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Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: Pnakotus on June 07, 2006, 11:35:56 pm

Title: FSPort 303, SCP and load priority
Post by: Pnakotus on June 07, 2006, 11:35:56 pm
I'm seeing some strange things in FSPort, and I don't think I understand load priority clearly enough to troubleshoot.  If I play FSPort through the launcher, I'm loading FS2, the SCP, and FSPort resources, right?

I'm seeing capgun turrets use the new (SCP) bitmaps, but no glows.  I've got a Flail with an invisible projectile (when set to an SCP bitmap that isn't invisible).  I'm also seeing some capturrets use the old, godawful blob bitmaps.  What are the rules regarding load order, accessing resources etc?  How could it load the new capgun fx, but not the glow, when they're in same place and set in the same table?  Help a brother out! :)
Title: Re: FSPort 303, SCP and load priority
Post by: taylor on June 09, 2006, 02:46:15 am
What is the full cmdline that the launcher gives you?
Title: Re: FSPort 303, SCP and load priority
Post by: Pnakotus on June 09, 2006, 03:51:26 am
With FSPort on in mod folder 'fsport3' the commandline is

C:\installs\fs2\fs2_open_r.exe -mod FsPort3 -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -dualscanlines -targetinfo -orbradar -rearm_timer -ship_choice_3d -3dwarp -warp_flash -fps  -allslev -ambient_factor 20

I'm confused how a mod could read the SCP tables (for the new effects) but then only load part of the files. :S
Title: Re: FSPort 303, SCP and load priority
Post by: taylor on June 09, 2006, 04:54:06 am
Where are the MediaVPs located?
Title: Re: FSPort 303, SCP and load priority
Post by: Pnakotus on June 09, 2006, 06:11:17 am
They're in SCP root.  The effects in question work fine for other mods, however.  Actually, I don't think I've got a mod.ini for FSP... that could be it?
Title: Re: FSPort 303, SCP and load priority
Post by: Zacam on June 09, 2006, 11:57:05 am
Hope this helps, here's contents of Launcher6.ini and mod.ini that I use. FSPort is in fsport folder, 3.6.8-Z's are in mediavps (both of which are in Games\Freespace2)
Code: [Select]
[launcher]
exe_filepath = C:\Games\FreeSpace2\fs2_open_r_KARA_20060517.exe;
game_flags = -fov 0.39 -ambient_factor 75 -img2dds -spec -glow -jpgtga -mipmap -nomotiondebris -2d_poof -dualscanlines -targetinfo -orbradar -rearm_timer -nobeampierce -ship_choice_3d -3dwarp -warp_flash -snd_preload -env -alpha_env -fps ;
active_mod = fsport;
Code: [Select]
[multimod]
secondrylist = ,mediavps;
Title: Re: FSPort 303, SCP and load priority
Post by: Pnakotus on June 09, 2006, 06:15:22 pm
Yeah I made a quick and dirty mod.ini, with secondrylist = ,mediavps; but it doesn't make any difference.  It's strange that half the effect works. :(

Also, I can only see the FSPort splash screen if the vps don't work, ie they're moved out of /fs2 and there's no mod.ini.  But then everything looks lik ass :)
Title: Re: FSPort 303, SCP and load priority
Post by: Pnakotus on June 14, 2006, 08:51:08 pm
Grr!  I've found playing the FS1 campaign through SAH - using 'secondrylist = ,FsPort3,Media_VPs,Inferno_v1;' - makes effects work fine, but loses the Apollo etc.  Fsport itself, using 'secondrylist = ,Media_VPs;' has the Apollo but crap effects.  Does FSP uses full tables which override the SCP ones?  Will I need to make a tbm that adds the proper capgun effects etc?