Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: SOFBear on January 27, 2009, 02:44:42 pm
-
I've been playing FS and FS2 for years. About 3 years ago I got a decent computer and graphics card and installed the game and got to "enjoy" a blocky pixillated experience. I almost sold off my copy of the game on ebay cause it was going for a rediculous price but I decided not to do so. Well, I'm glad I didn't because I stumbled on the OSCP. I've downloaded Turrey's installer and have been playing FS2 on my widescreen monitor at 1026 resolution. WOW! and the game runs so smooth. I can't thank you enough. I've never donated to a website before but I shot out a modest $10.00 donation as a thank you.
One thing I am having trouble with though is how to get the game to run the various other campaigns and mods such as the FS port, etc. They simply do not show up in my campaigns and missions. The only option I have is to play the orignal FS2 campaign.
I've looked in the game's main folder in my C drive under games and the only .exe's I can find are for the original FS2 game and the two versions of OSCP FS2 (versions 9 and 10). Is there a command in the console I need to type to bring up all the other mods. There certainly are a ton of added on mods I'd love to play but just don't know how to get em to run.
Finally, I have one last question regarding my joystick, and this may be more an issue of faded memory than lack of know how. I have a Microsoft Sidewinder 2 Force Feedback joystick (turned off the force issues as I hate that rattling on my hands) and for some reason the trottle doesn't work. I've tried resetting the trust up and down keys to it in options but it won't take. I've checked the calibration in the devices part of control panel and all functions are working fine. So, does the game support the trottle? If so, what am I doing wrong.
Anyway, I am so blown away by your website and the work you guys are doing I certainly can say that this forum is being marked as one of my favorites. Great job to all of you guys (and gals, if any). :)
-
:welcomegreen:
For most campaigns you can just take the VP folders that you download and loosely put them in your FS2 folder. It works for me. :) If you don't already have them, make sure you can get the 3.6.10 MediaVP's. They're brilliant, and so are all of hte user made campaigns. :yes:
-
For most campaigns you can just take the VP folders that you download and loosely put them in your FS2 folder.
Quiet, you. That's precisely the wrong way.
Mods are activated and used as follows:
- Open the Launcher
- Open the MOD tab
- Click "Select MOD"
- Select the folder of the mod you want to use. For example, if you want to play FSPort, select the "fsport" folder and click OK
- Apply the changes
- Start the game
- Create a new pilot for each mod
- Before starting to play, go to the Campaign Room and select the proper campaign, since the FS2 main campaign is selected by default.
- Using several mods simultaneously (for example, FSPort and the MediaVPs), you'll either need to manually use the "-mod" command-line parameter or use mod.ini files. The latter is explained in the stickied installation walkthrough thread on the Support board.
Joysticks aren't my cup of tea, but I'm certain there are people here who can help you with the subject.
For any and all problems, read through the stickied threads on the FreeSpace & FreeSpace Open Support board. If you cannot find an answer to a problem, do not hesitate to ask. We're here to help.
-
Thanks for the tips and the reference to the appropriate sticky!
-
Quiet, you. That's precisely the wrong way.
Like I said, it works for me. Don't know why I couldn't point it out. And Lobo is right. I guess that is the proper way to do it.
-
It's just that putting mod files directly to \freespace2\ is the retail way. Sure, it "works", but it is more troublesome when you have to move files around. And for people less familiar with what file is what, there is a chance that a person messes up and forgets mod files to \freespace2\, followed by a series of errors and panic. And since there is a way to use the Launcher or the "-mod" command-line parameter, why not use it. It's so simple to have mods in their own subfolders and just use the Launcher to select the mod you want to use.
In short: the method you described "works", but... you know.
-
And for people less familiar with what file is what, there is a chance that a person messes up and forgets mod files to \freespace2\, followed by a series of errors and panic.
This happens far too often. Follow Lobo's instructions using the launcher and you'll be fine.
Be sure to play the main FS2 campaign using the Media VPs. It will blow you away.
-
How do I know if I'm playing the campaign with media VPs? I'm just playing what Turey's installer put in. Seems pretty great now. Can it get better?
-
How do I know if I'm playing the campaign with media VPs?
Believe me, you'll know.
Check the MOD tab on the Launcher. If it says "mediavps" on the right side of the "No MOD" button, you are using the MediaVPs. If not, do what I described previously about using mods, but select the "mediavps" folder instead of the "fsport" folder. And since this is related to the FS2 campaign, you don't need to create a new pilot or select the campaign from the Campaign Room.
-
It's probably good thing that Lobo got here first because his response to that suggestion of dragonsniper was a lot more... tactful than what I would've given... :p
The reason it is a bad idea is not that it breaks things (which it can do, though not permanently, but it's not the most important point in why not to do it). Technically, it is possible to do things that way if you know what you are doing. However, it is problematic for troubleshooting - rogue VP's and files in root data directory are one of, if not THE most common reasons for problems with mods, campaigns and what have you. Additionally it requires you to switch the VP's on the root dir every time you want to change campaigns or mods, so it's a lot of work compared to the mod dir system.
It is also silly way of doing things because the Mod directory system was implemented for these exact reasons. Having each mod in individual directory makes it possible to leave the root directory and root data dir at their "vanilla" state and the -mod command line option will let you select exactly which directories are used and in which order of precedence, too.
What comes to joystick's throttle axis: Forward and backward thrust commands are keypress commands, on-off style. You can't bind an axis to them. What you are looking for is Absolute Throttle control lower down the list; click Bind on that one, then move the joystick's throttle lever and it should register and bind the control. Reverse the axis if necessary.
Also, you can see what the game is using by referring to Launcher's "Features" tab, copying the whole command line string from the text window, and searching for "-mod" command line tag and the stuff that comes after it. Mine looks like this at the moment:
G:\Pelit\FreeSpace2\fs2_open_3_6_10r-413.exe -spec -glow -env -mipmap -nomotiondebris -missile_lighting -normal -no_vsync -cache_bitmaps -dualscanlines -targetinfo -rearm_timer -ship_choice_3d -3dwarp -warp_flash -snd_preload -no_set_gamma -fps -mod fsport-mediavps,fsport-str,fsport,mediavps -no_set_gamma -no_emissive_light -ambient_factor 35 -ogl_spec 30 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5
So I have -mod fsport-mediavps,fsport-str,fsport,mediavps-trad, which means I'm running with FreeSpace Port mediavp's, Silent Threat Reborn, FreeSpace Port, and MediaVP's, in that order of precedence.
Another solution is to run debug build and check what kind of data is loaded on the game initialization phase on the debug log... but it's a bit much for this purpose I think. ;)
-
So I have -mod fsport-mediavps,fsport-str,fsport,mediavps-trad, which means I'm running with FreeSpace Port mediavp's, Silent Threat Reborn, FreeSpace Port, and MediaVP's, in that order of precedence.
:nervous: Did we overdo it?
-
Not really. I got to fiddling with the mod enabler. Figured out to find and enable them. Just can't figure out why I can't get the mods to work since they show up in the features line as you suggested. Also, I am a bit confused as to how Turey's updater works. I ran it a couple of times and didn't pick up the 5.5d enabler. Maybe that is more of an "official build" as opposed to a work in progress build. I've playtested one other pc mod (a Deep Space Nine Fallen mod) so I have "some" understanding of this stuff, but just enough to be dangerous!
-
I could use donations:P
But jokes aside, welcome, and thanks for contributing to the community!
-
Not really. I got to fiddling with the mod enabler. Figured out to find and enable them. Just can't figure out why I can't get the mods to work since they show up in the features line as you suggested.
The launcher allows you to select mods and turn them on. By doing so you can make the game select which new ships and weapons the game has access to. What the launcher can't do is tell the game to run the missions that make use of the new stuff. That change must be made from the campaign room once the game is running.