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General FreeSpace => FreeSpace Discussion => Topic started by: SOFBear on January 27, 2009, 05:29:18 pm

Title: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on January 27, 2009, 05:29:18 pm
It apparently is taking me a bit to get used to the mod enabler.  I went in and tried to enable version 10 with the the SCP media vp file through the mod enabler and this is what I got when I tried to run the game with a cloned pilot from my 9.6 version.



Assert: Mp[len + 1] == '\"'
File: SEXP.CPP
Line: 4029


Call stack:
------------------------------------------------------------------
    get_sexp()    get_sexp_main()    parse_event()    parse_events()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: General Battuta on January 27, 2009, 05:51:23 pm
Hrm.

Open up the launcher -FS2 Open Launcher 5.5d. At the top, make sure you have a 3.6.10 build selected; you can hit the 'browse' button and select one if necessary. You may want to go to the Recent Builds forum and download the latest nightly build for your operating system, then select that.

Then go to the 'Mod' tab. Select the 3.6.10 MediaVPs folder -- it should be a folder containing MV_Complete, or whatever combination of MediaVP files you've downloaded.

Check everything under 'graphics' on the features tab, except for 'disable scale to window for movies'.

Hit apply, launch the game.

Let us know what happens.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on January 27, 2009, 05:56:56 pm
Well I have launcher 5.5c.  This may be an issue.  I'll look for an update.  I also read in the "readme" that I am supposed to do a cut and paste in the custom flags field.  Not sure what that will do.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: captain-custard on January 27, 2009, 06:04:18 pm
the cut and paste thing is up to you , 3.6.10 with media vps will work without "custom flags"

Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on January 27, 2009, 07:15:22 pm
I moved the discussion to a title more appropos.

I updated to launcher 5.5d and still got this.  I can play the game fine without any mods installed but not with any in.  I must be doing something wrong.  Does this file show anything?


Assert: Mp[len + 1] == '\"'
File: SEXP.CPP
Line: 4029


Call stack:
------------------------------------------------------------------
    get_sexp()    get_sexp_main()    parse_event()    parse_events()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on January 27, 2009, 09:23:11 pm
Ok woohoo I got it down.  I went directly to the recent build source stuff and got the latest Mediavp files (the whopper and the music) and extracted them along with the latest readme, etc files as the forum indicated and added in the latest mod installer and you know what.... the darned thing worked.  I think that maybe there was something with Turey's installer and file incompatibalites.  Anyway, I know is seems I've been talking to myself, but your guidance and dedication to this game is cool.  Now to test the other mods!
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: General Battuta on January 27, 2009, 09:28:04 pm
Yes -- it seems like the MediaVPs from Turey's are corrupt.

We really need to fix that.

I hope it doesn't seem too much like you're talking to yourself. We'll always try our best to help out.

Remember: keep each mod in its own folder, select the folder with the installer's 'mod' tab. You can use a mod.ini file to use the MediaVPs with other mods.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on January 27, 2009, 11:17:07 pm
Ok, you are now talking a bit over my head.  I really am not sure what you mean by "mod.ini"  Do I have to redesignate certain files as .ini files?  If so, which ones?  Also, what makes a file a .ini?  And how do I do it so it will show up in the mods folder so I can play with the SCP enhancements? 

If you have a screen shot of what your folder should look like with an enabled ini file versus the original file folder configuration that would go a LONG way in helping me, and I'm sure others as well.  Hope I'm not being too much of a pest.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: General Battuta on January 27, 2009, 11:36:48 pm
For now, just make sure you can get the MediaVPs working.

If you look in a mod folder, you should see a text file called 'mod.ini'. These should all be set up pretty much automatically. I recommend that you try playing Blue Planet after you're done with the Freespace 2 campaign.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: FreeSpaceFreak on January 28, 2009, 02:38:23 am
And Derelict. And Transcend. And...

You don't have to do anything with the mod.ini unless you're making your own mod.
Or if you see that a mod uses the old graphics (Transcend might have that, but I'm not sure. Sync did.)
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Jeff Vader on January 28, 2009, 02:43:00 am
Ok, you are now talking a bit over my head.  I really am not sure what you mean by "mod.ini"  Do I have to redesignate certain files as .ini files?  If so, which ones?  Also, what makes a file a .ini?  And how do I do it so it will show up in the mods folder so I can play with the SCP enhancements? 

If you have a screen shot of what your folder should look like with an enabled ini file versus the original file folder configuration that would go a LONG way in helping me, and I'm sure others as well.  Hope I'm not being too much of a pest.
I will just copy things from the Support board stickies here.

1. Your \freespace2\ folder. First of all, your FSO builds (fs2_open_3_6_***.exe) and the Launcher must be there, because having them somewhere else causes errors. Next, the retail .vp files belong there. You must have the following .vp files in \freespace2\:

In addition, you can have the following .vp files in \freespace2\:

Files with a file extention other than .vp or .exe do not affect your gameplay experience.

2. Multimods. Using many mods simultaneously can be achieved with two methods, but for the sake of popularity, I will describe the mod.ini method.
You should already know that you can select a mod folder with the Launcher. However, if there is a proper mod.ini file in the selected mod folder, the game engine will read it, pick up a reference to another mod folder and then use that mod folder as well.
What is a mod.ini? Simple. A file called "mod.ini", with the noticeable file extention .ini. A configuration file. They are not complicated piles of code, but rather compact little packages. Below is an example of a typical mod.ini meant for situations where you want to use the MediaVPs with a mod for the sake of graphical delight:
Code: [Select]
[launcher]
image255x112 = ;
infotext     = ;
website      = ;
forum        = ;

[multimod]
secondarylist = mediavps;
The single most important part of this mod.ini is the "secondarylist" line. The words after the "=" symbol are the names of the folders that the game engine will use as additional mod folders. In this case, we could assume that a person is playing Into the Halls of Valhalla with the MediaVPs. He has selected the ITHOV folder as his active mod from the Launcher, he has a mod.ini file with the text above in his ITHOV folder and his MediaVPs are in a folder called mediavps.
The next most intriguing part of a mod.ini is that you don't have to limit yourself to just one other mod folder. For example, if you wanted to play Awakenings, which is an FSPort campaign, you'd again create or copy a mod.ini to the awakenings folder, but the text of the mod.ini would be:
Code: [Select]
[launcher]
image255x112 = ;
infotext     = ;
website      = ;
forum        = ;

[multimod]
secondarylist = fsport,mediavps;
Notice that the "secondarylist" line is different from before. It just means that after reading the awakenings folder, the game engine will then read the fsport folder and finally the mediavps folder.

And a little something about the other lines of a mod.ini:
The "image255x112" line can be used to tell the Launcher that there is a banner image in the mod folder. The Launcher will then show this image under the MOD tab.
The "infotext" line can be used to write a short description of the mod. This will also be shown under the MOD tab of the Launcher.
The "website" and "forum" lines can be used to provide links to the mod's home page and forum/thread, respectively. However, the "secondarylist" line is still the single most important thing in the mod.ini for you.

A note of caution: if you want to create your own mod.ini files with Notepad or other text editor, remember to select "All files" as the file type when saving. Otherwise it will most likely be saved as a text file and the file will be "mod.ini.txt". This is not dangerous in any way, but it just means that the FSO engine cannot read it and consequently won't use it.

Edit: Incidentally, there is a link to Launcher 5.5d in my signature.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on January 28, 2009, 10:42:21 pm
Ok I'm starting to get this.  I did see this on the support board sticky.  But I was kinda concerned if it was still valid given my issues with Turey's installer files not working right.  Currently, I'm to mission 3 (get the Hurcules--gonna miss that Mirmadon).  So I'm going to play out the missions and try, in my tired old brain to see what is new vs old and to detect any issues that may need reporting on the bug scene. 

I definitely must admit the SCP stuff is a "you will know if it is working" scene.  Really damned nice stuff.  Game so far is smooooooth as silk.    Of course helps running with a 3ghz dual core duo and an nvidea 280 gig video thingy.  Gads and to think I thought I was the cats meow with a geforce 2 card running 256 mb when I first played this.  Holy Cow!
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: General Battuta on January 28, 2009, 11:12:30 pm
Make sure you have most of the options under the Graphics tab checked -- I believe the only one you need disabled is 'disable scale to window for movies.'

Also, under Gameplay, I believe -- enable warp flash, enable 3D ship selection.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Wobble73 on January 29, 2009, 07:55:09 am
Make sure you have most of the options under the Graphics tab checked -- I believe the only one you need disabled is 'disable scale to window for movies.'

Also, under Gameplay, I believe -- enable warp flash, enable 3D ship selection.

and maybe -enable 3d radar, it's a personal preference thing though!
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Dilmah G on January 29, 2009, 07:44:24 pm
Make sure you have most of the options under the Graphics tab checked -- I believe the only one you need disabled is 'disable scale to window for movies.'

Also, under Gameplay, I believe -- enable warp flash, enable 3D ship selection.

and maybe -enable 3d radar, it's a personal preference thing though!

Definetly, I have no idea how the bloody thing works! I hear it's useful for Wing Commander and TBP though
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on January 29, 2009, 09:15:33 pm
I was going to fire up the game just now so thanks for the suggestions.  Will give them a try and see what happens!
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on January 29, 2009, 09:24:49 pm
Just a quick question--what does mipmapping do?  I saw somewhere on the forum that allowing it caused some problems.  I'm willing to test it out, but just want to know what I should expect.  Also, the fog thing.  Does that change the draw distance?  I'm used to fog being an issue with FPS games, not space games. 
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: General Battuta on January 29, 2009, 11:00:09 pm
Just a quick question--what does mipmapping do?  I saw somewhere on the forum that allowing it caused some problems.  I'm willing to test it out, but just want to know what I should expect.  Also, the fog thing.  Does that change the draw distance?  I'm used to fog being an issue with FPS games, not space games. 

'Fog' in this case refers to the nebula fog in nebula missions.

I believe you want 2D nebula poofs enabled, so they don't intersect ships.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on March 05, 2009, 01:19:17 pm
I just finished the whole game.  What a long, deep, enriching game to play.  Nothing put out in the last few years really comes close to the variety of missions, the great voice acting, the plot and the general feeling of desperation and reward that comes from playing this game.  It worked perfectly too (I do have a pretty decent machine sporting an nvidia x280 graphics card).  Not one crash.  Nothing.  No glitches whatsoever.   :D

I do have one unrelated question and that is I got all the medals except one.  The one on the bottom to the farthest right under the Vasudan award and next to the legion of honor.  What mission generates that and what do you have to do? 

So now it's on to trying to play some of the user maps.  Any suggestions as to the one to start with?
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: FreeSpaceFreak on March 05, 2009, 01:25:26 pm
You can find a full list of awardable medals here (http://www.hard-light.net/wiki/index.php/Awardable_Medals); both the FS1 and the FS2 ones are there.

By "whole game", do you mean the entire sequence (FSPort, ST, FS2) or just FS2? If you haven't done so already, I recommend you play FSPort (the FSO version of FS1) and ST:R after that.

Then, you can start the fully user-made mods; I'd start off with Derelict, one of the oldest FS campaigns still alive, then proceed with Transcend and finally BP (keeping the best for the last: BP really raised FS modding standards, at least IMHO).

After that, there are loads of others you can choose from...
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on March 05, 2009, 01:31:23 pm
I meant FS2--the whole game.  Odd, when I got this game back in 2000 I played FS2 first then FS1 and it seemed kinda cool--almost like a flashback story telling to the plot. 

Thanks for the medals link.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Galemp on March 05, 2009, 01:42:42 pm
BP = Blue Planet.

And yeah, play Freespace Port to get the Great War backstory and fly some memorable missions (Field of Destruction, Playing Judas, Black Omega and Good Luck are amazing.) Play with Media VPs on for the same delicious graphical flavor. It's also been updated for high resolution art, and uses a bunch of interface enhancements (like Assign Loadout To Wing.) Then play Silent Threat: Reborn (ST:R) to come full circle.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Dilmah G on March 06, 2009, 03:37:54 am
(like Assign Loadout To Wing.)

How the hell do you do that?
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Killer Whale on March 06, 2009, 04:39:31 am
In the weapons loadout screen, click on a wingmates fighter down the bottom, in the ships loadout screen, drag and drop fighters
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Dilmah G on March 06, 2009, 05:09:09 am
In the weapons loadout screen, click on a wingmates fighter down the bottom, in the ships loadout screen, drag and drop fighters

I seee.....
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Killer Whale on March 06, 2009, 05:58:07 am
somehow, i think you don't

When your at the briefing, there's a couple of buttons up the top, they say "ship loadout" and "weapons loadout" If you click on the one called ship loadout, assuming it's not a red alert or scramble mission, you can drag ships around the wing formations and list to the left. If you click on the weapons loadout, if you click on one of the fighters apart from yourself, you can choose their weapons.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Dilmah G on March 06, 2009, 06:07:51 am
Ohhh THAT

I thought it was some new revolutionary feature where you could give each fighter a pre-designated loud-out without having to go thru each one of them and do it manually.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: ssmit132 on March 06, 2009, 06:33:13 am
Ohhh THAT

I thought it was some new revolutionary feature where you could give each fighter a pre-designated loud-out without having to go thru each one of them and do it manually.
Actually, there is. On the right is a new button which has three triangles on it. Clicking that will give the loadout on the present ship to the rest of the ships in the wing.
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Killer Whale on March 06, 2009, 06:41:31 am
really?! Cool.  :nod:
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: SOFBear on March 06, 2009, 02:24:17 pm
On the issue of loadouts for wingmates what is the general view on whether to give different ships in a wing different weapons?  My feeling was that it was more a hinderence than a help excepting my ship, of course.  If I am wrong (and I know this is mission sensitive but I'll ask it generically anyway) what is considered the optimal mix?
Title: Re: Maybe I don't understand how to use the mod enabler.
Post by: Galemp on March 06, 2009, 05:42:08 pm
Actually, there is. On the right is a new button which has three triangles on it. Clicking that will give the loadout on the present ship to the rest of the ships in the wing.

Thank you, this is what I was talking about.