Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Krypton17 on April 29, 2008, 01:24:00 pm
-
I just found this site a few days ago and wondered where is the best place to get general info about the game and how to play. I installed with Turey's installer and I got the game up and going. Thanks that was great! I'm a bit confused about the difference between a mod and a conversion. Is a mission just one stage of a campaign? I'm a big babylon 5 fan and see there is something called a total conversion and I don't know what that means.
If I start a new pilot do they have to go through all the training missions again? I think I've got the T for target down. Can you skip ahead? Can you save at certain points?
What exactly is a .VP file? Can someone explain what the .mod file does and what primary and secondary list means within that file?
Is there any way to get a list of all the available campaigns when you are in the game or do you have to go back to the Launcher and change the mod? Can you switch freely between campaigns or in the middle of them with the same pilot or are you meant to start a new pilot with each campaign?
I picked up the commercial versions of the game at Amazon. Is there any use to having those? I tried to access a mod through the commercial version but it doesn't show up on the campaign list.
Thanks for any help pointing me in the right direction.
-
A mod is usually a user made campaign for FreeSpace (Open). Sometimes they include new material, such as ships and weapons. A conversion, or a total conversion to be precise, is a game that is based on the FreeSpace game engine, but where all the ships, weapons, interface art and the whole lot have been changed. TBP, for example, uses the FSO engine, but all the stuff inside is Babylon 5 related. As a general rule, mods work with FreeSpace Open, but total conversions are absolutely different and do not require FreeSpace to function in any way. And total conversions shouldn't even be used with FreeSpace, since that is bound to cause problems. Just keep them in separate folders.
Campaigns consist of several missions.
For training missions, there is a "Skip training" button on the upper right corner of the briefing screen.
VP file is a container file, sort of like a .zip or a .rar. They contain files, such as models, table files and mission files. The files inside vps are organized inside a folder called data, and into several subfolders. Take a look at \freespace\data and you'll get a picture about it.
Mod.ini files are used, when a mod requires the usage of another mod. For example, Cardinal Spear requires the FSPort, so the mod.ini in the cardinalspear folder refers to the FSPort folder to take advantage of it. As a general rule, forget about primarylist. You won't need it. The secondarylist, on the other hand, is used to list the mod folders you want to use with that particular mod. Also, with mod.inis it is possible to utilize the MediaVPs to be used with other mods, so that they too can be played with much graphical delight.
When you want to play a user made campaign, it is necessary to select it as a mod and then use the Campaign Room in-game to select the correct campaign. All the mods cannot be used simultaneously, since they sometimes contain modified table files. If all are used at once, the vp that comes first alphabetically gets superiority and its table files are read. This often results in weapon and ship problems on other mods.
Never, ever switch mods in the middle of a campaign. It most certainly causes pilot file corruption and again causes ship and weapon issues. Either play a campaign through and then switch, or just create a new pilot for each campaign.
Having the actual FreeSpace 2 would be useful in the installation procedure, as you can skip downloading FS2 with the Installer, which in turn conserves precious bandwidth. As for the mods, many mods require the features that FSO has and are therefore unplayable with retail FS2.
Anything else?
-
First off, welcome to HLP, and good to hear you got the game up and running smoothly :)
Now, for the questions, in order:
A (total) conversion is essentially just a big mod that is set in a different universe than the FS2 story, replacing all the stock artwork, effects, ships etc. with ones appropriate to the universe the conversion is set in but still using the fs2_open engine.
A mission can be both stand-alone (a single scenario) or part of a campaign. Campaign missions are also available for play as stand-alones through the tech room once you've completed them.
Total conversion: See above. The Babylon 5 total conversion is hosted here, their website is at http://babylon.hard-light.net/ and their forums are at http://www.hard-light.net/forums/index.php/board,105.0.html, with the download for the latest version being in this thread: http://www.hard-light.net/forums/index.php/topic,51780.0.html
You can skip the training missions if you wish, the button for it is in the upper right corner. I don't think you get the pilot wings medal if you skip them, though. Your mission progress is saved automatically for each pilot.
A .vp file is just a container format, and holds a directory structure similar to that of the /data/ directory of your freespace 2 installation. You can look inside them using the VPview (http://www.descent-network.com/descman/) utility.
The mod.ini file holds information that's is read by the launcher, making sure that any mods your currently selected mod is dependant on are selected as well, and can also hold information such as links to the website and forums of a mod, plus a logo and a short text string to be displayed in the launcher when the mod is selected. In short, it's intended for user-friendlyness. Primary and secondary list is what's used to set up any other mods that the current mod are dependant on, and this is done automatically by the launcher as long as the mod.ini is present.
You do need to select a mod in the launcher for any campaigns packaged with it to show up.
You can switch freely between campaigns that are made for the same mod without changing pilots, but doing so will reset the progress on the campaign that is currently active. You can't, however, switch to a campaign from a different mod without risking pilot corruption, so for that you need to use a different pilot.
Having the commercial game is very useful. It saves you gigabytes of bandwidth, simplifies installation, and gives you a certain safety net in case of file corruption and the like, as you can just copy the files over from the CD to replace any that are damaged. as for the mods, the original game didn't support mods at all in the way they're currently used, that's a later addtion for fs2_open. In the original game, the only way to use mods was to either manually install their data to the appropriate subdirectories under /data/, or to place a .vp file containing said data into the fs2 root directory - something which has the potential to screw things up horribly.
Hope that helps :)
-
Having the commercial game is very useful. It saves you gigabytes of bandwidth, simplifies installation, and gives you a certain safety net in case of file corruption and the like, as you can just copy the files over from the CD to replace any that are damaged. as for the mods, the original game didn't support mods at all in the way they're currently used, that's a later addtion for fs2_open. In the original game, the only way to use mods was to either manually install their data to the appropriate subdirectories under /data/, or to place a .vp file containing said data into the fs2 root directory - something which has the potential to screw things up horribly.
Hope that helps :)
IIRC, it hardly even supported anything other than missions at all.
-
Oh it did, you could still use the data folder to override anything you wanted to. It was just laborious as hell.
-
So I guess I now have 2 full versions of both original Free space and Free space 2 on my computer. By saving band width I assume you meant the amount of time it took me to download it with the Turey download and my hard diisk space? The commercial version requires me to put in the disk. Is that the only difference? I could delete the commercial version?
If I want to run the original campaigns I should use Fsport as the mod?
Any other mods I download I should put inot their own directory?
And the bablyon project is a whole separate program i should stick into a directory by itself?
-
Yes, you saved a lot of download time by having the original game, as you didn't have to download the retail data files. You didn't save HD space though.
FS2_open is essentially built on top of your commercial fs2 installation (or at least it would be if you specified that directory for Turey's installer), which means that there's no need to delete the commercial version. They share the same data files, and it's occasionally nice to have the retail executable around, so there's not really any HD space wasted there either if you put them in the same directory.
The CD check is *one* difference between FS2 retail and FS2_open. One of many. Basically, FS2_open will do everything FS2 retail will do, plus a whole lot more. FS2_open supports much more detailed models, a ton of graphical improvements such as bump mapping and glowpoints, more complex missions with many new options for missions designers, and much much more.
To run the original FS1 campaign, use the FSPort as a mod. To run the original FS2 campaign, select 'No Mod' or 'mediavps'.
Yes, each mod should be in its own directory, which should be a subdirectory to the one where you installed FS2_open. These directories will then show up on the list when you click the 'Select Mod' button in the launcher, and you can pick them quickly without having to search for where you installed them.
The Babylon Project is an entirely standalone game (just using the same engine), so yes, you should install it seperately. It comes with an installer that will take care of everything for you once you've downloaded it.
-
So I guess I now have 2 full versions of both original Free space and Free space 2 on my computer. By saving band width I assume you meant the amount of time it took me to download it with the Turey download and my hard diisk space? The commercial version requires me to put in the disk. Is that the only difference? I could delete the commercial version?
If you have the FS2 CDs and haven't run Turey's installer you could simply install from CDs first, copy the .mve movies across and save yourself the time it takes to download 1GB or so of data. Apart from that you don't really need retail at all. You certainly don't need to waste disk space on a retail install and a retail+FS2_open install. FS2_Open is a retail install with the FS2_Open data on top. It can still be run as a retail install.
If I want to run the original campaigns I should use Fsport as the mod?
Yes. When you've finished and want to go back to FS2 don't forget to select mediavps as your mod though. Otherwise it doesn't use the FS2_Open enhancements.
Any other mods I download I should put inot their own directory?
And the bablyon project is a whole separate program i should stick into a directory by itself?
Mods should go in a sub directory of your FS2 one. For instance Turey's installer sticks the Sync campaign in Freespace2\Sync\ This allows Sync to get at the FS2 ships etc which it needs in order to work. TBP on the other hand is not a mod but a total conversion. It doesn't need to access the FS2 ships as it has all the data it needs. So it should go in its own folder and run using its own launcher as if you tried to install it where it could access the FS2 data it would almost certainly crash.
-
So I guess I now have 2 full versions of both original Free space and Free space 2 on my computer. By saving band width I assume you meant the amount of time it took me to download it with the Turey download and my hard diisk space?
By saving bandwidth I meant that it would have been less of a strain for the server where the files are hosted, if you didn't need to download the retail files. And it would have saveda a buttload of your time. But now that it's done... it's done. But as it has already been stated, you can safely remove your retail (commercial) installation of FreeSpace 2 for the time being, as the version you downloaded with Turey's Installer has all the retail files.
The commercial version requires me to put in the disk. Is that the only difference?
Again, as stated, there are many differences. One is that you don't need the disks. Another one is that the FSO engine can search for the cutscenes from at least the \freespace\ and the \freespace\data\movies folders, opposed to the retail engine that insisted on searching for them from the disks. Also, the FSO engine can handle cutscenes in ogg format. The ogg cutscenes have an insignificant quality loss compared to the original mve files, but they take up a helluvalot less space.
If I want to run the original campaigns I should use Fsport as the mod?
If you want to play the FS1 campaign with the FSO engine, you should use FSPort as a mod. If you want to play the FS2 campaign with positively stunning graphics, you should use the mediavps folder as a mod. If you want to play some other mod, like Sync, you need to use the corresponding folder as a mod.
Any other mods I download I should put inot their own directory?
The following things go to your \freespace\ folder: the retail vp files and executables (compare the folder to your commercial FreeSpace 2's folder), the FSO executables (fs2_open_3_6_---.exe), Launcher.exe, Launcer6.ini, the \data\ folder, and possibly errorlog.txt and fs2oggcutscenes.vp or something like that. Everything else goes to subfolders. Like, the files of the Sync campaign go to \freespace\sync, FSPort files to \freespace\fsport and so on.
And the bablyon project is a whole separate program i should stick into a directory by itself?
Absolutely different. Don't install it to your \freespace\ folder under any circumstances.
Oh, a few more things. Usually, it is the best option to just use Launcher.exe for playing. That way you can launch the game and do any changes you want, like switching mods and such. FS2.exe and Freespace2.exe are the retail files and if you use them, the FSO engine will not be used and that will sort of be pointless.
Also, if you want a tad bit more realistic lighting settings, add the line below to the Custom flags field, which can be found under the Features tab on the Launcer:
-ambient_factor 0 -spec_exp 11 -spec_point 0.6 -spec_static 0.8 -spec_tube 0.4 -no_emissive_light -ogl_spec 60
-
Hi
I have just stumbled on this thread after asking a few of the questions in "Turney's installer get it in now thread" ...dam should have looked more carefully. Could have saved myself a lot of time downloading.
Just like to say this is excellent should be a sticky - answers all the questions that I have been scratching my head to work out.
Though there's one that I am not sure about MediaVP files - are these the latest updates to the FS_Open game? If so do you get them through Turney's installer. If not, how do you install them?
Thanks and apologies for double posting - CZZ : :o
-
1. It's Turey. No n.
2. The 3.6.8 Zeta MediaVPs are the latest "official" release, and they are downloaded by the Installer.
3. The 3.6.10 Beta MediaVPs are the latest latest and truly greatest MediaVPs, but as the name suggests, they are still beta and contain some issues (like the Unholy Asteroids of Ultimate LaggageTM). Therefore the Installer doesn't download them. The release thread for the 3.6.10 Beta MediaVPs can be found from The FreeSpace Upgrade Project board, and the download links are in the first post of the thread. If you want to try them, that is.
-
2. The 3.6.8 Zeta MediaVPs are the latest "official" release, and they are downloaded by the Installer.
Hey, what about 3.6.9? I've got it, but it doesn't work. It isn't :shaking: corrupted, is it?
-
Are there any 3.6.9 MediaVPs ? :P Haven't heard or seen them even though I tend to visit the boards quite often :P
-
2. The 3.6.8 Zeta MediaVPs are the latest "official" release, and they are downloaded by the Installer.
Hey, what about 3.6.9? I've got it, but it doesn't work. It isn't :shaking: corrupted, is it?
I bet you have the 3.6.9 build. Many people do. But in terms of the MediaVPs, the number combination 3.6.9 was skipped.
-
Oh...
-
In the same manner, there is no 3.6.8 FSO build, because that number combination was skipped. For one reason or another...
-
... so, it's kinda like, one or another?
-
... so, it's kinda like, one or another?
Umm... what? Pardon me. I'm drunk.
-
So that you don't get confused,
3.6.8 and 3.6.10 is MediaVPs.
(3.6.7 and) 3.6.9 is FSO.
-
Ah. Or working combinations:
The 3.6.9 build and the 3.6.8 Zeta MediaVPs.
A 3.6.10 build and the 3.6.10 Beta MediaVPs.
-
but the final release of the new mediavps will probably be released as 3.6.11 (or 3.7.1 :D )
-
Humour received and understood. But no. The new MediaVPs are 3.6.10. When they're final. they're final. And after that... the evolution continues. It's like cleaning the house; it never ends.
-
It will never, repeat, never get to 3.7.0
It will go to 3.6.99 then continue to 3.6.100, and 3.6.1000, and so on.
Honestly, what determines if you increase the middle number or the last number?
I'm fine with naming conventions as long as they make sense!
-
I'd rather have some mathematical jokes, like FSO 3.14.15.9.
-
Thanks for all the help. I had played a few mission swith the commercial FS 1. Whne I restarted using Fsport as mod the effects were great!! :yes:
-
It will never, repeat, never get to 3.7.0
It will go to 3.6.99 then continue to 3.6.100, and 3.6.1000, and so on.
Honestly, what determines if you increase the middle number or the last number?
I'm fine with naming conventions as long as they make sense!
The last numbers are for small changes, the middle ones are for bigger changes and the first ones for... Indeed. We got to 3.6.x, so we'll go further.
-
I'd rather have some mathematical jokes, like FSO 3.14.15.9.
Nice as pi! ;7 :lol: