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General FreeSpace => FreeSpace Discussion => Topic started by: Klaustrophobia on January 21, 2010, 12:55:01 am

Title: couple of questions/thoughts, post FSO playthrough.
Post by: Klaustrophobia on January 21, 2010, 12:55:01 am
first of all.... :jaw:
YESSSSSSSSSS!!!!!!!!  

word.  now THAT felt like a proper space war.  i saw cap ships pull up broadside and unleash a can of whoopass, instead of what looked like poking at each other with green/red sticks.  all the new effects and models are dead sexy.  i kinda still prefer the retail shockwave though.  


anywho, just a couple of things to bring up that i didn't find in a search.  just trying to iron out all the kinks/get fully up to speed on all the FSO badassness.  
first, there were a couple of missions where the scripted comms messages from ships did not play, no audio or text.  command still responded as usual though.  if i had to restart the mission, it was always the exact same messages that were omitted.  the missions in question are the one where you find the portal in the nebula, blowing up the knossos with the meson bomb, and one of the very first where you see the Iceni.  any ideas?  

i noticed that some of the background nebulas had a blinding sun-like glare when you faced them directly.  why is that?  is there a way to turn it off without killing a lot of the other pretty stuff?  if not, it's not a showstopper.  on a similar note, i LOVED the 3d radar.  watching the sphere turn made me happy :).  but i did frequently have trouble distinguishing directly forward from directly behind.  i probably just need to get more used to it.  i don't suppose there is a way to keep the sphere but have it behave like the retail radar?   i would suggest that having varying dot sizes depending on the ship size and distance be something to consider.  the distance especially would help to add some SA.  i know there are the lines, but they aren't terribly clear when they aren't on the edges of the radar.  

...and now the text box is wigging out bouncing up and down and hiding what i'm typing.  is it trying to tell me i'm writing too much? :P  i guess that's all for now. i'm trying not to ask stupid question or stuff i can figure out on my own, but i'm sure i have/will.  sorry in advance :(

edit:  whooooopps.  wrong forum.  sorry. can a mod move it for me?
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: The E on January 21, 2010, 08:33:14 am
anywho, just a couple of things to bring up that i didn't find in a search.  just trying to iron out all the kinks/get fully up to speed on all the FSO badassness.  
first, there were a couple of missions where the scripted comms messages from ships did not play, no audio or text.  command still responded as usual though.  if i had to restart the mission, it was always the exact same messages that were omitted.  the missions in question are the one where you find the portal in the nebula, blowing up the knossos with the meson bomb, and one of the very first where you see the Iceni.  any ideas?  

We've encountered that error as well. I can't remember if it was fixed in the mediavps patch, but it is fixed in the current FSU svn. Make sure you have the mediavps patch installed as per instructions. If it still happens, I'll see about uploading the current missions to somewhere public.
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Klaustrophobia on January 21, 2010, 04:42:30 pm
it happened both with and without the patch.  i didn't know about the patch for a while until i searched for a solution to the 4th mission campaign crash.
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Jeff Vader on January 22, 2010, 11:08:19 am
I can confirm that the dialogue problem is present at least in A Lion at the Door, with the patch. Now that someone mentioned it... :nervous:
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: The E on January 22, 2010, 11:13:20 am
Download this: http://www.mediafire.com/?04wgzvrv2zd and unpack it into mediavps\data\missions.

These should fix the problem, but feedback, as always, is appreciated.
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Klaustrophobia on January 22, 2010, 11:52:55 am
of course.  i'll test it out probably tomorrow.

right now it's off to the lab to try and build a vacuum spot welder  :doubt:

EDIT: alright what do I use to unpack it?
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: The E on January 23, 2010, 04:41:45 am
7-zip (http://www.7-zip.org/)
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Klaustrophobia on January 24, 2010, 12:10:56 am
I just tried the second portal mission (Return to Babel?), and the same messages are still missing.  I'm still trying to locate the others that I noticed missing comms in.

While I'm here, anyone know how I can revert the HUD back to FS2 default?  I switched it to solid blue playing FSPort for nostalgic reasons, and now I can't get it back :(
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Jeff Vader on January 24, 2010, 01:49:00 am
anyone know how I can revert the HUD back to FS2 default?
There is a reset button somewhere in the HUD color setting screen (can't remember where) that'll revert the colors back to what they used to be.

I switched it to solid blue playing FSPort for nostalgic reasons, and now I can't get it back :(
I hope you're not playing several different mods with the same pilot. That, while possible, can be rather dangerous for the pilot files.
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Mongoose on January 24, 2010, 02:12:03 am
The danger really only seems to come if one switches out one mod for another while in the middle of a campaign, instead of waiting until the current campaign is completed.  I've been using the same pilot file for any number of campaigns for a few years now, and I've yet to have it go corrupt on me.  *knock on wood*
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Klaustrophobia on January 24, 2010, 02:42:18 am
anyone know how I can revert the HUD back to FS2 default?
There is a reset button somewhere in the HUD color setting screen (can't remember where) that'll revert the colors back to what they used to be.

I switched it to solid blue playing FSPort for nostalgic reasons, and now I can't get it back :(
I hope you're not playing several different mods with the same pilot. That, while possible, can be rather dangerous for the pilot files.

the reset button only reset it all back to whatever solid color was selected :(  is there some trick i can do in a config file somewhere or something like that?


as for the pilot thing, i had read that, but i figured i would be safe sharing one between fs2 and fs1 main campaigns.  i'll make seperate ones for the other mods.  or a dummy one to test out mongoose's theory on.
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Mongoose on January 24, 2010, 02:49:13 am
Yeah, don't mess with critical data based on my experiences.  I could be riding a train of luck for all I know. :p

As for the HUD, if you hit the left/right arrows at the bottom of the config screen next to a long horizontal box, you should switch between a few of the present color configs from the retail game.  The one listed as "hud_3" should be the original default.
Title: Re: couple of questions/thoughts, post FSO playthrough.
Post by: Klaustrophobia on January 24, 2010, 04:20:05 pm
awsome, that worked.  thanks.  i REALLY don't want to have 100 pilots in my list, so i'm going to try to condense as much as possible.