Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Blazar on March 14, 2013, 07:23:55 am

Title: thruster exhaust
Post by: Blazar on March 14, 2013, 07:23:55 am
Hi, i have upgraded to 3.6.18.
what do i have to do to get the new thruster exhaust effect of the standard FS2 shipmodels in a mod.
Title: Re: thruster exhaust
Post by: Luis Dias on March 14, 2013, 07:38:48 am
Have you downloaded the mediavps 3.6.12?
Title: Re: thruster exhaust
Post by: Blazar on March 14, 2013, 07:48:31 am
Yes i have the media vps 3.6.12 for example when i play the great Mod Dusk Wars, the thruster effect is new.
But e.g. when i use a standard ship model put in FRED and make a simple test mission, the effect doesn't appear in the test game mod.

I use this version of the release:
fs2_open_3_6_18.zip
This one is based on the SSE2 Optimizations from the MSVC Compiler.
Title: Re: thruster exhaust
Post by: The E on March 14, 2013, 07:58:40 am
When you play your mission, are the mediavps selected as the active mod?
Title: Re: thruster exhaust
Post by: Blazar on March 14, 2013, 08:03:03 am
No from the launcher i've selected a simple mod of my own.
Just trying some simple missions in a test mod.
Title: Re: thruster exhaust
Post by: The E on March 14, 2013, 08:05:08 am
There's your answer then. You need to create a mod.ini (http://www.hard-light.net/wiki/index.php/Mod.ini) for your test mod so that it loads the MediaVPs as well, otherwise you won't be getting the benefits from the MediaVPs.
Title: Re: thruster exhaust
Post by: Luis Dias on March 14, 2013, 08:05:54 am
You must write within the mod.ini (copy a mod.ini from other mod folders into your mod folder and change where appropriate) the following.

Where you see:

Code: [Select]
[multimod]
primarylist  = ;
secondarylist =;

You must add "mediavps_3612" next to "primarylist =" and before the ";"

e:dang, ninjaed. :)
Title: Re: thruster exhaust
Post by: The E on March 14, 2013, 08:08:27 am
No.

Nononononono.

Do NOT NOT NOT use the primarylist. Unless you really know what you are doing, the secondarylist is the one you need to alter. The reason for this is that mods listed in the primarylist are loaded before your mod, overriding data in that mod. Again, unless you know exactly what you are doing, you're likely to create some weird and hard to debug issues by using the primarylist.

I've linked to the wiki's mod.ini page, that has several examples of basic mod.inis and what each of the settings does.
Title: Re: thruster exhaust
Post by: Luis Dias on March 14, 2013, 08:11:02 am
Yeah that. I knew that. That's what happens when I try to help and my memory is already failing...
Title: Re: thruster exhaust
Post by: Blazar on March 14, 2013, 08:12:04 am
Yes, i already had the mod.ini. The rest ot the mod works just fine. Only the nice thruster flares do not appear in de test mod.

[launcher]
modname      = blazar
image255x112 =
infotext     = blazar test
# website      =
# forum        =

[multimod]
primarylist  = ;
secondarylist = mediavps_3612;
Title: Re: thruster exhaust
Post by: The E on March 14, 2013, 08:15:48 am
Interesting. Could you generate an fs2_open.log please?
Title: Re: thruster exhaust
Post by: Blazar on March 14, 2013, 08:27:57 am
Solved it!
It appears that the mod i had made in the test mod folder was Not a mod.ini but Plain mod.txt!  :rolleyes:
Changed it and the effects are full blown.
What an amazing upgrade.
Thanks a lot for pointing me in the right direction guys. :yes: