Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Cross-Platform Development => Topic started by: Benabik on April 12, 2007, 10:51:34 am
-
I'm having serious graphics issues on OS X. (MacBook Pro, 2.16 Ghz Core Duo, 1 GB RAM, OS 10.4.9) I used Turey's installer to install FS2_Open. I also grabbed all of FS2 retail, Media VPs (advanced), and the FS1 port. My cmdline_fso.cfg (set using the launcher) is:
-spec -glow -env -jpgtga -mipmap -2d_poof -missile_lighting -3dwarp -warp_flash -img2dds -dualscanlines -targetinfo -ballistic_gauge -mod fsport,mediavps
I haven't gotten past the first FS1 training mission, but so far the graphics look pretty FUBARed. Similar issues also occur with the first FS2 training mission. What I'd say is wrong is:
- particles appear as large boxes
- instructor's ship doesn't appear (except for engine glow and odd decal)
- target display appears as a block of blue, with green boxes instead of text.
Here's a screen shot (links to full 1440x900 version):
(http://silverinsanity.com/~benji/FS2O-20070412-s.png) (http://silverinsanity.com/~benji/FS2O-20070412.png)
Am I missing files or options? Wrong options? What's going on?
-
That's not an X1600 based machine is it? Cause we've had no end of complaints about that particular card in the BSG mod.
-
Erk. Yes. From System Profiler:
Chipset Model: | ATY,RadeonX1600 |
Type: | Display |
Bus: | PCIe |
VRAM (Total): | 256 MB |
Vendor: | ATI (0x1002) |
Device ID: | 0x71c5 |
Revision ID: | 0x0000 |
EFI Driver Version: | 01.00.068 |
Hopefully I'm not completely SOL. Anything I can do to help debug it?
-
I've handed the code off to someone with the hardware in question (I don't have that card and can't replicate the problem) who is willing to try and locate the problem. Hopefully there will be a way to work around it in the code. But a bug report has already been filed with Apple as well, since it ultimately appears to be their problem. With any luck I'll get some news this weekend with either a fix, or at least the exact cause of the problem.
-
I'm having the same problems, also an X1600 based mbp. I'm glad to see I'm not alone. I've been looking everywhere for a solution. Any status updates yet?
-
I never heard back from the guy, unfortunately. I'm hoping that all of the bug fixes that have been done in the graphics code for 3.6.10 will just make this problem go away, but that's really wishful thinking. There should be a public test build next week for OS X (it will be compatible with 10.3.9+ for the first time too) so you guys with that particular video card can find out for yourselves whether it's fixed or not. :)
-
I never heard back from the guy, unfortunately. I'm hoping that all of the bug fixes that have been done in the graphics code for 3.6.10 will just make this problem go away, but that's really wishful thinking. There should be a public test build next week for OS X (it will be compatible with 10.3.9+ for the first time too) so you guys with that particular video card can find out for yourselves whether it's fixed or not. :)
Thx for all the effort you're doing :). Btw, what do you mean by "compatible with 10.3.9+", I'm using 10.4.9 and aside from the x1600 gfx issues, everything's working just fine.
-
Btw, what do you mean by "compatible with 10.3.9+", I'm using 10.4.9 and aside from the x1600 gfx issues, everything's working just fine.
Previously, the OS X builds would only run if you had 10.4, and not everyone does. I changed the building to allow for at least 10.3.9 compatibility, so that those people still using 10.3 will get to play too. :)
-
I'm having the exact same problem (my boxes are green, though) using an x1900. Any luck with that public beta?
-
I'll release a test build from my Xt tree at some point this week. I don't want to give anything more specific than that though, since it will just depend on when the new Xt build comes out in general.
-
Thanks - btw, if you can give me some info on the bug report you filed with apple, I can file another one through my rep there.
-
I'll release a test build from my Xt tree at some point this week. I don't want to give anything more specific than that though, since it will just depend on when the new Xt build comes out in general.
will this built be available for everyone or only beta-testers?
would be nice to test it on my mbp, so my wife can use the G5 :)
and i don't have to fight for my time at the G5 for fso ;7
-
I'll release a test build from my Xt tree at some point this week. I don't want to give anything more specific than that though, since it will just depend on when the new Xt build comes out in general.
will this built be available for everyone or only beta-testers?
would be nice to test it on my mbp, so my wife can use the G5 :)
and i don't have to fight for my time at the G5 for fso ;7
Yeah, I'd be interested in pla... er, helping test it too. Mostly because the only computers I have ready access too are the Mac Pro with the aforementioned x1900xt and a cruddy iBook that can't run the game at all (I tried once, runs out of RAM so drat fast).
-
Thanks - btw, if you can give me some info on the bug report you filed with apple, I can file another one through my rep there.
I didn't file the report myself, so unfortunately I'm not aware of the details. Feel free to file another one, but we still don't really know what the cause is, so it's would be probably be tough for an Apple dev to do much with it at this point anyway.
will this built be available for everyone or only beta-testers?
It will be publicly available, but only recommended for testers. And I probably wouldn't use the term "beta" to describe it's quality, but it shouldn't be too bad. It's not going to be guaranteed to work properly in other words.
And, just as a test, I think that I'm going to include a possible change relating to this graphics problem. It's not going to be a fix per-se, but merely disable some bits of code that I think may be hiding what triggers the driver bug. Performance and graphics quality will suffer as a result of this, but perhaps if enough of you help out then I'll be able to track it down to just the problematic bit of code.
-
Incidentally, do the Apple executables have debug versions? If so, perhaps a log.... ?
-
Incidentally, do the Apple executables have debug versions? If so, perhaps a log.... ?
:mad: The launcher locks up for some reason when I try to select the debug version. No idea why.
Anyway, I ran the debug version by double-clicking it and ran a mission where I could get the bug to appear fairly easily. Where is the log file saved?
Edit: found it!
[attachment deleted by admin]
-
Incidentally, do the Apple executables have debug versions? If so, perhaps a log.... ?
:mad: The launcher locks up for some reason when I try to select the debug version. No idea why.
Anyway, I ran the debug version by double-clicking it and ran a mission where I could get the bug to appear fairly easily. Where is the log file saved?
[your-user-dir]/library/FS2_Open/data/fs2_open.log
-
Incidentally, do the Apple executables have debug versions? If so, perhaps a log.... ?
:mad: The launcher locks up for some reason when I try to select the debug version. No idea why.
Anyway, I ran the debug version by double-clicking it and ran a mission where I could get the bug to appear fairly easily. Where is the log file saved?
[your-user-dir]/library/FS2_Open/data/fs2_open.log
Thanks. Now, where's this debug_filter.cfg that the log mentions, and what settings should I give in it?
-
Thanks. Now, where's this debug_filter.cfg that the log mentions, and what settings should I give in it?
make an empty file in the same directory as the fs2_open.log, and name it debug_filter.cfg. That'll give you all the debug messages.
-
Ok, log file is attached (zipped, since it exceeded the attachment limit otherwise).
Also saw some errors on the console that I put into a text file if they meant anything.
[attachment deleted by admin]
-
Ok, give this a try: http://icculus.org/~taylor/fso/willrobinson/Xt0904-osx.tgz
No promises, but it will test a theory at least. This is still 10.4+ only, I didn't have a chance to get all of the frameworks converted over to the cross build.
Even if this works, don't get too excited. I'll release a couple more builds to try and isolate the exact problem. If you can help me find it I will work out some sort of code hack that gets around the driver bug for this particular card. Some functionality will be lost, but only as far as performance is concerned. Assuming that it can be narrowed down to one particular bit of code, the performance hit can be minimized.
-
Still seems to be having graphics troubles. Different ones now, though.
[attachment deleted by admin]
-
A 10.3.9 compatible version could be nice, but there's no launcher that runs on 10.3.x currently, since Apple hasn't seen fit to officially release a new enough version of JRE for 10.3.x I believe. So it's manually launching for anyone wanting to run it on 10.3.9, unless they feel like hacking a version of the JRE from 10.4 onto a 10.3.9 install. Possible, but definitely not painless. This is just what I've experienced trying to run FS on a Mac so far.
-
Cardinal Spear post moved to the Port forum.
-
Still seems to be having graphics troubles. Different ones now, though.
They seem to be some of the same troubles I had with 3.6.9. Haven't tried your xt build myself though. If it would make finding the problem easier for you, just say the word ;).
-
Still seems to be having graphics troubles. Different ones now, though.
They seem to be some of the same troubles I had with 3.6.9. Haven't tried your xt build myself though. If it would make finding the problem easier for you, just say the word ;).
It's not my xt build, but I'm sure taylor would appreciate it. Since I'm on a mac pro, I'm using bootcamp to avoid all the problems for now.
-
I know taylor is THE mac devver around here ;)
I once tried running the game under parallels (you know, they "support" graphics now), didn't turn out to be the best gaming experience ;)
But since you are running the game ok in bootcamp, it's about friggin' time apple gave us a decent os x driver. I was thinking about looking through the code myself (I'm a 5th year electrical engineering student), but I'm afraid it would take too much time (which I don't have) for me to fully understand the code. That and the fact that although I have quite some experience in coding, none of it has anything to do with graphics and the likes. I'm keeping it either high-level (java...) or more low-level (assembler anyone? :p).
-
I know taylor is THE mac devver around here ;)
I once tried running the game under parallels (you know, they "support" graphics now), didn't turn out to be the best gaming experience ;)
But since you are running the game ok in bootcamp, it's about friggin' time apple gave us a decent os x driver. I was thinking about looking through the code myself (I'm a 5th year electrical engineering student), but I'm afraid it would take too much time (which I don't have) for me to fully understand the code. That and the fact that although I have quite some experience in coding, none of it has anything to do with graphics and the likes. I'm keeping it either high-level (java...) or more low-level (assembler anyone? :p).
Yeah, I'm a Masters in CS student, but all my experience is in Java and Lisp, and basically none of it is in graphics.
-
Ok, new build, so give this a try: http://icculus.org/~taylor/fso/willrobinson/Xt0916-osx.tgz
This build has the newest version of everything in it, as well as the various fixes. It is a standard build by default, so any of the possible fixes will have to be enabled (manually/custom) via cmdline option. And if your hardware is good enough, you'll even be able to get a nice little graphics treat. ;)
With any luck, this will work on 10.3+ on PPC, and 10.4+ on Intel, but that is completely untested. Someone will have to let me know if all of the crap that I had to go through to get this thing working was actually worth it.
I have included a possible mouse sensitivity fix as well. I have been unable to get it to link with the 10.3 SDK though, so this particular fix only works on Intel Macs (maybe, I've got a PPC Mac so I can't test it). Technically it's just an acceleration fix, but I'm hoping that was the source of the mouse problems overall. You can test this out with the -mouse_test cmdline option. If you can't enter it in the launcher for some reason, add it to ~/Library/FS2_Open/data/cmdline_fso.cfg (create it as a regular text file if it doesn't already exist). Someone will have to let me know whether or not this actually fixes anything, and whether it restores proper mouse behavior when you exit the game. Do note that this option will have absolutely no effect if you are also using the -no_grab cmdline option however, just FYI.
As far as the possible fixes for the graphics problems go, I have included tests for 5 different ones. You can use one at a time, all of them at the same time, or any combination of them, to figure out exactly what works and what doesn't. Just let me know the results, good or bad, and also please include what mods are in use (mediavps or whatever else), and what other cmdline options you are using. The cmdline options for the various tests are, amazingly, -test_one, -test_two, -test_three, -test_four, & -test_five.
So, give it all a try and let me know what happens. :)
-
Ok, new build, so give this a try: http://icculus.org/~taylor/fso/willrobinson/Xt0916-osx.tgz
[...]
So, give it all a try and let me know what happens. :)
Bad news. The build xt0916 does not work on my G5/Nvidia7800GT. The FS2_Open - Xt0916 won't start. Just for half a second the icon appears
in the dock. The FS2_Open - Xt0916 (debug) opens a empty window then the splash screen shows up. Stop. I can send you the debug.log if necessary.
The build xt0916 does not work on my Mbp/AtiX1600. The FS2_Open - Xt0916 won't start. Just for half a second the icon appears
in the dock as on the G5. The FS2_Open - Xt0916 (debug) works for a few minutes. I can use the techroom, barracks etc. but i can not start a mission. The (debug)build stops during loading the mission. I can send you the debug.log if necessary.
I tested different cmdline_fso.cfg settings. All with the same results.
-
Hmm. Yeah, send me the logs and I'll take a look. I didn't test it much myself, but I know that it worked well enough for me, otherwise I wouldn't have uploaded it.
What version of OS X do you have on those machines?
EDIT: Damn, the frameworks in the release build are corrupt. That's why it won't start for you. I'm uploading a fixed version now (in place of the current one), but you can fix it yourself by just copying the frameworks out of the bundle for the debug version and replacing the ones in the release version.
-
Running tests now with zero mods. I'll edit this message as I get results.
Ok, first pass indicates that all five test options by themselves don't help. I'll go to the other end and try all them at once.
BTW is there a reason the xt build doesn't support -jpgtga?
Hmm, all of them at once didn't seem to help.
-
BTW is there a reason the xt build doesn't support -jpgtga?
That option was rendered obsolete and won't be included in any future version of the game. The code was fixed to prefer DDS instead, but the loading of images overall was changed so that the exact load order of each image type doesn't really matter anymore.
-
BTW is there a reason the xt build doesn't support -jpgtga?
That option was rendered obsolete and won't be included in any future version of the game. The code was fixed to prefer DDS instead, but the loading of images overall was changed so that the exact load order of each image type doesn't really matter anymore.
Ok. Anyway, I realized I probably should have gone back and done testing with a fresh config file, so here's my new, more accurate results:
1. Command line blank. ALL SHIPS THAT WERE IN FS1 have no textures. I have no idea why. Sky sphere has visible polygons or something, including some duplicates. Only visible from some angles.
2. No mods, various combinations of -test_one through -test_five. Same results as 1.
3. -mod mediavps, no other options. All ships have their textures except the Faustus, which has only one panel visible (no idea why). Sky sphere problems again. Lokis had some kind of "trail" ahead of them, looked kinda like pieces of an Argo. Mentu was missing its target indicator model/textures.
4. -mod mediavps and test commands. No changes from 3.
-
What version of OS X do you have on those machines?
MacOS X 10.4.10 on both PPC and Intel Mac
EDIT: Damn, the frameworks in the release build are corrupt. That's why it won't start for you. I'm uploading a fixed version now (in place of the current one), but you can fix it yourself by just copying the frameworks out of the bundle for the debug version and replacing the ones in the release version.
Yes. Now it works.
But: (I cannot provide screenshots cos it does not work with xt0916 build, cross-tested with 3.6.9 where with F13-key takes a screenshot)
At this time i had only time to test xt0916 on the G5/7800GT.
with
"-test_one -test_two -test_three -test_four -test_five -mod mediavps" or different combinations of this settings show the ships like painted with a brush but with normal textures an color
if i add -spec or -glow in any combination most ships are rendered like 95% clear-transparent textures but the cockpits are like normal. Some ships are not transparent but during rotation the surfaces of the ships change the color very fast, not smooth.
-
Post/attach the OpenGL init section of your debug logs (both of you). That will probably give me some clues as to what's going on with the new problems. In the meantime, use the -noglsl (or is it -no_glsl?) cmdline option and see if that fixes the new issues.
Screenshots should work, but I'll double-check that when I get back home. Other people have reported them broken as well, but I took a bunch last night and everything worked fine for me.
-
One more thing. A good one.
Asteroids did not work or display on ATIx1600 in 3.6.9 and xt0904 but in xt0916 the asteroids are shown. They are displayed in the quality as described in my last post - so not optimal quality but hey: it works :) and work without (-test_one ... or ... or ... -test_five)
taylor: the log is in your PM
-
Post/attach the OpenGL init section of your debug logs (both of you). That will probably give me some clues as to what's going on with the new problems. In the meantime, use the -noglsl (or is it -no_glsl?) cmdline option and see if that fixes the new issues.
Screenshots should work, but I'll double-check that when I get back home. Other people have reported them broken as well, but I took a bunch last night and everything worked fine for me.
The debug version wouldn't run for me, but here's the log from the 9/4 version. Screenshots aren't working for me either.
EDIT: BTW I took a look at the mouse control, seemed fine (although release 3.6.9 mouse control is fine too, so maybe I shouldn't be the judge).
[attachment deleted by admin]
-
Post/attach the OpenGL init section of your debug logs (both of you). That will probably give me some clues as to what's going on with the new problems. In the meantime, use the -noglsl (or is it -no_glsl?) cmdline option and see if that fixes the new issues.
with -no_glsl cmdline option everything is normal with xt0916/G5/7800GT
(btw: the -window cmdline option shows garbage with the xt0916 build without the no_glsl cmdline option, but works fine with the -no_glsl cmdline option)
-
First of all, I'm new around here, and I'm totally new to FreeSpace. This way or another, I love the game. Great work porting it to the Mac, but I'm having similar graphic problems as other people in this thread.
iMac Intel, late 2006 model, 2Ghz Core2 Duo, Radeon X1600, Mac OS/X Tiger 10.4.10.
I just tested the Xt9016 build and neither the -test_ options one by one did change anything, nor all of them at once.
One of the strangest issues I have with the graphics is that the ships engines' flames look like gaming cards. O_o
example: http://ddspeed.untergrund.net/FS2OpenStuff/Kingsofhearts.png (http://ddspeed.untergrund.net/FS2OpenStuff/Kingsofhearts.png)
When ran without the -glsl option the game spits out lots of "OpenGL errors". When the option is active, it doesn't.
Logs are here:
All five test options and -glsl: http://ddspeed.untergrund.net/FS2OpenStuff/fs2_open-all.log (http://ddspeed.untergrund.net/FS2OpenStuff/fs2_open-all.log)
All five test options without -glsl: http://ddspeed.untergrund.net/FS2OpenStuff/fs2_open-allbut-no_glsl.log (http://ddspeed.untergrund.net/FS2OpenStuff/fs2_open-allbut-no_glsl.log)
If it helps at all.
I'd really like to lay the game on the Mac, so I hope you'll be able to find workarounds for that stuff.
-
One of the strangest issues I have with the graphics is that the ships engines' flames look like gaming cards. O_o
Haha, I thought you were joking until I saw the pic, and then I remember that's the Suicide Kings squad logo texture. That's the coolest bug I've ever seen. Did you use -glsl, or -noglsl (or -no_glsl)? It sounded like the latter was the proper one, but I have no way of testing on an Intel Mac yet.
-
I used exactly -no_glsl, as indicated in the logs.
-
Sorry, I didn't check the logs, since I wouldn't be able to figure much out from them myself, just saw what you typed in the thread. Also, thanks for dropping by, and
:welcome:
Welcome to the HLPBB!
Always nice to have another new face (or nick).
-
Ok, I've been thinking about this for a bit.
The xt builds DO fix one issue - the odd text distortion over some of the ship names (mostly ones whose target models don't appear, such as the mentu).
Maybe the main issue will be fixed when Leopard comes out and apple finally releases a new OpenGL version for us.
-
So I'm having the same problems as these guys and I was hoping somebody could help me out. I've got a MacBook Pro with OS X (10.4.11) and I also have an x1600. Some ship models are either showing up really weirdly or are just plain invisible (though i can still destroy them). I'm also having the problem where the squad logo is showing up where the engine flames should be though I've got the logo for the 42nd Bombers instead because that's what's painted on the side of the Myrmidon I'm targeting.
The link to the xt build is broken and I'm having a little bit of a hard time following the end of this conversation so I was just wondering if anybody could help me out or if there is currently no hope (at least until somebody gets a good look at OSX 10.5). Thanks!
-
I too have the same exact problem as the first poster in this thread.
I obtained Freespace 2 from macgamefiles.com
downloaded the newest version of FS2_Open (3.6.9 Final) from macupdate, and ran the program.
I also have the newest version (3.0.1) of the FS_launcher
i tried to install some of the updated graphics files, but no documentation was included with them, so i am really not sure if i installed them correctly. (this applies to the rest of the media files on here as well. i dont know if i should put them in the directory with the FS2_Open executable, or in the data folder, or what) also, i am not sure how to set any of these flags in the command line. when i launch the program, it just launches, no command line is there.
lastly, i tried d/ling the install of FS2 using the FreespaceOpenInstaller jar container. i had the same problem. please, i just need a little explanation on how to use these "mp-710_adveffects.vp" files and if i should be using a different installer or what. also, on that note, FS2_Open worked fine for me under tiger, but leo has all these graphics problems >_< (oh yeah, im running FS2_Open using 1024x768 @ 32 bits )
here is my hardware/software specs:
PowerMac G5 2x 2.0 GHz (1st gen)
3 GB RAM
Running Mac OS X 10.5.1
ATI Radeon 9800 XT:
Chipset Model: ATY,R360
Type: Display
Bus: AGP
Slot: SLOT-1
VRAM (Total): 256 MB
Vendor: ATI (0x1002)
Device ID: 0x4e48
Revision ID: 0x0000
ROM Revision: 113-A14404-118
-
[...]i just need a little explanation on how to use these "mp-710_adveffects.vp" files [...]
http://www.hard-light.net/forums/index.php/topic,51950.msg1048920.html#msg1048920 (http://www.hard-light.net/forums/index.php/topic,51950.msg1048920.html#msg1048920)
HTH
-
i am likewise having this issue. the link to the text/fix file seems to be broken. did the fix work? and can i get it? or is this a "get os x.5" thing?
please help! :D
-
I did'nt get it?!
the links to the needed forum posts work all, also the d/l links to the files...
-
thanks!! the media vps solved the model problem, but i still got one more :(
check out the background and the particles going by:
(http://img514.imageshack.us/img514/5533/picture1dg0.png)
are there any vps that i can get to replace the background/particles?
-
-nomotiondebris
in the launcher may help
-
thanks I'll give it a shot once I get back home. That would just solve the white particles though not the background right?
-
I think both problems... (I remember i had the same problem in WCSaga on a MBP X 10.4.9)
-
sweet! Now I can't wait to get back.god I love this game >_<
-
Seems odd that motion debris would affect the background.
-
yeah, thats what i thought, but we'll see >_<
-
I remember the problems with the background but i'm not sure what helped.
However, the fs2_open 3.6.9 build is not well working on an intel Mac and Ati X1x00 graphics.
Try this (works for me MPB X1600 X10.5.2)
Download the latest build for MacOSX here
http://www.hard-light.net/forums/index.php/topic,50959.msg1030014.html#msg1030014 (http://www.hard-light.net/forums/index.php/topic,50959.msg1030014.html#msg1030014)
but use the "window" mode option if you are on a intel Mac and or 10.5.x
http://www.hard-light.net/forums/index.php/topic,50959.msg1043911.html#msg1043911 (http://www.hard-light.net/forums/index.php/topic,50959.msg1043911.html#msg1043911)
HTH
-
woot! the motion debris fixed it! and it works fullscreen as well under 10.5.2 :D (running 3.6.9)
thank you so much for the help!
to clarify for anyone else that was having the same problem i was, this is what i did:
downloaded freespace 2 from macupdate
updated FS2_Open to 3.6.9
got the FS2_Launcher v3
downloaded the vps and the shaders (to install the vps, make a folder called mediavps and drop all the files in there, the FS2_Launcher will automatically find and enable them)
disabled motion debris in the launcher (graphics -> check -nomotiondebris)
here are the options i use:
1024 x 768 x 32
graphics:
-spec
-glow
-env
-jpgtga
-mipmap
-nomotiondebris
-missile_lighting
-ambient_factor 75.00
-spec_exp 11
-spec_point .6
-spec_static .8
-spec_tube .4
gameplay & speed
-3dwarp
-warp_flash
-cache_bitmaps
HUD & Audio
-dualscanlines
-targetinfo
-orbradar
-rearm_timer
-snd_preload
and here are my machine specs if its helpful
PowerMac G5 2x 2.0 GHz (1st gen)
512 KB L2 Cache
1 GHz Frontside bus
3 GB RAM
ATI Radeon 9800 XT (256 MB VRAM) Chipset Model: ATY,R360
-
Apple released a "Leopard graphics update", so I thought I'd give freespace another try. In the second mission of the main freespace 2 campaign (after "surrender, bellasarius") I can now see the asteroids. Can anyone with an ati X1600 check to see if they are visible before the update, because I don't remember and I can't check any other missions since I don't have my saved games anymore :(
At first sight, the problem seems to be fixed :D. Oh and by the way, when I try to play FSport, the first real mission (after the training) won't load properly. When I command+option+escape it, I'm left with a window describing an error in the mission (something about invalid weapon). Any fix for this, because I'd love to finally play all the campaigns in a more or less chronological order :cool:
PS: i was using the official 3.6.9 build
-
If you want to play the FSPort, then you should select a FSPort-compatible campaign from the campaign room. The Main FreeSpace Campaign, for example.
-
Thx Goober.
Another small question (off-topic here though): what would be a chronological order to play the most common campaigns (looking at what folders i already have: fs1, fs2, awakenings, cardinalspear, derelict, deus ex machina, homesick, transcend)?
-
Something along the lines of: Cardinal Spear -> FS1 (-> Silent Threat) -> Awakenings -> Homesick -> FS2 -> Derelict -> Transcend. But it's really difficult to say, since apart from FS1, Silent Threat and FS2, nothing is canon and most user-made campaigns take place in their own continuums.
I left Homesick out since it is mostly incompatible with FSO. Deus Ex Machina was left out, because... well, just play it at some point and you'll see ;)
-
Right, thx :-).
Doesn't look like i'll be playing fsport though, in the training missions i can only see the engine glow of the instructor, not the actual ship (see attached screenshot).
Then another question: i have a (laptop) keyboard layout where you have to press shift in order to use the numbers on the top row. Since this doesn't work in fsopen, i used to switch to US keyboard layout to play the game. When i do that now, the layout isn't switched when in-game. This means i can't use the communications. Seems like something changed in Leopard... Any ideas how to circumvent this?
[attachment deleted by ninja]
-
yeah i was going to mention that the only thing that seems to work properly is the FS2 campaign, all the addons dont work properly. I dont get it though, because i read the readme's and they said that the graphics would default to the mediavps folder, and not the defaults. whats the deal O_o
-
add -mod mediavps to your cmdline_fso.cfg in (your home folder)/Library/FS2_Open/data if you play FS2
or -mod fsport,mediavps if you play fsport or change it for other campaigns
HTH