Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: mjn.mixael on January 28, 2021, 12:16:26 am
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Starts here.
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--This release includes rewritten explosion and debris scripts. They are mostly identical but use newer script hooks and are more efficient. However they also come with one new feature and that is to define data in the configs for ship types as well as any individual ship. Goober5000 can provide the details on how this works.
The first thing to note is that these config files do not have modular ability like TBM files. If you change any data, you'll need to provide a modified file with the same file name.
Aside from that, the config files should hopefully be self-explanatory...
- The mv_no_flaming_debris.cfg and mv_no_ship_exp_flashes.cfg files specify ship classes that will not be processed for the script effects.
- The mv_shp_exp_flashes.cfg file behaves like before, with the additional feature that flashes can be specified for ship types, not only ship classes. This removes the need to exhaustively list every ship in your mod, especially when many of those ships may have identical values. Ship types must be specified before any ship classes that are of that type. Ship classes will inherit their ship type fields unless specifically overridden.
- The handling of mv_wep_exp_flashes.cfg and mv_exp_ani_flashes.cfg is unchanged.
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NOTE: The following only applies to 4.4.0. Versions 4.4.1 and up do not set the version tag in the -mod.tbm.
I also want to emphasize this:
--For the first time we have included a -mod.tbm that specifies a target version. Your mod, if it uses MediaVPs 4.4.x as a dependency will need to be compatible with FSO version 21.0.0 or newer.
This has two major consequences that may not be obvious:
- Certain "bugfix" ai-profiles flags will be automatically enabled. See the wiki page (https://wiki.hard-light.net/index.php/Ai_profiles.tbl) for details; note that enabling all 21.0 flags also enables all 3.7.2 flags.
- Certain scripting functions have been deprecated. If your mod uses Axem's axui-sct.tbm or axmsg-sct.tbm you will need to patch them with the newer functions.
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Is there a detailed changelog for 4.4.1? :confused:
As a developer myself... i actually hate it to have version changes without any documentation. :wtf:
Especially for people with slower Internet that is always a tough choice... because Knossos for example want to redownload the complete MVPs once again, because its versioning seems still be buggy.
With a detailed changelog such people could download the indivual files that were actually changed, for example.
That is a general critism however... unfortunately this happens way too much to other mods also.
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Is there a detailed changelog for 4.4.1? :confused:
Everything is in 4.4.x release post.
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Is there a detailed changelog for 4.4.1? :confused:
Everything is in 4.4.x release post.
Mhh.. see only the Changelog highlights... which seem to be 4.4.0 in general. Nothing 4.4.1 specific unfortunately :(.
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I think the only thing changed in 4.4.1 was the removal of the version tag. I've edited my post accordingly.
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Some parts of Rahu's Gas Collector are noncollidable. I checked too on FSO 19 and MVPS 3.8.2, so I think there is problem with model. Probably nobody noticed this because they never tried to fly into Gass Collector. :warp:
[attachment deleted to save space]
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Which part exactly has problems? I would expect the rotating cylinger to be clippable through, but judging by the screenshot, you are actually somewhere inside the parent model.
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Can I somehow use the old mailhalls with the latest mediaVPs?
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Simply don't install the mainhalls pack. It's entirely optional.
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I tried! But it says that the Mainhalls are required and refuses to start.
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Hello all, apologies for bumping the thread.
First of all - allow me to shout out a huge thanks to all developers, modders, and all of the community who made this project possible and keep it alive to today's day.
Your hard work and dedication are strongly appreciated.
That being said, I have a problem at the very start of the game.
1) Downloaded an GOG copy of FS2 game.
2) Installed Knososs, all checks out.
3) Installed Media VPS 4.4
4) Game starts, runs. The cut scenes are original game ugly, but the starting interface room is nice and polished.
.... and this is where the problems start.
Here is a screenshot of my in game "Options" page
(https://i.postimg.cc/vxLYRJnz/FS2-options.jpg) (https://postimg.cc/vxLYRJnz)
CLICK FOR FULL SIZE
As you can see, it looks like it's been cut out....and that's because it is.
So what are we talking about here? Wrong resolution? Current desktop settings are Full HD.
All the tabs, all the menus I cannot point and click with the pointer, but I must "guess" it as I hover somewhere in blank space of the start menu.
I imagine it's an resolution problem?
Hopefully someone will reply to this.
Thanks in advance...
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Just one more quick message from me....
... when starting the game via original "Launch Freespace 2.exe" file,
the main hall loads up normally, although at old, non improved textures.
See in the link
(https://i.postimg.cc/WDH6rKhX/FS2-original.jpg) (https://postimg.cc/WDH6rKhX)
However, when opening the mod via Knossos, it looks like this:
(https://i.postimg.cc/jLDWn5z0/FS2-mainhall-updated.jpg) (https://postimg.cc/jLDWn5z0)
I just realized that the Mjn Mixaels HD halls have been installed.... gonna try removing it and see what happens.
* Update # 1 - nothing happens - with or without the Mjn HD pack the disproportion is the same
** Update # 2 - found the problem - sort of a hardware issue.
My current setup is a Dell laptop, plugged into a 2k display (2560*1080 resolution)
However, to reduce the load and overheating on the system hardware, I'm mostly keeping it at Full HD resolution.
To cut the story short - once I've upscaled to 2k resolution, the Main Hall is fine, the mouse pointer hovers fine, with no discrepancy,
I can log into the Campaign mission.... basically all is fine.
However, when I've tried to disconnect the external monitor,
and run the game via laptop's Full HD display, again the disparity is there.
So, in order to not to break anyone's balls, I guess I'll just give some more time to the game
until I finally assemble my desktop rig and play it as it should be played.
Thank you all and apologies for nagging you.