Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Uninvited on December 13, 2006, 10:37:46 pm

Title: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: Uninvited on December 13, 2006, 10:37:46 pm
I've looked at the tech room as well as the training missions in FSPort, and they look great.

Then I tried the regular FS campaign, looking at the tech room and training mission, and nothing has changed from FS2 retail.

I'm not sure what information I should be supplying, so I'll take a stab at what might be useful.

Retail install of FreeSpace2 updated to patch 1.2
Latest build of FSOS, installed via Turey's installer.
G:\FreeSpace2\fs2_open_3_6_9-7dot9x.exe -spec -glow -env -jpgtga -mipmap -nomotiondebris -2d_poof -missile_lighting -3dwarp -snd_preload
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: Dark Hunter on December 13, 2006, 10:47:25 pm
Ah. I think I see what's going on.

FSOpen treats the media vps folder as a mod, therefore those special effects only take place if they are selected as your mod in the Launcher.
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: Uninvited on December 13, 2006, 11:00:35 pm
Thank you sir!
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: [DW]-Hunter on December 13, 2006, 11:43:19 pm
someone ought to make FS2 Open automaticly search for a mediavps folder and then load it from there.
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: karajorma on December 14, 2006, 06:00:33 am
Not a good idea at all. The whole reason for moving to the media VPs system was so that you could turn them off if you wanted to.

If I want to make a mod that doesn't use the media VPs I shouldn't have to worry about them being turned on.

A simpler solution is simply to include a launcher6.ini file that automatically points at the media VPs (and overwrite it with one pointing at the FS1 port if you download that too)
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: [DW]-Hunter on December 14, 2006, 07:09:56 am
Well I ment the launcher should search for it when the user tells it to. sorry I wasn't very clear.
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: Bob-san on December 14, 2006, 07:35:18 am
You'll have to do a bit of custom editing... nothing hard. Just select the launcher's mod to be the MediaVP's, and then type in the custom commands on the feature setup, "-mod (folder name)". For example, I have 3 mods... Open VP's ("Open"), Inferno SCP ("Infr"), and Derelict "Drlt". My command line would be...
-mod Open ... (other stuff) ... -mod Infr -mod Drlt

That should be easy... what the launcher should really do is include multi-mod settings without having to write the little bits yourself.
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: [DW]-Hunter on December 14, 2006, 08:03:40 am
i see... thx lol
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: karajorma on December 14, 2006, 08:44:38 am
-mod Open ... (other stuff) ... -mod Infr -mod Drlt

-mod Open,Infr,Drlt

Would work just as well and is simpler to spot when looking at the command line.
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: Bob-san on December 14, 2006, 12:32:01 pm
That will work too? Hmm you learn something new every day!

Quick question... can we rename ship and weapon tables and redirect campaigns to use the alternately-named table? So then it doesn't show a million errors looking the the wrong place...
Title: Re: Playing FreeSpace2 Campaign- not using new textures/effects?
Post by: karajorma on December 15, 2006, 05:29:47 am
Not certain what you mean there.