Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: cloneof on November 10, 2008, 10:26:10 am
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I have found that while rest of the Open package that I downloadet worked fine, The Blue Planet campaign has some serius issues that harden my gameplay expierence. The laser weapons in Blue Planet do not show, neither the nebulas and when the mission where you needet to protect the Sanctuary endet, the game fell and gave this error:
Error: Can`t open model file <cruiser03x.pof>
File: ModelRead.cpp
Line: 1995.
While I went trought the FAQ, there was nothing that could have helped me with this issue.
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MVPs solve most issues i think :yes:
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They will, they will...
cloneof, if you already have the MediaVPs, you'll need to have a proper mod.ini file in your \freespace2\blueplanet\ folder. A handy one is available at the bottom of the first post in the Blue Planet release thread.
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No wait... Works. Thanks Lobo and Colonol Dekker for helping me!
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Split and moved the off-topic posts.
I wanted to reply to this because it brings up a really good point. Mods should not require the mediaVPs, in any way shape or form. MediaVPs are optional enhancements. Someone may prefer playing without them, either because they have a slow computer, or they have their own customized mediaVP setup, or they've discovered a mediaVP bug (like a broken model) that they'd prefer not to jury-rig while they play a mod.
So, make the download work without MVPs first, and then people can choose to play it with or without MVPs as is their preference. And you won't get threads like these. :)
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That's rather impossible due to the fact that the 3.6.10 mediavps use a different texture naming scheme than retail FS2 (cutting off the a's and b's).
If you keep the a's and b's the custom ship's maps won't be upgraded even if the MVPs are enabled. If you DO drop the ending, then the ship will be invisible without the MVPs.
The only real solution is to include the textures, which doesn't help the file size nor the people with slow computers.
If you can think of a better solution for this (or simply just 'live with the lower-quality maps, because I get annoyed when I run into something that's pitch black because of lack of glow maps), I'd like to hear it :nod:. (and I mean this honestly, without the negative tone).
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I can understand the reasoning of making mediavps optional for existing retail weapons. I've split all custom AoA and WiH weapons into tbms and use tbms for future mod releases. The problem lies with custom content. I've got weapons that reference graphical effects that don't exist in retail VPs (these are things like animated weapon effects, beamglows etc that were specific to the new effects VPs).
I'm not sure how post-3.6.9 releases replace retail content, I'll need to browse the VPs and have a look at the filenames. If the graphical upgrades simply override the retail textures, I'll just redo the weapons tables to use retail graphics.
Ships, not so much of a problem. I can just include the mediavp Cain model in a patch or separate download since that's the only ship in the table that doesn't reference a model found in retail.
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That's rather impossible due to the fact that the 3.6.10 mediavps use a different texture naming scheme than retail FS2 (cutting off the a's and b's).
That caused me a lot of strife a few months ago while trying to get a modpack of mine working. Eventually I got it fixed but not after the death of more than one defenseless stress-ball.
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That's rather impossible due to the fact that the 3.6.10 mediavps use a different texture naming scheme than retail FS2 (cutting off the a's and b's).
That caused me a lot of strife a few months ago while trying to get a modpack of mine working. Eventually I got it fixed but not after the death of more than one defenseless stress-ball.
How did you fix it? :confused:
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I had to rename ALL the textures of ALL my ships to comply with the new mvp names.
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I had to rename ALL the textures of ALL my ships to comply with the new mvp names.
What "fun"
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I had to rename ALL the textures of ALL my ships to comply with the new mvp names.
But then the mod is now completely MVP dependant, is it not?
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Ah, I saved copies of the old ones as well.
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I see what you mean then. Poor stress ball...
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Well almost finished the process of making Blue Planet playable without MediaVPs. Now I've got to think about how I'm going to release it without having people download the main big file again.
Straight patch VP it won't work since I've done away with the ships, weapons etc tbls and gone for tbms which means people can reference the retail/mediavp ships and weapons tbls. How to get rid of the ships and weapons.tbl in the original blueplanet vp?
I'll figure something out :P
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Well, if we didn't have ships limits anymore..... (wanders off whistling tunelessly)
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Hello guys!
Would you help me? I am... UNABLE to board the Duke!
Bloaaaah!
What Alt-A? Nothing happens! Where should I go? What the goddamn hell should I do????
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Alt-A? Nothing happens! ... What the goddamn hell should I do????
Read (http://www.hard-light.net/forums/index.php/topic,55716.0.html).
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What's the point of a sticky if people don't even try to find out the solution themselves? :rolleyes:
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What's the point of a sticky if people don't even try to find out the solution themselves? :rolleyes:
Well it's generally assumed people will try for about half an hour and scour/search the forums for answers before starting a new topic/posting a question.