recommended build and the launcher, you should be set.
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Thanks Backslash. I'll try that now.
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SW33T!!! OpenGL fixed it!!! Forgot about that!!!
*Gives cookie to Backslash*
Oooohh: Double post ftw!
*Runs off celebrating*
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When was it broken? :wtf:
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It wasn't broken...It just didn't work for me...
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Question: In "Rebles and Renegades" (loop1-1.fs2), shouldn't the NTSC Hinton actually be the NTCs Hinton?
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It's NTSC = National Television System(s) Committee, joking, it's NTSC = Neo Terran Science Cruiser, so it should be right that way...any Faustus's Nameplate have a spell like xxSC.
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Okay. That helps. And looking at the FS1 missions, I see the Plato named the same. (which I should've checked first. D'oh!)
Question: I noticed in the vp's that the cache folder doesn't hold all possible ibx's. Wouldn't it be more prudent perhaps to offer a full release of ibx files as a seperate VP instead of bundling a few of them in an existing one, perhaps for 3.6.9?
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It's easy to get confused over classes, don't worry about it.
Now that we're skipping the 3.6.8 release, are all of the "beta" Media VPs getting redesignated 3.6.9?
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also, where do i send all the ships with the fixed envmaps?
i'll just slip em into the .vp and wait on the ptah.
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Hello,
I have been away from the computer and SCP for quite some time, and everything seems new to me. I was just wondering was there ever an epsilon topic or release of the mediavps or anything SCP related that came after delta. I can't seem to find anything in the search, so I'm just curious to know.
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Jumped from Delta to Zeta. You haven't missed anything.
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Except for what makes zeta so much better than delta worthy enough to make another significant release of 3.6.8's :lol:
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A lot of people mistakenly think that Zeta is the last letter of the Greek alphabet. It's sixth, so it's close enough. Epsilon would have been the "correct" next, but we already missed that boat with the alpha/beta/delta progression.
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I never made that mistake, but I have a bit of Biblical background that made it so I would not.
Revelation 22:13 "I am the Alpha and the Omega, the First and the Last, the Beginning and the End."
Makes it fairly obvious to me at least.
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I noticed that there is (still) +nocreate missing from mv_textures-shp.tbm file
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Are all the files that are for download from lightspeeds site already included in these MediaVPs?
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when i start freespace 2 this error comes
Error: mv_music-mus.tbm(10):
Error: Required token = [#SoundTrack End] or [$Name:], found [+nocreate] .
File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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You need a more recent version of FSO.
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???
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First off I would start by reading Karajorma's Freespace FAQ (http://homepage.ntlworld.com/karajorma/FAQ/intro.html) Then I would go to the Source Code Project forum, then to the Recent Builds subforum, and get everything you need to run the 3.6.9 RC2.
You haven't been properly beamed so:
:welcome:
Welcome to HLP. Please keep all appendeges within the installation at all times. Flamethrowers are located underneath all seats, however, due to the rising cost of oil, the ID / evelotion debate (don't debate me on Whether or not there is a debate), :v:, the crew size of various warships (for which I swear I feel like flaming a very specific stubborn somone), and the meaning of life, the napalm has been replaced with Holy Water. Plasma rifles are located in the weapons locker, but only Admins, :v:, or a hyperintellegent shade of blue have ascess to these areas. If you meet a Shivan in the ductwork it is most likely Carl, give him your lunch and back away slowly, odds are good you'll be fine.
Also, watch out, Holy Water can burn, and the flamethrowers are usually out in the main HLP forum
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More recent? I'm using the one at the start of the forum... What happened to change it?
And nice welcome speech. ;7
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Not the media VPs, I think he has those, he needs to know where a current version of FS2O is (a.k.a a recent build)
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Yeah, I'm talking about the build too. I was referring to the Kara's May 17th CVS build that was linked to at the start of the thread, under the recent build link. What would be more current than that? Curse my posting-when-tired habits... :mad:
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The Y targeting fix build (http://www.hard-light.net/forums/index.php/topic,40427.0.html) by Taylor is probably the most recent, but RC 3 should be out soon.
You don't know about the 3.6.9 Release Canadates yet?
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No...I spend most of my time lurking in the Art and General Forums...
*Crawls back to the General forum through his secret tunnel*
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nobody's responded....
so nobody wants all the fixed evmaps i did?
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so nobody wants all the fixed evmaps i did?
Either send them to DaBrain or to me and one of us will make sure the MediaVPs get updated.
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I believe I mentioned this both in the Gamma media thread and Delta VP release thread, but no one replied. I was wondering if anyone else is seeing the HTL Aten with a lower quality underside than normal. By running a comparison with the Aten in FSPort, the FSPort VPs happen to have the higher quality underside of the ship, but unless the 3.6.8 media vps are missing this texture, I do not no why there is a difference between the two Atens. This lower quality texture not only looks like retail, but it has no shine map. Is anyone else seeing this or is it just me?
(https://webspace.utexas.edu/maa945/www/screen0067.jpg)
EDIT: Using 3.6.8 MediaVP ζ and build RC3: C:\Games\FreeSpace2\fs2_open_r.exe -mod mediavps -spec -glow -env -jpgtga -mipmap -2d_poof -missile_lighting -cache_bitmaps -dualscanlines -orbradar -rearm_timer -warp_flash -alpha_env
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Confirmed
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Well I've been looking in vps and I think the problem with Aten is a missing Cruiser02-01b. Let me explain, but any 'expert' modder should check it too:
1. ATEN is always Cruiser02.pof model.
2. This model isn't included within Port vps so you always use the one inside mv_models.vp
3. Opening this Cruiser02.pof with PCS or modelview, they show that four textures are used inside this ship:
+cruiser02-01a
+cruiser02tile01
+cruiser02tile04
+cruiser02-01b
The latest one is a mapped one (I mean it seams to cover a lot of places on the ship) but only a small part is used. And this part is the lower low-quality zone.
4. Within mv_models.vp, cruiser02-01b is missing. So with no mod, this texture is read from retail sparky_fs2.vp which of course has no shine map and has very low quality.
Within mv_models.vp, the rest of textures are in DDS, (but some glowmaps in PCX), with normalized 2^n sizes.
5. FSPort 3.0.3. has't got any of this textures. But they are located in older fsport_shine.vp and fsport_hi-res.vp. The older fsport_glow.vp hasn't got these textures so mv_models.vp ones are used.
6. fsport_shine.vp has shinemaps for the four textures but in PCX. Cruiser02-01a and cruiser02-02b haven't got 2^n sizes.
7. fsport_hi-res.vp has only got cruiser02-01a and cruiser02-02b textures. So in Port you also use mv_model.vp's cruiser02tile01 and cruiser02tile04. These textures aren't also 2^n sized and cruiser02-01a even has different proportions (649x1381) than mv_models one (1024x2048).
So my conclusions:
+ mv_models lacks cruiser02-01b. You use retail one then and, of course, it hasn't got shinemaps.
+ If you use fsport_*.vp additions with FSPort, you will use a different set for these textures, they can look quite similar but they aren't exactly the same. They are PCX and some of them haven't got 2^n sizes. But OTOH you have a cruiser02-01b with higher quality than retail.
Possible solutions:
+ Take out cruiser02-01b texture and shine map from fsport_*.vp and make a fast patch.
+ Or please, can someone retexture ATEN to use just cruiser02-01a.dds and a fixed cruiser02-02b.dds (with its shinemap and glowmap)? The other textures seem redundant as you can cover all the ship with the first ones (they are quite unused right now, specially cruiser02-01b).
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Ok....so I'm either doing this wrong or something else is going on, but.....
(http://www.geocities.com/deacenter6/screen0004.jpg)
And it's not only this but a few others as well.
Using the zpack, with adveffects.vp, cleared cache and spec -glow -env -jpgtga -mipmap -missile_lighting -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -alpha_env -fps -stats -show_mem_usage turned on
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Maybe try turning on cell shading...? But don't take my word for it...I'm not a .vp expert.
I've always wanted to ask this: Why is the retail FS2 .vp file called "sparky_fs2.vp"? Why is it "Sparky"?
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I fixed it so nevermind to all reading. However, let it be note that you should have launcher 5.4 before playing. At least I think that was what my problem was.
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By some weird act of cloaking, the GTSC Faustus is nearly invisible in FRED and in FS2. I say nearly because LOD2 and 3 are visible. It isn't a code thing since it was invisible in exes dating back to May, and I have seen Faustuses since then. Looking in the media VP's, the science01-01a texture in mv_models.vp is a 512x1553 pcx (non-standard power of two height), but its shine and glow are standard sizes. And when I look at the science01-01a texture in mv_textures.vp, the texture is a 1024x2048 dds.
So I was able to fix this by taking the texture in mv_textures.vp and putting it in /data/maps. Anyone else had this problem?
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[Off Topic Comment]
At the time of this post, Axem has exactly 666 posts. Anyone have a cross and some holy water?
[End Off Topic Comment]
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Well... the Aten is looking better than retail now, but not as good as it should be like you said. But yeah, I just wanted to see if everyone else was having the same problem so that way this could be fixed in future VPs. As for the Faustus, I have haven't had those problems. At least you found your own solution though.
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Ok....so I'm either doing this wrong or something else is going on, but.....
Do you have any texture files ending with "bump"?
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I was having the same problem as descenter, but i fixed it by switching to OpenGL.
I was under the impression, from an outdated readme, that Direct3D was the way to go...but no more I suppose.
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Looks like there's a UV mapping error on the HTL Faustus.
Here's a comparrison between the HTL and regular versions:
http://inferno.hard-light.net/faustuserror.jpg
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Ok....so I'm either doing this wrong or something else is going on, but.....
(http://www.geocities.com/deacenter6/screen0004.jpg)
And it's not only this but a few others as well.
Using the zpack, with adveffects.vp, cleared cache and spec -glow -env -jpgtga -mipmap -missile_lighting -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -alpha_env -fps -stats -show_mem_usage turned on
Confermed. I get it as well, with the Fenris+Levi, the Medusa, the Nephytis, the Bes, and any ship with a black canopy automatically gets a WHITE canopy.
EDIT: Forgot to mention that disabling Env maps fixes the problem.
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Ok....so I'm either doing this wrong or something else is going on, but.....
(http://www.geocities.com/deacenter6/screen0004.jpg)
And it's not only this but a few others as well.
Using the zpack, with adveffects.vp, cleared cache and spec -glow -env -jpgtga -mipmap -missile_lighting -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -alpha_env -fps -stats -show_mem_usage turned on
Confermed. I get it as well, with the Fenris+Levi, the Medusa, the Nephytis, the Bes, and any ship with a black canopy automatically gets a WHITE canopy.
EDIT: Forgot to mention that disabling Env maps fixes the problem.
Than I think it's pretty probable that the alpha channel of the shine map is not properly set up on those ships.
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Actually, it should work fine on those ones. Just make sure you're running in OpenGL rather than D3D, since I remember seeing and thinking exactly the same thing before realising it had somehow switched back to D3D (probably because I'd just switched builds).
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I just noticed a bug with the ingame Trebuchet model. It doesn't have any thruster glow in the game. I think this is because the thruster radius in the pof is far too small.
There is also a slight problem with several of the tga laser glow images (the halo effects, not the blobs themselves). The glow is too small relative to the entire image, so you don't see much of a glow in the game. The pcx versions of most of the files are fine though.
Also, I think I've said it before, but some of the "new" weapon effects could definitely use an overhaul. The Maxim and Circe still look really bad compared to what they were like in the original game, and they have been like that for a long time now. For now I am just removing those entries from the tbm files.
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I think i reported the Trebuchet problem long time ago... I thought it was already fixed :nervous:
Also the flak effect that i made is sometimes problematic - as it may draw none, one or two particles depending fps and some other things just like all the normal spewed particles... but i think i now have a solution to that problem. I just got to test it first..
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The missions supplied with the MediaVps still use the memory guzzling duplicate model texture replacement method, as the "normal" type was not functioning when I made the nameplates. Since the "normal" method is now fixed, I've edited the missions to use it instead of duplicate model. These missions should replace those in the MediaVPs:
Clicky (http://www.savefile.com/files/1986768)
Incidentially, was the flak projectile missed out of the alpha patch?
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/Flak.jpg)
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I haven't noticed (in that same mission) any problems with the flak. Erm, then again, I did sort of re-edit my VP's by merging the RC patches directly into them and noticed quite a few duplicate files across a few packs that I didn't think should be duplicated so I reduced them to a single source......fortunately, I made notes as to what I did, but now I have to find them.
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I agree with many of the 'new' gun effects: many are good, some are appalling. We need to encourage artistic people to make better versions of the lesser-used weapon fx.
What's the status on the next set of vps? Just things like the alpha fixes and the animation speeds seem worth a release by themselves, and we've got the GTT and stuff as well.
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I say just revert to the old ones for now. The original Maxim and Circe still look great and are quite in line with the good new weapons like the Prometheus R and S. The new versions of those are, to be honest, simply horrible. I'm thinking it may be a bug somewhere, but they look like those sad little dots you used to shoot in retail FS2 when you cheated and tried to fire beams.
I think many of the weapons are looking a bit worse than they should though due to that laser glow bug I mentioned.
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What's the status on the next set of vps? Just things like the alpha fixes and the animation speeds seem worth a release by themselves, and we've got the GTT and stuff as well.
Not sure, DaBrain's been indisposed as of late, so we've all got to wait on RL to get out of the way.
I'll probably release an updated patch set tomorrow though. I'll include the alpha fixes (with the fixed yellow glow that I missed the first time), some fixed animations (the speed changes), plus the hi-poly missiles I've had laying around (the fixed Treb engine glow, plus all centered for viewing the lab and whatnot), and the fixed Satis model (the debris issue). Hopefully that will hold everyone over until the real deal can be released.
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Sweet! I know I'll have a lot of fun with those, whenever they come out.
Brief question (no, not about briefs, Hanes or otherwise)
I see alot of this:
$Formula: ( when
( is-destroyed-delay
0
"TTC 6"
"TTC 5"
"TTC 4"
"TTC 3"
"TTC 2"
"TTC 1"
)
( do-nothing )
)
and was wondering if writting it like this:
$Formula: ( when
( is-destroyed-delay
0 "TTC 6" "TTC 5" "TTC 4" "TTC 3" "TTC 2" "TTC 1" )
( do-nothing )
)
would either break the game, break fred, or both?.....since it semantically breaks down into being the same thing, is just as readable, IMO as well as cleaner for presentation and results in a slightly shorter file. (I'm a nut when it comes to optimizing maximum amount of propigation of a minimum amount of data. Some call it OCD.)
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It would work but quite frankly I'm of the opinion that it would be a dreadful idea.
The second one is in no way as easily legible as the first and furthermore it breaks the way that missions generally save themselves in a format close to the way the SEXPs are laid out in FRED.
The difference in processing time (I doubt there is one to be honest) and file size simply isn't enough to make it worth it.
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stuff
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/Flak.jpg)
Confirmed. I have that same problem with damage sparks. I'll get a screenshot when I can get to my FS2 capable compy.
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The new patches are going up now. I think I got everything this time, though I haven't actually tried them myself. If any problems are noticed then let me know. Although you don't need to remove the previous VP patches for these to work, it would be a good idea to do so. I changed the filenames this time to make it easier to distinguish the patches from the normal VPs (for easy deletion later).
So, we have: many fixed animated glowmaps (I don't think I've got them all, but I converted what I have), the fixed hi-poly missiles (with IBX files), a tbm to use LOD0 for the hi-poly bombs in the hud targetbox, the yellow_glow bitmap in both data/effects and data/maps, the fixed Satis model from StratComm (with IBX file), and the same old alpha fixes from before.
Oh, and as a neat bonus, I included Vasudan Admiral's new thruster glows. I really like them so I figured others might as well. :)
http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar
http://fs2source.warpcore.org/mediavp/mp-710_effects.rar
http://fs2source.warpcore.org/mediavp/mp-710_models.rar
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Something was done to the Satis? Was it the turret, because IIRC that was fixed moooonths ago. :confused:
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The debris was screwed up, it rotated wildly on the wrong axis.
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The new patches are going up now. I think I got everything this time, though I haven't actually tried them myself. If any problems are noticed then let me know. Although you don't need to remove the previous VP patches for these to work, it would be a good idea to do so. I changed the filenames this time to make it easier to distinguish the patches from the normal VPs (for easy deletion later).
So, we have: many fixed animated glowmaps (I don't think I've got them all, but I converted what I have), the fixed hi-poly missiles (with IBX files), a tbm to use LOD0 for the hi-poly bombs in the hud targetbox, the yellow_glow bitmap in both data/effects and data/maps, the fixed Satis model from StratComm (with IBX file), and the same old alpha fixes from before.
Oh, and as a neat bonus, I included Vasudan Admiral's new thruster glows. I really like them so I figured others might as well. :)
http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar
http://fs2source.warpcore.org/mediavp/mp-710_effects.rar
http://fs2source.warpcore.org/mediavp/mp-710_models.rar
Can we use these with your VPs, Taylor ? ;)
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Can we use these with your VPs, Taylor ? ;)
You don't need them with mine. :D
Though, you might want to update mv_effects_t, mv_models_t, and mv_textures_t to get all of the current changes/fixes ... if you remember where to get them that is. :drevil:
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The debris was screwed up, it rotated wildly on the wrong axis.
Ah. Wasnt aware of that. Cool, then.
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To clarify, do these also contain the updates found in the RC# patch vps? ('m going through a clean up in an attempt to understand the media_vp's and how much is redundantly present after making a few realizations.)
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Yes, these would replace the RC# patch VPs.
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The new patches are going up now. I think I got everything this time, though I haven't actually tried them myself. If any problems are noticed then let me know. Although you don't need to remove the previous VP patches for these to work, it would be a good idea to do so. I changed the filenames this time to make it easier to distinguish the patches from the normal VPs (for easy deletion later).
So, we have: many fixed animated glowmaps (I don't think I've got them all, but I converted what I have), the fixed hi-poly missiles (with IBX files), a tbm to use LOD0 for the hi-poly bombs in the hud targetbox, the yellow_glow bitmap in both data/effects and data/maps, the fixed Satis model from StratComm (with IBX file), and the same old alpha fixes from before.
Oh, and as a neat bonus, I included Vasudan Admiral's new thruster glows. I really like them so I figured others might as well. :)
http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar
http://fs2source.warpcore.org/mediavp/mp-710_effects.rar
http://fs2source.warpcore.org/mediavp/mp-710_models.rar
+ The new animated eff glowmaps are as fast as older ani versions at least with 3.6.9. RC5 (Is it an SCP bug?).
+ If I haven't missed any one, you've converted all anis but the less detail ones (c version) and these ones: Capiltal02-01a, capital02-01b, cruiser03-03a and cruiser03x-01a. (I would upload them but capital02-01a is bigger than 1 Mb).
(I think converting c version anis is pointless.)
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yeah i have that problem to, just with the flak though.
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+ The new animated eff glowmaps are as fast as older ani versions at least with 3.6.9. RC5 (Is it an SCP bug?).
The new EFFs are fixed timings, since the ANI versions would play in a fraction of a second with the new code. But there is a code bug which makes some maps play faster than they should. I have a fix for this but Goober and I are going back and forth over how to properly deal with it. The data is fixed though, so we should be good to go there when the fixed code becomes available.
+ If I haven't missed any one, you've converted all anis but the less detail ones (c version) and these ones: Capiltal02-01a, capital02-01b, cruiser03-03a and cruiser03x-01a. (I would upload them but capital02-01a is bigger than 1 Mb).
The EFFs came out of my own VP set, and I don't use some that are in the official VPs. Mainly, I'll never use the c versions, and I really only like animations on the Shivan vessels. If it turns out that the new official MediaVPs are going to be delayed a lot longer then I'll convert the extra animations to also be fixed, but I don't plan on doing that at this moment.
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The missions supplied with the MediaVps still use the memory guzzling duplicate model texture replacement method, as the "normal" type was not functioning when I made the nameplates. Since the "normal" method is now fixed, I've edited the missions to use it instead of duplicate model. These missions should replace those in the MediaVPs:
w00t! These seem to work out better than the MediaVP one's. But I did so far notice a few anomolies.
"Rebels and Renegades" (loop1-1.fs2):
In the briefing animation "Beta" (as it's identified by they briefing text) is labled "Theta". "Theta" as a wing doesn't show up until next mission.
"As Lightning Fall" (loop2-1.fs2):
Firstly, shouldn't that be "Falls"? Secondly all "+Flag:" lines have "+Respawn priority:" on the same line followed by a blank. By the layout of all other files, "+Respawn priority:" should be on that blank line.
In SM1-03.fs22 "The Romans Blunder" (and a few others) you have #Alternative Types" that declare NTF, NTC & NTFR vessels (Instead of GTF, GTC, GTCR), but this isn't carried over in SM2-04.fs2 "The Kings Gambit". Further, in SM2-04.fs2 the Uhuru, Pax, Liberty and Undaunted (as well as their attendant wings) are all flagged as "$Team: Neutral", shouldn't that be "$Team: Hostile"?
As well, consistancy in $f and $h tag's are inconsistant in many of the briefings.
So far that's as far as I've gotten in only an hour or so and I was wondering if (inspite of these existing in the original files) wether or not this were things that could/should be fixed? If so, I've already made copies of the changes and can provide them, but I'd like to have some feedback before I go through the remaining 22 files.
Also, as a side note, I was wondering if anyone else was tackling the originals additional mission files, the MDH-##, Templar.fc2 (and it's .fs2's) and the Gauntlet files (regular and co-op). If not, I'd love having something to do, even if it is as small as this. (though I suspect it's not nearly so small as I think it will be to accomplish, just small in it's overall impact).
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"As Lightning Fall" (loop2-1.fs2):
Firstly, shouldn't that be "Falls"? Secondly all "+Flag:" lines have "+Respawn priority:" on the same line followed by a blank. By the layout of all other files, "+Respawn priority:" should be on that blank line.
Probably not a problem. FS2 won't care about the mistake most likely. If you've changed it and it works then that's fine but don't feel the need to change it :)
Further, in SM2-04.fs2 the Uhuru, Pax, Liberty and Undaunted (as well as their attendant wings) are all flagged as "$Team: Neutral", shouldn't that be "$Team: Hostile"?
Nope. NTF (and HOL) ships are always flagged as neutral to denote the fact that they won't attack Shivan craft. Flagging them as Hostile wouldn't have made a difference to this mission but it would be an unnecessary change in this case and could actually screw up missions which involve the NTF and Shivans.
So far that's as far as I've gotten in only an hour or so and I was wondering if (inspite of these existing in the original files) wether or not this were things that could/should be fixed? If so, I've already made copies of the changes and can provide them, but I'd like to have some feedback before I go through the remaining 22 files.
Feel free to keep asking questions. I'll answer those I can :)
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Ahhhh. Logic insited there be a reason for "Neutral". Thank you.
So far, aye, it doesn't seem to care one way or the other about +Respawn.
So, how many hopefulls end up facing how many dead-ends? :) Still pluging away though. "Discouraged" is a word I have to look up, it's not in my vocabulary. :)
Also, regarding the 20060710 mvpatches.......I did 2 different ways both with the same results. One was original 3.6.8z's with the updates in the mediavp's folder, the other was merging the data from the updates into the vp's.
GTFR Triton and GTC Aeolus still reflect _very_ heavily. (saran wrap skins)
SB Nephilim, Seraphim, ST Azrael, SFR Mephisto, SFR Asmodeus all still blink their red texture fast....in the case of the Azrael it's REALLY fast, but the SFR Dis, SC5 and SAC 5 have no animation (don't know if they're supposed to or not)
Cannot view either the SC Lilith or SC Cain in F3 or Tech Room.....system locks hard. Audio still loops like it should, caps lock and num-lock still do thier thing but the system is un-responsive to anything but a reset button.
All but the following missiles still spin on thier arse instead of center in Loadout: Hornet, Cyclops. The Harpoon, Trebuchet and Stiletto II now spin around their noses.
In loop2-1.fs2 (As Lightning Fall) the Pharos are now invisible. Completely. Can't even run into them. During jumps in the nebula missions, the players ship seems semi-transparent up until it almost completes it's jump out.
Other than that, the amount of newer and subtle details by comparision is frikken fantastic.
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Uh, hi there! Hope this is in the right place. I think the Orion has a tri mistextured. Observe:
(http://img139.imageshack.us/img139/711/screen0000qu3.th.jpg) (http://img139.imageshack.us/my.php?image=screen0000qu3.jpg)
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I've looked it up in Lith. There is a map called "installation" in the material list. That's the map, we can see in the picture. So it's confirmed.
It would be a real pain for me to fix it without a MAX or 3DS file...
If you got PCS, try this:
Open the model. Look up the maps. Search for the "installation" map and rename it to ... hmm I think "capital01a" or "capital02a". If the UV mapping is correct for this triangle, everything should be fine.
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Taylor, you can tell me what files in the Adveffect correspond to the dabrain super high shockwaves I think i can play which adveffect, but those shockwaves give me insane slowdowns
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effects\: f_shockwave.tga, shockwave3d-glow.eff & shockwave3d-glow_*.dds
Total files: 162
models\: shockwave.pof
tables\: mv_shockwave-shp.tbm & mv_shockwave-wep.tbm
And yeah, I realize I'm not taylor, but since I did it myself and you asked, I figured I'd share. :)
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I've looked it up in Lith. There is a map called "installation" in the material list. That's the map, we can see in the picture. So it's confirmed.
It would be a real pain for me to fix it without a MAX or 3DS file...
If you got PCS, try this:
Open the model. Look up the maps. Search for the "installation" map and rename it to ... hmm I think "capital01a" or "capital02a". If the UV mapping is correct for this triangle, everything should be fine.
Don't do that. It wouldn't fix the problem, and it would also destroy the texture variation that Galemp put into the model as he put that capital tile in there to break up the limited orion texture pallete. It's a problem with the model file itself and fixing it in anything other than MAX isn't really an option. I'll see if there isn't a quick fix for it on my end though.
EDIT: I've got a fix but nowhere to put it. The texture anomoly isn't a big deal, but if another compilation's getting made then it can go in.
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Are there any external mirrors for these files? I can\'t seem to download anything off hard-light
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In mv_effects-wep.tbm, is there a reason the @ in front of alot of the weapons are not there? If it's supposed to update the fields for weapons.tbl, shouldn't the $Name's match? Also, the name for Subach HL-7D is just Subach HL-D.
I also note some discrepancy between weapons.tbl values for Hull/Shield values, are the ones in the TBM supposed to be corrections?
Also, between the PCX and TGA versions of files, do both need to exist and if not, can the PCX's be deleted safely?
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Using Taylors fixes, most missiles in loadout now spin on thier centers, except for the Harpoon, Trebuchet, StilettoII and Helios. What's interesting is that in F3, all of the missiles BUT those are NOT spinning on their centers. (With the exceptions of the Hornet and the Cyclops, these both spin on center in both locations.) There are no _tech.pof's for either the Hornet or the Belial (Cyclops) which led me to test something. I removed all occurances of the following from mv_missiles-wep.tbm and mv_models-wep.tbm (which were then placed in mediavps\data\tables):
$Tech Model: crossbow_tech.pof
$Tech Model: stilettoII_tech.pof
$Tech Model: trebuchet_tech.pof
$Tech Model: helios_tech.pof
And now the Harpoon, StilettoII, Trebuchet and Helios join the Hornet and Cyclops on center spinning in F3 and Loadout. (Note, I used the POF's from taylors updates, I have not tested these against the regular mediavp's POF's.) I did however test by also deleting the _tech.pof files, just to make sure.
Whew. Now to knock out why the Rockeye, Tempest, Tornado, Tag A/B/C, Piranha and Infyrno don't spin on center in F3 (without breaking the loadout spin on center) and I'll be a damn happy person. :)
BTW, what is the newhornet.pof for?
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Whew. Now to knock out why the Rockeye, Tempest, Tornado, Tag A/B/C, Piranha and Infyrno don't spin on center in F3 (without breaking the loadout spin on center) and I'll be a damn happy person. :)
I did that on purpose. Those missile still have no autocenter data, even though I can fake it with my code fixes. In the loadout screens it will be faked it the data doesn't exist in the model but I didn't set it to fake the data in the lab (F3) so that we can still tell at a glance which models need to be fixed.
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Ahh. That make sense. Presumably so that if/when someone makes actual 3D models of them those could be used instead.
Well, I always figured the best way to learn something was to dive right in.....I only have Lightwave right now and I just got Photoshop (finally) so I'll see what I can churn out. Given that there are alot of projects and I'm sure people have to be tired of doing "vanilla" FS/FS2 conversions I'm willing to lend a hand.
Quick question: I've noted for alot of ships that there are usually 2/3 primary texture files. Let's use the HTL Fenris as an example. It has 3 dds textures, 3 dds shine and 3 dds glows. (They all don't match in size. Neither do the Argos.) Presumably 3 exist because there are 3 LOD's (and then debris makes 4). Would it be more efficient/effective/work to make a single primary of each (texture, shine, glow, debris) and just mipmap them in a single dds file apiece? I'm _very_ familiar with DDS with mod's for Morrowind and modeling/texturing from doing Total Annihilation and Freelancer, but I'm not entirely sure how SCP would handle that, since I haven't found any like that.
(Still curious about newhornet.pof. Can't find anything that calls to it. Also, how many Hornet_Bitmap.pcx files are there supposed to be and what's the _actual_ location that file is supposed to be in? I guess textures\maps. And yeah, I'm just going through and "house cleaning" a personal set of the VP's to get a feel for everything.)
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Quick question: I've noted for alot of ships that there are usually 2/3 primary texture files. Let's use the HTL Fenris as an example. It has 3 dds textures, 3 dds shine and 3 dds glows. (They all don't match in size. Neither do the Argos.) Presumably 3 exist because there are 3 LOD's (and then debris makes 4). Would it be more efficient/effective/work to make a single primary of each (texture, shine, glow, debris) and just mipmap them in a single dds file apiece? I'm _very_ familiar with DDS with mod's for Morrowind and modeling/texturing from doing Total Annihilation and Freelancer, but I'm not entirely sure how SCP would handle that, since I haven't found any like that.
Yeah, everyone is supposed to use mipmaps rather than different textures for each LOD. But, not everyone knew that was possible at the time those models were made, and the code for using mipmaps properly wasn't aways there either. There is a sticky thread I made which has info on how best to create textures for models to reduce memory usage and improve performance. Most new models, and some fixed versions of old models, use that info as a basic guide.
(Still curious about newhornet.pof. Can't find anything that calls to it. Also, how many Hornet_Bitmap.pcx files are there supposed to be and what's the _actual_ location that file is supposed to be in? I guess textures\maps. And yeah, I'm just going through and "house cleaning" a personal set of the VP's to get a feel for everything.)
There is a newhornet.pof and a new_hornet.pof, both are the same. Just look in the tables (and don't forget to look in the retail tbls) to figure out exactly which one is used and delete the other one. That's what I did, though I can't remember right now which was the one to keep. (I want to say to keep newhornet.pof and delete the other one, but you had better double check that).
I think that hornet_bitmap is just the missile trail, so there only needs to be one and it needs to be in data/effects.
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How come the -ambient_factor flag doesn\'t work anymore?
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Now that you mention it, I think I've been getting that too. I noticed a few weeks ago that the ships were looking a bit darker than how I'm used to seeing them, and changing the ambient factor seemed to have no effect.
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That\'s the opposite of what I wanted. I actually used it to darken the ships (which makes them look much better IMO), but it has no effect now and all the ships are bright again.
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If ambient_factor or any other flags don't seem to work, create a new pilot and then restart. Sounds strange, yes, but I initially had that problem a while back myself when running tests. I was swapping between CVS and RC builds and at some point it stoped applying certain settings until I created a new pilot, at which point those settings worked again.
Also, settings problems would be better handled in either the exe thread or in the launcher thread, since it's those two items (and not the vp's) that control the effect of said settings.
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Never mind, I fixed the problem. I had env mapping on in Direct3D mode, which made the lighting a lot stronger than it should have been.
I know everyone says you should run in OpenGL mode, but OpenGL always gives me these weird graphical bugs, like boxes around lights and engine thrust effects and some weird white-washing effect on a bunch of the huge warships. What am I doing wrong? I really want to try env mapping, but the white-washing is so icky!
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Are you running an ATI card? If so, try selecting -disable_fbo ("Disable OpenGL Render Targets" in "Troubleshooting" on the Features Tab in the Launcher), also try setting (if it isn't already) in the Experimental Tab "Use Specular Alpha for Env Mapping".
Also, if you're running 3.6.8 Zeta MediaVP's, do be sure to grab (From page 5 of the Release Thread for the MediaVP's) Taylors 0710 MediaVP Patches.
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I am running an ATI card, but none of the things you mentioned fixed the problem. It\'s really weird, as you can see every triangle in the models, as if they weren\'t textured or something.
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A picture of my OpenGL problem:
(http://img478.imageshack.us/img478/5356/hecatewhaaaaty5.jpg) (http://imageshack.us)
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What exe build are you using? Cuz that (to me atleast) it a mighty strange issue.
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Try using the -noibx option. I've heard from a couple of people that this type of thing can happen when using IBX files, even known good ones, but the actual cause has never been found. And it only seems to affect a very small handful of people.
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The hecate looks very nice even untextured :nod:
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-Zacam
In the screenshot I\'m using taylor\'s lighting build from the muzzle flash thread, but it seems to happen with any build I use.
-taylor
The IBX thing didn\'t work =(
-S-99
It\'s not really untextured. It\'s some sort of crazy lighting problem. It might also be worth mentioning that turning off specular lighting makes this happen to all the models, and turning light detail down on the FS2 options removes the problem for some of the models, namely the Deimos.
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Hmmm. So, if i may ask, what ATI card are you running? And what Catalyst (or otherwise) drivers are you using on it?
Operating system and other systems specifications might also be handy if you could feel free to divulge them.
You say it's happening with other builds as well, do you mean other RC builds, or does it also include the redmenace CVS builds? (Or have you compiled a build from cvs yourself?)
When you turn off specular mapping, are Glowmaps and Environment (misspelled as evironment) Mapping enabled? Is Use specular alpha for env mapping enabled?
Rather, to make the above questions easier to answer, please post the full list of commands listed in the "Features" tab of the launcher.
Piecemeal information isn't so handy a thing when there can be any number of reasons behind an issue and this would indeed be an issue (however localized to you it may be, it might yet happen to others.) Finding out how and why and getting it solved would be rather nice, I think.
And even though sounds and graphics are two seperate things entirely, it should probably be asked wether you are running with OpenAL (prefferably the latest version (http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46) located towards the bottom of the page as an "Attachment") installed?
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AMD Athlon XP 2500+
1 gig of ram
ATI Radeon 9600 w/ 128 MB memory
Windows 2000
Not sure about drivers, it\'s sorta just the default one I guess
I used RC2 and Taylors lighting build. I was actually wrong about specular. It\'s turning off glowmaps that screws them all up, and the combination of flags makes no difference when glowmaps are off. All ships are messed up.
This is everything in the features tab:
D:\\FS2\\FS2\\fs2_open_3_6_9.exe -mod FSPort -spec -glow -env -2d_poof -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -snd_preload -alpha_env -fps -ambient_factor 65 -spec_point 5.0 spec_tube 5.0 -spec_static 4.0 -spec_exp 22
I did the weird -spec_point/tube stuff when I didn\'t notice any dramatic changes in lighting with beams and laser blobs.
I am also running OpenAL, as I needed it to fix the \"Failed to read flags\" error or whatever it was.
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Default drivers... that means they might be really outdated by now.
Try getting new drivers from ATI. There is only a small chance this will fix the problem, but it's worth a try.
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Default, as in, the ones off the cd that came with the video card, or default as in, the ones from the OS? Because afaik, the 9600 doesn't have a M$ default driver unless they slipped one in to SP4 that I'm not aware of. (I'm running XP myself, so....)
If you want to try an older version of the catalyst drivers or want the last version of the ATI Control Panel (vs. the .Net Control Center) I have 4.9 through to 6.4 on my HDD. I only suggest that as I've had nothing but problems with anything past 5.7 but I kept all the drivers I tested with before I settled on 4.12.
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I'm having some model problems. The Fenris & Leviathan models seem to be missing the radar dish and a target box model view.
EDIT: Wait a sec, I was reading a thread, and it seems the R-dish has been turned into a command bridge?! It just looks plain wierd to me. The targeting problem, homewer, is still active. I also noticed that my model has no turrets, and the lower missile turret is only partially visible.
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Err, the Fenris/levvy definitely still have their radar dishes. Are you sure you haven't got any bogus Fenris/levvy models floating around your data directory? Cos unless you're missing something like the -jpgtga command line, that's the only thing I can think of that would cause something like that.
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A corrupt IBX file can cause that to happen. Try using the -noibx option for a quick test of that theory. If that fixes it then delete all IBX files that you have (in data/cache/ and the same in mod directories).
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It seems I had forgotten to remove some models which I was testing on when I was using 3.6.8 Delta files. Thanks for pointing it out.
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Hmm, whats wrong with the Hecate in 3.6.8 Zeta? Sorry if this has been discussed before, but some of the textures look like white placeholder to me, or at least, very different from the original. No offence to the texture/modeller. Also, the Mjolnir weapons platform has similarly different texture, though in this case it looked kinda cool, unlike the dark original. Checked and I'm not using mv_cell. Here's a small pic. Otherwise, excellent model and texture pack overall.
[attachment deleted by admin]
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That looks like ambient is turned up WAY too high. I don't know what's causing that unless you are still using -cell (which I didn't even think worked any more), but that shouldn't be happening under normal circumstances.
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All other ships appear normal :nod: and I'm not fiddling with ambient settings, -cell or anything. Oh well this is a small biggie anyway :nod:
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Cool, in a hecate desert storm paintjob kind of way.
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Look in your mediavps\Data\Cache folder and delete the hecate and Mjolnir IBX files and let them regenerate. The Mjolnir one is called something like beamsabre.ibx IIRC and the Hecate one is something like Capital-T01 or somesuch. If you can't figure it out just delete all the IBXs. The game will rebuild them anyway.
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Hmm.. What's this mv_cell doing in the FS2 root :nervous:? Looks like I moved it from my fs2open dir and left it there. The ships look fine now. Or maybe it's a new camo for nebulae warfare?
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Hurry for asking a (probably) stupid question for a first post! :doubt:
Anyway... there's something I'm not quite clear on, and I can't seem to find the information to clarify it via a search of the boards or the like...
The patches that go with this most recent Media VP; Do we just un-rar them and place the .vp in the same directory as the other mv_***.vps, or do we have to 'apply' them somehow using a .vp editor?
Uhm, and also... Hi? :D Pleasure t' meet y'all!
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The patches simply go in the mediavps folder along with the standard Zeta's.
Since the filenames come alphabetically before the mediavps the data inside them will automatically be used first.
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Ok, I'm not sure what's going on, and I don't have a screenshot, right now because I've forgotten the command for it, but I was starting a new FS2 campaign, and I clicked on the enemy squadron indicator during the briefing for the first mission, and the Herc that showed up had no glass on the cockpit, and was missing some panelling on the engine pods. I've tried killing my IBX cache and it didn't help. I have the current 3.6.8 vps with patches, running the current 3.6.9 RC build with the most recent launcher I know of. Any ideas?
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Printscreen key to take pics.
What commandlines have you got on?
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Shoot. Should have know it was that simple. Some games I play don't have that kind of sense and it's something odd to take screenshots.
As for the switches: -spec -glow -env -jpgtga -missile_lighting -no_vsync -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -snd_preload -loadallweps
I put the media VPs in the main FS2 folder because I never play retail anymore.
Also, here's the screenshot
[attachment deleted by admin]
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I would like to ask you something. :)
I have both of these files mv-effects and mv-adveffects in my FS2 directory. I would like to know if it is wrong or correct ? If I have to have only one of these files in my FS2 directory or both of them ? thanks
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The GTC_Orff.pcx file in mv_detailmodels.vp is causing every Fenris and Leviathan to say "GTC Orff" instead of just the Fenris. Is there any way to disable that without deleting the whole thing?
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I have both of these files mv-effects and mv-adveffects in my FS2 directory. I would like to know if it is wrong or correct ? If I have to have only one of these files in my FS2 directory or both of them ? thanks
mv-adveffects has the advanced (a bit prettier) and more power hungry implementation of effects.
Move it out if you are experiencing slowdowns, stuttering or such..
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I would like to ask you something. :)
I have both of these files mv-effects and mv-adveffects in my FS2 directory. I would like to know if it is wrong or correct ? If I have to have only one of these files in my FS2 directory or both of them ? thanks
I believe you need to have mv_effects in the directory otherwise adveffects won't work. As Castor said, remove adveffects if you experience slowdowns. However, I highly recommend putting all the vps that you installed into a folder called mediavps or something to that affect. Then, in the launcher, you select mod and highlight that folder. That way when you add new mods like Inferno or FSPort you won't run into problems. Read Karajormas FAQ and it details everything step-by-step.
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Am I the only one who has parts of the Herc missing using these VPs? (See my above post for a screenshot)
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If by 'parts' you mean 'cockpit', yes I have that problem but only in Direct3D, which I don't tend to use any more anyway. I don't notice any other missing parts in your screenshot, unless they've been missing on my install for so long that I don't know what to look for :D
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CaptJosh: Try using img2dds in the launcher, see if that helps.
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Did you happen to notice the paneling missing from the engine pod that was in view? And the cockpit is there. It's the GLASS that's missing, Backslash. And this is OpenGL, I don't use Direct3D for this. Hell, I even have Unreal Tournament set to openGL even though it says that's an experimental thing.
Zacam, that made no difference at all.
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I think "the problem" is that there is no lighting nor spec brights. Hercules has a fully transparent glass so in a viewer with no lighting effects you just don't see anything. Check it with F3 viewer.
(Please notice how you don't also get brights or any other effect on the ship hull in that viewer).
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Yeah I meant cockpit glass, sorry.
ARSPR may be right about the lighting... the in-briefing ship viewer is not nearly as sophisticated.
Missing paneling? Yeah, but I thought it was supposed to look that way. :nervous: If not, I have the 'problem' too.
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Look at the Herc in retail or in FS1. It doesn't look like that. As for the argument of fully transparent glass, do you want me to take a shot from the front? It's NOT THERE.
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my asteroids keep dissapearing when i use these VPs. anyone know why?
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Look at the Herc in retail or in FS1. It doesn't look like that. As for the argument of fully transparent glass, do you want me to take a shot from the front? It's NOT THERE.
We could argue about this one for a while, but fortunately the glass is there in that shot you posted earlier. It's very faint, but it's there.
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Look at the Herc in retail or in FS1. It doesn't look like that.
Well yeah. This is the hi-poly version in the MediaVPs. It's SUPPOSED to look different (and, IMHO, I like the odd 'missing paneling' look... makes it look like it's NOT the newest fighter right off the assembly line).
Take a screenshot of it in the techroom, or better yet the F3 lab. Is the cockpit glass gone there too?
my asteroids keep dissapearing when i use these VPs. anyone know why?
Hmm, my asteroids disappeared when I started messing with their textures, but if you're just using the proper MediaVPs it shouldn't do that. Oh, make sure you have jpgtga ('Enable jpg,tga textures) turned on. If that's what the problem is, don't worry about it too much... DaBrain is making new fixed asteroid textures for the next MediaVP release.
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They've been tested by the WCS and SoL team, so they should fix the problem.
BTW I didn't forget about the VPs...
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About the Herc:
- The used model is fighter6.pof
- With a "normal" installation you take it from mv_models.vp
- The cockpit glass is textured with fighter06-03a. (Modelview is your friend).
- There's a fighter06-03a.tga and a fighter06-03a-shine.tga in mv_models.vp. So please use -jpgtga launcher flag
- I don't know how it is UV mapped but, within in-game F3 viewer, the glass is nearly invisible. Tick "No Lighting" and, voilà, you have what you get in the briefing ship renderer.
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I already have -jpgtga on. I ALWAYS have it on. I've never NOT used it since I first started playing with FS2 Open. In fact, if you had bothered to read the whole thread, you would have read my earlier post with all the switches I used and you'd have known that I was using -jpgtga.
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I have 3.6.7 installed. Do I only have to install the 710.rar files to update it to 3.6.9 or must I install all the listed files?
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Does the recent build 20060517 work with the 3.6.7 build?
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I have 3.6.7 installed. Do I only have to install the 710.rar files to update it to 3.6.9 or must I install all the listed files?
You have to install everything. You'll also need to get 3.6.9 RC 7 from the recent builds forum. 3.6.7 will NOT work with these VPs.
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That´s what I expected...means much download-time. Hope it´s worth it...
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I installed everything as suggested but I got a windows error-prompt. It looks like it has to do with a ati-driver-problem (I have the newest one installed). Is this a known bug?
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I installed everything as suggested but I got a windows error-prompt. It looks like it has to do with a ati-driver-problem (I have the newest one installed). Is this a known bug?
We'll let you know... as soon as you tell us what the error message was. :rolleyes:
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Something about "atioglxx.dll"
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As I thought it was a problem with the newest ati-driver (for Radeon 800 XT PE). I installed an elder version and now it worked.
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It is a known problem that newer ATI drivers don't work properly. I've made some compatibility changes in the OpenGL code that may help with this, but without knowing exactly why it crashes in the first place I'm not sure that the new changes will do all that much. You can find out for sure with the next available test build though.
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Thanks so far. I´m now running in D3D-Mode with the new driver.
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Thanks so far. I´m now running in D3D-Mode with the new driver.
D3D is losing support cos there's no active and continuosly present programmer for it.
It would be a good idea to make your OGL work (even if you need an older driver, usually newer drivers don't add anything for old GPUs as yours).
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You'll also need to get 3.6.9 RC 7 from the recent builds forum. 3.6.7 will NOT work with these VPs.
So that's why my current install won't work...
*Hugs Kara*
:nervous:
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Thanks so far. I´m now running in D3D-Mode with the new driver.
D3D is losing support cos there's no active and continuosly present programmer for it.
It would be a good idea to make your OGL work (even if you need an older driver, usually newer drivers don't add anything for old GPUs as yours).
Well, Bobboau is trying to fix D3D. If you want D3D support back, test his build:
http://www.hard-light.net/forums/index.php/topic,41367.0.html
If you just want to play and don't intend to report bugs, you shouldn't use it though. OpenGL is still the better choice for players.
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for some reason the FSopen launcher wants Open AL files, I thought I read somewhere you guys abandoned the Open AL feature because it wasn't doing anything.
anyway a cppl questions.
1. how close is 3.6.9 to being released.
2. are the Open AL drivers around...... I know I have them on the other computer so I must have found them at one point but damm if I can't locate them atm.
by the time anyone reads this I will likely have found them I suspect a link is in Buzz Lite Beer's newb post. :hopping:
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No, the OpenAL support wasn't abandoned; in fact, as you discovered, it's required to play FS2_Open. Here's (http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46) the download page on Creative's site for the Windows version; if you need another, the link at the bottom of the page will take you to the main site.
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found them thanks.
just got the launcher working and got 3.6.9 installed now I'm about to install all of the Media VP's and see if it looks better on the 2gb Conroe water cooled system I just built with the X1900 XTX compared to the 128mb 9600pro mated with 1.6a p4 and 512mb memory.
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1. how close is 3.6.9 to being released.
Feature wise, after the new FS2NetD code and new movie player code get in. The FS2NetD code is done, and just starting with test builds this weekend. The new movie player code is missing part of the audio code, but is otherwise done.
So, no firm date, just when that stuff is done (ie, any day now, a week, maybe two, etc.).
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Somehow the mp-710_effects isn't overriding the mv_effects.vp for me. I just noticed that the patch has much nicer thruster glows, but ingame I still see the older ones in mv_effects.
Could that be caused by the loading order ? Since in mv_effects the thruster glows are in PCX and TGA format, while in the patch (mp-710) they are DDS images ? Even extracting the DDS versions into the effects folder doesn't override the old ones.
EDIT: Ah yes, unchecking "Enable jpg/tga textures" in the launcher results in the loading of the newer effects. On the downside, everything that relies on TGAs doens't get loaded, like the maps for the lower LODs of the HTL Herc, since they don't have a DDS version. That should be corrected for the next patch. Same goes for "thuster02-03.dds" and "thuster02-03a.dds", which are really old thuster glows that somehow ended up in the maps folder of mv_effects
Also, what happened to "thruster01" ? You know, tha ani used for the original thruster plumes, the'yre not visible even on ships that have the modeeled plumes, and I can't find an overriding empty image anywhere.
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Somehow the mp-710_effects isn't overriding the mv_effects.vp for me. I just noticed that the patch has much nicer thruster glows, but ingame I still see the older ones in mv_effects.
Could that be caused by the loading order ? Since in mv_effects the thruster glows are in PCX and TGA format, while in the patch (mp-710) they are DDS images ? Even extrascting the DDS versions into the effects folder doesn't override the old ones.
Yes, it's the image loading order. TGA files are loaded before DDS ones despite of their location. (Look at Taylor's explanation in my false bug Mantis #1123 (http://scp.indiegames.us/mantis/view.php?id=1123)).
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Ah well, check my edit above. So the patch doesn't work as it should ?
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Ah well, check my edit above. So the patch doesn't work as it should ?
I suppose not. I haven't made any deep investigation in mediavps, but right now as you need -jpgtga flag some new optimized dds can be overriden.
With the next 3.6.9. media vps it seems that all the textures will be dds and then, but only then, SCP guys will decide to change priorities so DDS will be the highest one. Till then sometimes it can be a PITA.
And about thruster01.ani, it is not used. If you open mv_effects, you can see a modular Species def.tbl (mv_effects-sdf.tbl) in which you can locate the used files. thruster01 is not used anymore.
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Manual VP extraction FTW ;)
Oh, modular species.tbl, haven't thought about that, thanks.
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Since in mv_effects the thruster glows are in PCX and TGA format, while in the patch (mp-710) they are DDS images ? Even extracting the DDS versions into the effects folder doesn't override the old ones.
The images in the 710s should be the same format as the ones in mv_effects actually. I'll have to check on that, and if it's wrong I'll fix it. I think that the thruster glows are actually a special case though, I don't think that they were broken in the Zeta VPs. I don't remember why I included them as DDS though.
Anyway, I'm going to update the 710s later today (same filenames, don't want to add another set for everyone to worry about) with a couple more fixes that I missed the first time (like ARSPR's blue_glow4 fix). If there are any other problems then let me know and I'll get those fixed too.
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The 710s are fine from what I see. The problems are the TGAs in mv_effects overriding the DDS images in the patch. You'd have to include TGAs in the patch for the new effects to show up, thus neglecting the advantage of DDS'.
It's not a showstopper though, a little manual extracting and sorting is all that's needed. But when the time comes for the next all-in-one mv_effects.vp, some housekeeping might be needed.
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The problems are the TGAs in mv_effects overriding the DDS images in the patch. You'd have to include TGAs in the patch for the new effects to show up, thus neglecting the advantage of DDS'.
I think that I included the DDS versions for another purpose. The TGAs aren't broken though, so it shouldn't actually need fixed versions of the thruster glow effects (in which case the DDS vs. TGA situation is irrelevant). That was my point. If you have broken thruster glows (the black box ones) then you aren't using the ones from the current Zeta VPs. I just double checked and the current TGA versions in mv_effects are just fine and don't need to be patched.
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Oh they're not broken in mv_effects. But the ones in the patch (on the right) are different and IMO better looking than the ones in mv_effects (left side)
(http://n.ethz.ch/student/ebuerli/download/thrusterglow01.jpg)
Especially the Shivan ones are a huge improvement, since I always disliked the lava-pit-look.
(http://n.ethz.ch/student/ebuerli/download/thrusterglow03.jpg)
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Oh they're not broken in mv_effects. But the ones in the patch (on the right) are different and IMO better looking than the ones in mv_effects (left side)
Ahh, that was a mistake then. I must have copied those out of my own VP set (which had the newer thruster glows that someone made) rather than the original versions. I prefer to avoid mixing my own modified content with the official stuff (though my set does work a lot better memory/performance/look wise).
I guess I'll fix it to use the newer glows with both TGA and DDS when I update the patch set, since I assume that everyone likes the new versions better. :)
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Figured this would be the best place to ask:
Just yesterday, I was poking around my FS2 folder structure while (finally) installing the 710 patches and the most recent RC, and I came across a transport01.pof file, that of the Elysium, sitting in my mediavps/data/models folder. For the life of me, I can't remember why I put the file there; I ran a quick board search, but nothing came up. I seem to vaguely remember someone releasing an updated model file to fix some issue or another, but none of the MediaVPs or patches appear to contain the file. Does anyone have any recollection of this?
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There is a hi-poly Elysium, which I only assume is what you have there. I thought that it was in one of the MediaVPs at least, but maybe not. If it isn't then I'll add it to the updated 710 patches (I have it in my VP set), since that was a very nice hi-poly upgrade.
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There is a hi-poly Elysium, which I only assume is what you have there. I thought that it was in one of the MediaVPs at least, but maybe not. If it isn't then I'll add it to the updated 710 patches (I have it in my VP set), since that was a very nice hi-poly upgrade.
Post zetas, you got the Elysium and a Hi-poly Countermeasure.
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There is a hi-poly Elysium, which I only assume is what you have there. I thought that it was in one of the MediaVPs at least, but maybe not. If it isn't then I'll add it to the updated 710 patches (I have it in my VP set), since that was a very nice hi-poly upgrade.
You know, I was staring at it earlier in the lab, almost completely positive that it was a hi-poly version, but for whatever reason, I kept second-guessing myself. :p I'm surprised that I wasn't able to stumble across the thread for it when I was digging around.
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You know, I was staring at it earlier in the lab, almost completely positive that it was a hi-poly version, but for whatever reason, I kept second-guessing myself. :p I'm surprised that I wasn't able to stumble across the thread for it when I was digging around.
I was trying to remember where I got that model while I was typing that post. I still haven't convinced myself that it was actually in a new thread, I think that it might have been posted in someone elses thread. I have searched, but can't find any reference to it. I mainly just remember the awesome screenshot of the new model when it was first posted. :)
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Took a bit of digging through my previous posts (as well as a check of the creation date of the model file), but I eventually found the release thread (http://www.hard-light.net/forums/index.php/topic,39886.0.html). I would have saved a lot of time by just looking at the top of the second page of this forum, though. :p There's definitely wrong with the search function, though, since it doesn't turn up so much as a single post from that thread.
(The worst part of all this has to be the fact that I used that very same screenshot as my desktop background for months, yet I couldn't even remember the fact that the ship had been hi-polyfied and released...)
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so where do I get the new 710 effects from I'm still using the Shivan "lava" effects?
did the 710's get updated on the first page?
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so where do I get the new 710 effects from I'm still using the Shivan "lava" effects?
did the 710's get updated on the first page?
I haven't updated them yet, still adding a couple of new things. I wanted to fix some of the shine maps too (which DaBrain has previously fixed and I need to un-modify a little) which mess up envmaps, making them really shiny. And I wanted to fix a couple of the models which have their radius set wrong and don't warp in properly. Plus, I forgot that I still need to fix the tech models to rotate properly, and the 3D warp effect gets offset wrong when used with a knossos (appears to actually be the warp POF itself causing the problem, the original 3D POF works fine with the same code).
So, there are a few things that I decided to go ahead and do something about rather than just fixing the alphablend problems, or waiting for the new MediaVPs. :)
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not sure if this is the right place to ask this question...
but what is considered necesssary to run this version of the mediavps? im getting severe fps drops when i so much as fire hornet missiles, and my computer aint too bad...
i have an Athlon 64 x2 4400+, a 7900 GTX with 512 MB DDR3, and 1 GB RAM...
ive tried turning down resolutions, taking out the adveffects, taking out the effects...but im still getting fps of about 8 when a ship fires a beam or i fire hornets.
i have these flags enabled:
-mod derelict, ,mediavps -spec -glow -env -jpgtga -2d_poof -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -snd_preload -alpha_env -fps -stats -show_mem_usage
...please help a n00b?
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make sure your running Open GL your system.
I was using 512mb of ram and had horrendous framerate fluctuations on my prior system I've since switched to 2048mb and it's gone I'm not sure about 1024mb's but I would assume it would be ok.
sounds more like a driver glitch, I had problems with rendering errors whenever I used Nvidia cards but I thought the new gen of graphics would have bypassed the issues altogether, especially when the game is using Open GL.
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What build are you using? A large number of the CVS builds until very recently had a major bug that caused massive framerate drops. Get the RC7dot9 build instead.
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I forgot to mention make sure you're using Open GL, I saw massive framerate drops with D3D.
that said D3D seemed to have more detail at first glance as I only used it for a few minutes before switching back to Open GL..... and seemed better lit and had higher detail.
although as mentioned I only used it for a few minutes, once a beam cannon fired my framerates plummeted to 3 or 4 per second.
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that said D3D seemed to have more detail at first glance as I only used it for a few minutes before switching back to Open GL..... and seemed better lit and had higher detail.
It's a matter of opinion in general, but do be aware that the D3D doesn't respect your detail settings like the OpenGL code does. Be sure to have the "3D Hardware Textures" slider maxed out to get full texture detail on OpenGL. Every tick down on the slider will lower teture quality, while saving video memory and increasing rendering speed (if any slowdowns are memory/bandwidth related). I don't believe that any of the preset detail options will have that slider maxed out, I think that you have to do it yourself.
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where do you find the adjustments all I see under Open GL is the Anisotropic Filter slider then their is a general settings with 4 options.....
I've also enabled all of the features under the graphics and HUD tabs as well as setting all features on in the easy setup.
is their another area where I can improve IQ even more.
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Ok...I DLed the most recent build under the recent builds thread (that IS RC7dot9, right?)...
better on the beams...still very slow when I fire hornets...no problem with tornadoes. also when i fire the kaysers...no problem with any other lasers.
and i am using OpenGL at 1280x1024x32...
should the fact that its a non standard mode make any difference? when i had older builds and the 3.6.7 mediavps, it didnt make a difference...
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where do you find the adjustments all I see under Open GL is the Anisotropic Filter slider then their is a general settings with 4 options.....
Press F2 in-game.
Ok...I DLed the most recent build under the recent builds thread (that IS RC7dot9, right?)...
Not if you downloaded it from the CVS builds thread. You can find 7.9 here (http://icculus.org/~taylor/fso/testing/rc7dot9.rar)
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Thanks kara. that fixed it. :)
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pressing F2 just gives the regular adjustments in game I had those maxed long ago but at least I know I've got everything maxed.
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I just noticed that somewhere along the way, I lost the nice looking trails that are left when using the afterburner. You know those Homeworld-esque trails? Those were spiffy.
Is there an option to enable them... or a file I should look for... or something?
Uisng FS_O 3.6.9rc7dot9 and all 3.6.8 ZETA MediaVPs and -710 Patches.
God I love eye-candy... sue me.
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They're not in the recent media VPs. No idea if they'll return in newer ones.
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mine are working but I haven't updated in a while, I think I installed them manually.
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Well... any way how to replicate the manual install p-rocess, Bloated? =D I'm sure I'm missing script, textures, and godonly know what else... but, hey, if you can do it, so can I...right? XD
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Hi, people! I´m a new member, but I´ve been lurking around here for a while.
I´ve got a problem with the Zeta vps. I downloaded the texture vp file and tried to extract it, but WinRar would not let me saying that the "file is either damaged or of an unknown format".
I tried to download it again, but now the link did not work.
Could someone help me? I´m eager to see the improvements they make in my own screen.
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wait. You tried to open a .vp with WinRAR?
Or did you try do open the .zip?
Warpcore appears to be down, which sucks. I don't know of any other place to get it.
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No, I opened the zip with WinRar, then tried to extract it but failed.
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@ Munuxi :-
:welcome:
{Insert favourite welcome speech here}
This is becoming Wobble's Welcome Wagon recently, people are certainly less friendly than when I joined. ::) :lol:
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It's not to do with friendliness and more to do with the fact that the beam has become about people trying to compete to see who can beam a newbie first and trot out the (now boring) welcome speech instead of actually being about welcoming people the forum.
The friendliest thing we can do for new people is answer the question they register to ask :p
No, I opened the zip with WinRar, then tried to extract it but failed.
That definitely sounds like a corrupt download to me. Hang on a sec. I know DW Hunter has a different link.
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If its corrupt I will upload it to my site and fix the links in the installer. However i doubt its the VP, you are probably having problems with long downloads. It happens to many people durring long downloads through http. Try redownloading it via direct download. One sec i will provide a link.
Here (http://www.fszmirror.com/files/mv_textures.zip) is the link.
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I'm using WMCoolmon's build C01142007b. Are these VPs the correct set to use ?
Also, do I have to use those mv-710 patches, and if yes, where do they go ? In the same folder as the other .vps ?
Thxs,
N_D
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These are the right files (until 3.6.9 Official come out) you do need the patches and everything should go in Freespace2\Mediavps
Then you go to the launcher and choose mediavps on the mod tab.
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It's not to do with friendliness and more to do with the fact that the beam has become about people trying to compete to see who can beam a newbie first and trot out the (now boring) welcome speech instead of actually being about welcoming people the forum.
The friendliest thing we can do for new people is answer the question they register to ask :p
No, I opened the zip with WinRar, then tried to extract it but failed.
That definitely sounds like a corrupt download to me. Hang on a sec. I know DW Hunter has a different link.
Before I registered, I stumbled upon the beam welcoming message a couple of times. ; )
Thanks for the assitance people. Files are now working as they should.
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I don't know how this keeps happening..
I've tried to download the 710 VP's off the first page in this thread multiple times,
every time I end up with a extracted folder that is empty. The folder size shows as correct -
but there are no files in the extracted folder.
I'm using ExtractNow and downloading via IE, FireFox 2, and Star Downloader.
None of which have produced a file.
I'll probably get a copy elseware - but might want to check your rar's just in case.
Edit -
The rar error was due to ExtractNow - use recent build of WinRar and they work fine.
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hey long time fs2 player...first time i have downloaded this.....anyways....the game works and all but i cant get my joystick to bind keys....it wont read it in game..it worked on my old freespace 2 but not this one...windows sees it but not the game. i set it to read int he launcher and still nothing...tired every option in the launcher to...any ideas...its a logitech wingman interceptor..its a little old but it should still work.
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hey long time fs2 player...first time i have downloaded this.....anyways....the game works and all but i cant get my joystick to bind keys....it wont read it in game..it worked on my old freespace 2 but not this one...windows sees it but not the game. i set it to read int he launcher and still nothing...tired every option in the launcher to...any ideas...its a logitech wingman interceptor..its a little old but it should still work.
:welcome:
I like your name.
Anyways, what did you do on the joystick tab in the launcher?
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hey...i actually figured it out...for some reason had to set it as preferred device in the windows options....dunno why i had to do that but it worked..now im playing where i left off in campaign oh so long ago. ..and thanx...old high school nick name.
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you've got a lot of fun ahead of you man... be sure to go play freespace 1 port for SCP, and then Derelict, and maybe a bunch more !
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With some of the terrain models, like the herc 1 and herc 2 the eyepoints need to be modified in the cockpit mode with -show ship as they are off center. With the next version of the media vps will all ships with glass cockpits have properly aligned eyepoints?
Also some of the ships have a target hud blocking peoples view as they aren't transparent and im told to make them transparent caused ill effects. Herra Tohtori made the point that these arent necessary as it is assumed that the hud is in the pilots helmet. Will these huds be removed in future releases?
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HTL Zeus has a cockpit texture with transparent HUD screen, if that's what you mean by "black thing".
In theory, it should be compatible with all previous cockpits... And it kinda is, too. The problem is that none of the pre-Zeus cockpits have HUD screens that are designed to be transparent, so the transparency causes very annoying effects on any of the old fighters. Mainly so that when you look through the HUD, it is transparent all right - but so is your ship behind it. In the bottom of the screen you actually see through your ship's nose, and it's kinda annoying. I suspect that it's because some vertices/polys in the HUD screen criss-cross each other or are too close or have inverted normals or something like that, I dunno.
All the HUD screens should be either fixed to be similar with the ones in HTL Zeus or alternatively be moved away altogether, if the cockpit view is wanted to be widely usable/used.
The problem wouldn't be too bad if it considered only cockpit view, but if any ship with cockpit uses the same texture with HTL Zeus cockpit, the HUD and the ship behind it becomes transparent also from the outside... Which is kinda wrong and evil, you're not supposed to have holes in your spaceship (and much less your body...)
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dang....got any mirrors hosting these?
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dang....got any mirrors hosting these?
WHY?
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filters these days block files hosted here for "games"
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Well, then, try downloading them somewhere where a filter isn't a problem. ;)
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the only unblocked download site is hades-combine. can anyone host mv-effects there? its the only one i need to get fred to stop colplaining about "could not find (insert filehere)"
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Is the stuff here --->http://scp.indiegames.us/download.php?list.5 (SCP's webpage downloads... Lightspeed's upgrades) all in this 3.6.8 Zeta pack?
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Oh, while I'm at it, just a little something that seemed to need finishing off...
Shines for the Triton with fixed Alpha Maps so you don't get that shiny effect when the EMapping is turned on.
http://www.aqsx85.dsl.pipex.com/TritonShines.zip
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All been sorted actually Flip. :)
http://www.hard-light.net/forums/index.php/topic,41374.msg917697.html#msg917697
While you're there, grab the 2.0 versions of the other models - they're a bit better looking, should have fewer bugs and are more efficient.
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LOL I was browsing through the forums looking for stuff like that before starting it too (not that it was really more than a spacefiller, it was more about getting rid of the 'polished' look than anything else). Thanks for that.
By the way, considering how many incredible HTL models you've made, I find myself wondering why you are still title-less.....
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lol; I did have the title of 'Member' long after that system had been dropped, so that sorta counts. :D
Incidentally, I think the fix had actually been made about 3 times by various people even before I posted the 2.0 updates. ;)
Thanks all the same though. :)
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holy cow, and i thought they were supposed to stay like they are in the mediavp's.
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Errm, they're flying mirrors in the MVPs. That's a bug. :p
And hey cool, my "Member" title is back. I feel more complete already. :D
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I know his may have little use because the 3.6.9. VPs are cabout to get out, but i have assembled a adveffects file, which the mp-170 adveffect.vp data and removing the super high end shockwaves... there are a lot of people (like me), who can play which the adveffects data, but the shockwaves create insane slowdowns...
http://files.filefront.com/mv_adveffectszip/;7548396;/fileinfo.html (http://files.filefront.com/mv_adveffectszip/;7548396;/fileinfo.html)
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suddenly i cant extract the VP. files?
i use winrar/winzip?
the problem is that in the middle of the extraction its says **** like that the file is damaged!?
did 1 of you also encounterd this?
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suddenly i cant extract the VP. files?
i use winrar/winzip?
the problem is that in the middle of the extraction its says **** like that the file is damaged!?
did 1 of you also encounterd this?
You need to use VPView to extract VP's I don't believe WinRar or WinZip will work on these type of files?
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suddenly i cant extract the VP. files?
i use winrar/winzip?
the problem is that in the middle of the extraction its says **** like that the file is damaged!?
did 1 of you also encounterd this?
You need to use VPView to extract VP's I don't believe WinRar or WinZip will wotk on these type of files?
i know!
but i mean if i want to extract like effects.vp to the fs 2 folder than i get that error : the file is damaged etc
and i cant derectly extract it to the vpview
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I know his may have little use because the 3.6.9. VPs are cabout to get out, but i have assembled a adveffects file, which the mp-170 adveffect.vp data and removing the super high end shockwaves... there are a lot of people (like me), who can play which the adveffects data, but the shockwaves create insane slowdowns...
http://files.filefront.com/mv_adveffectszip/;7548396;/fileinfo.html (http://files.filefront.com/mv_adveffectszip/;7548396;/fileinfo.html)
Actually, thank you very much ShivanSPS! It's a quite handy thing to have a ready to go adveffects pack (w/o the crazy shockwaves) considering almost no one uses the high end shocks anyway. I had been playing around with it earlier and couldn't get it to work. I look forward to giving this a go tonight.
Thank you!
PS-Just to clarify, you've intergrated the mp710 adveffects patch into this vp file, right? So the mp710 adveffects vp is not necessary when used in conjunction with this one, right?
EDIT - Works like a charm! Thank you!
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I THINK I got 3.6.8. Zeta vp's but I dont' recall the Fiery nebula in it..
In fact, I just checked and the G labeled nebulas don't appear in FREd (they are listed in the stars.tbl but apparently I don't have them either in my effects folder or in a VP)???
Is that nebula in the VP's or not?
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The nebulae found in the mediavps (in adveffects) are simply upgraded versions of the stock nebulae. "High-res nebulae {Lightspeed}" refers to those, not to the new set of amazingly beautiful nebulae that are also made by him.
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Where then, can I find the new beautifull nebulas?
I D/L ed the latest file from lightspeeds site but the fiery nebulas aren't in it!
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Someone posted a VP that packed all of them along with a .tbm to make them work some time ago. Try searching for "ls_neb.vp" and that should get you the DL link, assuming the site is still up. If it's not, let me know and I'll post it up somewhere for you to download. Oh, and to be certain, I just checked the .vp and it does include the fiery set.
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Ya, found them...now get my Typhon in those VP's :D
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Right, I've "jury-rigged" a method between my web-n-walk sony, and my PC, so effectively i've got free internet for 5 days. So i'm gonna double check this fact.
If i'm running prior Media.VPS, i just need the quoted patches to let 3.6.9+ run smooth?
Requires a recent build (http://www.hard-light.net/forums/index.php/topic,39842.0.html) of FS2_Open
Additionally, 3.6.9 release candidates and 3.6.9 final requires additional files, for the appropriate mediaVPs:
http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar
http://fs2source.warpcore.org/mediavp/mp-710_effects.rar
http://fs2source.warpcore.org/mediavp/mp-710_models.rar
Or am i better DL'ing the soopah pack ?
(mv_zpack) (http://fs2source.warpcore.org/mvp368zeta/mv_zpack.zip)
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If you are running the 3.6.8 Zeta's, then all you need are the mp-710_* .rar files.
No idea what the zpack is.
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Got the three smaller files, not tried em yet due to updating / obtaining software all last night. Zpack link is quoted above.
Interesting point my normally 300k connection (through phone browser) runs at 10% which isn't really that great either. But it's fine for a quick temporary fix i guess.
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....wait.
Why is this still sticked when there are 3.6.9 and 3.6.10 MVPs now?
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There are no 3.6.9 mediavps. There are only the 3.6.8 zetas and the 3.6.10 betas
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Ah.
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And being betas, they aren't going to sticky an unfinished product.
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:wtf:
The 3.6.10 Beta thread is stickied.
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Oops. :nervous:
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I'm downloading the MediaVPs (AGAIN) for my Mac.
Does anyone have any useful pointers for running the SCP on OS X?
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Not really worth bumping a month-old thread, but...
XT builds will frequently not work correctly. Trunk builds frequently do work correctly. Use Soulstorm's launcher, blah blah blah.
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What are XT builds, and where is Soulstorm's launcher? :nervous:
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Never mind the XT builds if you are using the 3.6.8 VPs. They are taylor's experimental builds which support normal maps etc (only available in the 3.6.10 betas). Look around in Cross-Platform development for Soulstorm's launcher.
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Is there a recent stable build with the widescreen fix in it?
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Look for a trunk build. They are supposed to be stable and all of the new ones will have the widescreen fix.
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So I've got 3.6.10.. does that already include the super duper maximum graphics of 3.6.8 zeta or not?
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So I've got 3.6.10.. does that already include the super duper maximum graphics of 3.6.8 zeta or not?
Yes and more, however there may be a few bugs as these are betas!
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There be bugs in 3.6.10, all right. Missing cannon charge animations and missing textures on the Orion among them--for me, anyway. I'm sticking with 3.6.8 Zeta until the beta becomes a stable release.
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Missig textures on the Orion? Not a chance, where are they?
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Give me a chance to re-download the 3.6.10 betas. I just re-downloaded stuff using the FSO installer. I'll post a screenie when I can. Also, keep in mind that this could just be me--I don't think anyone else has reported anything along those lines.
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3.6.10 works without a hitch for me.
Given, I did have to fix the missing beamglow and the HTL Ravana errors.
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So, what exactly are the main problems with the 3.6.10 MVPs?
I just updated my 3.6.10 MVPs, as for some reason they were an older version that didn't have normal maps or the new beams. FSO now looks totally different now(and a hell of a lot better;I particularly like the missile lens flare effect ;)), and for now i'm going to stick with the 3.6.10 MVPs, as the only problem I see is the missing shivan beamglows.
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:wtf:
Only one version of the 3.6.10 MVPs has been released so far. You either had the 3.6.8 zetas or you were missing one or more of the necessary VPs.
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Or he's been mishmashing stuff from forums to add to the Betas.
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Or he's been mishmashing stuff from forums to add to the Betas.
Yeah. I know I find everything at least 3 times as more confusing as it should be.
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The 3.6.10 glowmaps work horribly on Intel.
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I'd imagine that many things would, since integrated graphics cards aren't really intended for gaming in the first place. You could probably pick up an older card dirt-cheap that would do a much better job with them.
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Yeah...an nViDiA Riva TNT2 Pro, for instance, or the ATi Radeon X200. I played FS2_Open on both of these cards and it looked great. Pity they were installed in computers that gave up after about three years.
Just a heads-up: the new MacBooks have nViDiA graphics drivers in them. I, however, am using the previous model.
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You seem to have some misconceptions about what a beta release is intended to achieve. It is released so that anyone interested can test it to find bugs to be fixed for the final version. It is not released for your enjoyment. Those bugs probably were quickly addressed, and so the final release will not include those problems.
Additionally, the MVPs have no influence on allowing or disallowing animated glowmaps.
Finally, there was no 3.6.9 release of the MVPs.
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You seem to have some misconceptions about what a beta release is intended to achieve. It is released so that anyone interested can test it to find bugs to be fixed for the final version. It is not released for your enjoyment. Those bugs probably were quickly addressed, and so the final release will not include those problems.
Additionally, the MVPs have no influence on allowing or disallowing animated glowmaps.
Finally, there was no 3.6.9 release of the MVPs.
Quoted for the truth. Betas certainly aren't meant to have final release level of quality. In fact they aren't even a "release" to be specific; they are a version subjected to testing to find what needs to be fixed. Those specific model issues have been fixed for a while already. Amongst a plethora of other model issues that you probably haven't even noticed; malfunctioning debris models (crashed the game actually), LOD's working erratically, something that crashed the game whenever you flew close enough to an Ulysses or some other models... that kind of nice stuff. There's been a lot of work done in the last few months. Looking at my IRC logs, the Sekret MediaVP talk channel log on my part starting from October 5th is some 684 kB long, and that's quite a bit of text. And it's pretty much solely dedicated to troubleshooting and developement talk... So yes, a LOT has changed since the betas. For the better, I would like to think. ;)
Also, there is a fixed Ravana model hanging around the forums somewhere (a search might help, or it might not - it sometimes works, sometimes not) so you can do like haloboy100 and manually update the beta by adding stuff that has been released in the forums. But that won't get you far compared to how the internal set works at the moment. And I definitely don't mean this in a mocking "tee-hee-you-can't-have-it" way; just a statement of a fact. There are some effects for example that haven't had a forum release, they've gone straight to the internal MediaVP's.
So... I think when you finally get this set of MediaVP's to your hands in a playable level, you'll be very pleased.
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...starting from October 5th is some 684 kB long...
Woah :eek:
Also, there is a fixed Ravana model hanging around the forums somewhere (a search might help, or it might not - it sometimes works, sometimes not) so you can do like haloboy100 and manually update the beta by adding stuff that has been released in the forums.
Actually, what I did was install the 3.6.10 beta MVPs mixed in with the 710 MediaVP patches(the ones you download to patch the 3.6.8 MVPs). For this entire year, I thought I was up to date with the latest MVPs. Damn, what I ever wrong when I removed the patches 2 days ago and saw the sexy normal maps and lens flares for the first time. :D
I just want back the sexy engine glows from the 3.6.8 pathes :(
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That puts a great deal of stress on the team to organize and distribute many separate releases, though. If the purpose of a beta release is to fix any and all bugs before the final version, and if a single beta is capable of doing so, then are multiple betas really necessary? From the perspective of end-users, any of us who don't want to put up with the bugs in the beta set or replace the glitched models individually can always continue to use the previous MVP set (which wasn't really a "final" release either, but that's beside the point).
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If the team has been alerted to the bug and has it confirmed as repaired in their internal tests, releasing it as another beta would just be redundant. If the beta VPs as they stand are causing problems with a particular model, there's always the option of extracting that particular model's retail version and overriding it; that's what I wound up doing with the Ravana before coming across the corrected version.
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Unstickied as 3.6.10 is out at last! (http://www.hard-light.net/forums/index.php/topic,58230.0.html)