Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on September 18, 2005, 08:00:37 pm

Title: 3.6.7 RELEASE
Post by: WMCoolmon on September 18, 2005, 08:00:37 pm
After 3 missed deadlines and several months waiting, 3.6.7 is finally released! :D

There are two package choices; both include the latest version of the Launcher (5.3):

3.6.7 Standard Release (http://fs2source.warpcore.org/releases/fs2_open_367.zip)
Should work for everyone. Includes speech support.

3.6.7 P4/Athlon XP/64-optimized release. (http://fs2source.warpcore.org/releases/fs2_open_367_p4.zip)

Optimized for Pentium 4 or Athlon XP and above processors. May be slightly unstable than the typical build, but should give better performance.


EDIT: These links are all dead. :(  A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_6_7.zip


Linux and OSX Release (http://www.hard-light.net/forums/index.php/topic,35348.0.html)

Brought to you by our diligent cross-platform developer taylor. :) You'll have to compile it yourself though. ;)

Installation:
Extract the .zip file to your Freespace 2 directory. Then, run Launcher.exe. Select the executable that you want to use.

Note that _d denotes a debug build; you should only run these if you run into a bug, or to check a mod release for any possible problems before release.

Check that all the settings in the tabs are configured correctly, and enable features using the 'Features' tab.

Then, hit the 'Run' button of the Launcher to save your settings and start fs2_open. :D

See also:
Readme for 3.6.7 (http://fs2source.warpcore.org/releases/readme_367.txt)
More detailed install instructions. (http://scp.indiegames.us/e107_plugins/custompages/scpinstallation.php)

Old 3.6.5 thread (http://www.hard-light.net/forums/index.php?topic=28967.0)
Title: 3.6.7 RELEASE
Post by: MatthewPapa on September 18, 2005, 08:08:23 pm
omfg
lol

good stuff
Title: 3.6.7 RELEASE
Post by: Singh on September 18, 2005, 09:05:47 pm
hmmmmmmmmmmmmmmmmmmmm.....................

Sw33t!

*has an evil idea now that an official SCP release has been announced :drevil:

*waits patiently for next mediavp release
Title: 3.6.7 RELEASE
Post by: Galemp on September 18, 2005, 09:11:39 pm
Singh, for goodness sake trim that signature. :p

Woo yay. Can I assume this fixes the afterburner SFX bug and the asteroid field bug?
Title: 3.6.7 RELEASE
Post by: Ghost on September 18, 2005, 09:21:37 pm
Edit: i'm dumb
Title: 3.6.7 RELEASE
Post by: BlackDove on September 18, 2005, 09:57:42 pm
Thanks.

Finally an official build.
Title: 3.6.7 RELEASE
Post by: Trivial Psychic on September 18, 2005, 10:59:38 pm
Warning:  FRED not included.
Title: 3.6.7 RELEASE
Post by: WMCoolmon on September 18, 2005, 11:04:09 pm
Afterburner bug is fixed, I believe.
Title: 3.6.7 RELEASE
Post by: CP5670 on September 18, 2005, 11:06:36 pm
I tried out the optimized one. Looks good. :yes: The last "beta" build generally worked pretty well for me though, so this isn't too different from that apart from the afterburner bug.

I'm actually looking forward to seeing what will come next, since Taylor said he would be committing a fix for that annoying repeat count bug once 3.67 came out.
Title: 3.6.7 RELEASE
Post by: redmenace on September 18, 2005, 11:41:32 pm
Just a warning, you might want to install divx 5 since 6 is being goofy.
Title: 3.6.7 RELEASE
Post by: Flaser on September 19, 2005, 01:16:02 pm
Anyone ever tried it with the fddshow filter?
(It's a direct show filter, and AFAIK the movie player is some Dx-8 function(?))
Title: 3.6.7 RELEASE
Post by: Goober5000 on September 19, 2005, 02:53:46 pm
Hm.  This is slightly irregular: no FRED builds, no installer, and no karajorma getting the second post. :p

We may have to post another thread when the installer is updated.
Title: 3.6.7 RELEASE
Post by: karajorma on September 19, 2005, 03:28:38 pm
WMCoolmon deliberately waited until my four hours of recharge^H^H^H I mean sleep to post too :)

I'll just edit his post if there's any problems. That way he gets the blame for any bad advice :D
Title: 3.6.7 RELEASE
Post by: dizzy on September 19, 2005, 04:10:26 pm
Finally, now we will also see an official Linux release (and maybe get some time to hunt for the memory leaks, because they definteley are, if I replay some mission 5 times at some point it gets over 1gb of memory used when usually it's about 500mb, this with Linux/fs2_open CVS version).
Title: 3.6.7 RELEASE
Post by: taylor on September 19, 2005, 04:51:34 pm
Quote
Originally posted by dizzy
Finally, now we will also see an official Linux release (and maybe get some time to hunt for the memory leaks, because they definteley are, if I replay some mission 5 times at some point it gets over 1gb of memory used when usually it's about 500mb, this with Linux/fs2_open CVS version).

Really?!  Something must have gotten messed up since my last Valgrind run.  Checking now...

Oh and the Linux release will hopefully be out late tomorrow.  The PPC support isn't done and I need the official Linux and OS X versions to come from the same code to keep my like sane.  Plus, I'm including a little something extra for the Unix users. :)
Title: 3.6.7 RELEASE
Post by: Sigma957 on September 19, 2005, 05:45:26 pm
Sweeeet ,downloading now :yes:
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 19, 2005, 08:10:55 pm
Woot...a new improved version.
Yes...me be newb, worship me for i am new :D
Title: 3.6.7 RELEASE
Post by: Fenrir on September 19, 2005, 08:15:05 pm
*Laughs*

You sure picked a day to show up, ya scalawag!
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 20, 2005, 06:20:35 am
*bows* thank ye thank ye.
Ok so i dowloaded th'3.6.7 but in D3D it crashes whenever there's an explosion (so far) help?
Title: 3.6.7 RELEASE
Post by: karajorma on September 20, 2005, 06:42:54 am
What have you got present apart from 3.6.7?
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 20, 2005, 07:09:56 am
mv_models, effects, texture, core...other than that, just HotU version of fs2.
Title: 3.6.7 RELEASE
Post by: Ransom on September 20, 2005, 07:21:46 am
Excellent.

Does this be meanin' th'code freeze be lifted?

EDIT: Uhh, nevermind.
Title: 3.6.7 RELEASE
Post by: Sticks on September 20, 2005, 08:02:22 am
Quote
Originally posted by Evo-Lightnin'
*bows* thank ye thank ye.
Ok so i dowloaded th'3.6.7 but in D3D it crashes whenever there's an explosion (so far) help?


Firstly, try OGL and see if that helps. Secondly, has this happened with any other builds? Post the crash log up here so we can take a look.
Title: 3.6.7 RELEASE
Post by: aldo_14 on September 20, 2005, 08:02:51 am
:yes:

Arr, tis fine booty ye have brought!
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 20, 2005, 08:15:41 am
Quote
Originally posted by Sticks


Firstly, try OGL an' see an that helps. Secondly, has this happened with any other builds? Post th'crash log up here so we can take a look.
In OGL it crashes randomly with the 3.6.7 build...used to run ok with 3.6.5 (OGL i mean) but the textures were drawn with stripes :confused:

It has always crashed in D3D when there is an explosion with whatever build i use. i think it's sucking up too much memory (virtual memory is being increased, needs more than 1gig virtual mem?)

Yea i know...it seems like im writing a book here,
umm, how do you get the crash log? Debug version or drwatson report?
Title: 3.6.7 RELEASE
Post by: karajorma on September 20, 2005, 09:45:24 am
Quote
Originally posted by Evo-Lightning
mv_models, effects, texture, core...other than that, just HotU version of fs2.


Upgrade to the full version using one of the downloads in the general freespace forum if you haven't already. SCP on HotU is a little dodgy unless you've upgraded cause there are a lot of files missing that FS2 expects to be able to find.
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 20, 2005, 10:38:17 am
Quote
Originally posted by karajorma


Upgrade to the full version using one of the downloads in the general freespace forum if you haven't already. SCP on HotU is a little dodgy unless you've upgraded cause there are a lot of files missing that FS2 expects to be able to find.
i have searched around and im only seeing either full ISO downloads or the e2dk downloads...which i cant get any sources for. Bitorrent refuses to work also. Hey, if you know of any server i can download the files from :D  if not...i got back to stripy OGL textures :doubt:

strange thing is...It's ONLY during explosions from anticapbombs and cap ship destruction...any ideas?
Title: 3.6.7 RELEASE
Post by: Sesquipedalian on September 20, 2005, 11:12:21 am
Quote
Originally posted by Evo-Lightning
i have searched around and im only seeing either full ISO downloads or the e2dk downloads...which i cant get any sources for. Bitorrent refuses to work also. Hey, if you know of any server i can download the files from :D  if not...i got back to stripy OGL textures :doubt:

Did you look here (http://www.hard-light.net/forums/index.php/topic,34806.0.html)?
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 20, 2005, 12:44:52 pm
Quote
Originally posted by Sesquipedalian

Did you look here (http://www.hard-light.net/forums/index.php/topic,34806.0.html)?
already have a lead on the complete, but thx anyways

Ill start downloading tonite but with 56k :hopping:

btw...any ideas on how well rated Ferrium will be? between 1-10 :blah:
Title: 3.6.7 RELEASE
Post by: Inquisitor on September 20, 2005, 12:51:17 pm
Quote
btw...any ideas on how well rated Ferrium will be?


Ask in the Ferrium forums ;)
Title: 3.6.7 RELEASE
Post by: TrashMan on September 20, 2005, 05:53:51 pm
Texture replacement doesn't work..again!
Title: 3.6.7 RELEASE
Post by: StratComm on September 20, 2005, 06:02:52 pm
You know Trashman, there are two variants of texture replacement.  Which one is it that's broken?
Title: 3.6.7 RELEASE
Post by: WMCoolmon on September 20, 2005, 10:59:54 pm
Quote
Originally posted by High Max
When will the 3.6.7 Media VPs be available for download?


When they're finished. :p

I've been pretty tired + have an exam this week + the math homework i've procrastinated on, so i may end up pushing their release back to next week.
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 21, 2005, 08:48:28 am
Quote
Originally posted by WMCoolmon


When they're finished. :p

I've been pretty tired + have an exam this week + the math homework i've procrastinated on, so i may end up pushing their release back to next week.
:hopping: :( :hopping:
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 21, 2005, 08:51:51 am
ahh math hw...one of the simple joys of this world..hahaha, i crack myself up

anyways...gl in your exam and your math hw and i hope you get some sleep too...
wouldnt want those vps to be corrupted would we :lol:
Title: 3.6.7 RELEASE
Post by: CP5670 on September 21, 2005, 03:31:14 pm
math is awesome. :yes: tests suck ass though. :no:

Anyway, one thing I would suggest for the new VPs is to remove those warpmap frames. They are pretty much the same as the stock ani, just upscaled and blurred (which alone does not improve their look at all) and take up quite a lot of memory.
Title: 3.6.7 RELEASE
Post by: TrashMan on September 21, 2005, 05:33:36 pm
Quote
Originally posted by StratComm
You know Trashman, there are two variants of texture replacement.  Which one is it that's broken?


the one when you go un FRED on ships and under texture replacement select the standard one - I replace the Hecate.pcx with Delacroix.pcx (nameplates). Worked before, but in the last 2 builds it isn't...

soimeone fix that!
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 21, 2005, 05:39:36 pm
hmm, about that error log for my little problem. I THINK i found it...not sure so, if you sue i plea insanity...

Debug of 3.6.7
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Setting language to English
soundcard = DirectSound
** MAX_CHANNELS set to 16.  DS reported 1.
GR_CPU: Family 15, MMX=Yes
Alpha texture format = ARGB, 4:4:4:4
Non-alpha texture format = ARGB, 1:5:5:5
D3D_32bit 0, bits_per_pixel 16Direct3D Initialized OK!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
Loading PreLoad.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading PreLoadLogo.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!ANI radar1 with size 106x106 (17.2% wasted)
ML Freespace Multi Log - Opened Wed, Sep 21, 2005  at 05:30PM
----
----
----


Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
couldn't find particle pcx for Akheton SDG
found ani Akheton_Particle for Akheton SDG, with 11 frames and 25 fps
couldn't find particle pcx for Morning Star
found ani Morningstar_Particle for Morning Star, with 21 frames and 10 fps
couldn't find particle pcx for MorningStar D
found ani Morningstar_Particle for MorningStar D, with 21 frames and 10 fps
couldn't find particle pcx for Maxim
found ani Maxim_Particle for Maxim, with 21 frames and 10 fps
couldn't find particle pcx for Maxim D
found ani Maxim_Particle for Maxim D, with 21 frames and 10 fps
couldn't find particle pcx for UD-8 Kayser
ANI Kayser_Particle with size 80x80 (37.5% wasted)
found ani Kayser_Particle for UD-8 Kayser, with 7 frames and 30 fps
couldn't find particle pcx for UD-D Kayser
found ani Kayser_Particle for UD-D Kayser, with 7 frames and 30 fps
couldn't find pcx for Circe
found ani Circe_Bitmap for Circe, with 20 frames and 15 fps
couldn't find particle pcx for Lamprey
ANI Lamprey_Particle with size 86x86 (32.8% wasted)
found ani Lamprey_Particle for Lamprey, with 9 frames and 20 fps
couldn't find particle pcx for Citra
ANI Shivan_Particle02 with size 80x80 (37.5% wasted)
found ani Shivan_Particle02 for Citra, with 11 frames and 80 fps
couldn't find particle pcx for Phanuel
found ani Shivan_Particle02 for Phanuel, with 11 frames and 80 fps
couldn't find particle pcx for Vapula
ANI Vapula_Particle with size 80x80 (37.5% wasted)
found ani Vapula_Particle for Vapula, with 7 frames and 30 fps
couldn't find particle pcx for Advachiel
found ani Shivan_Laser_Stream for Advachiel, with 11 frames and 35 fps
couldn't find particle pcx for Chirops
found ani Shivan_Laser_Stream for Chirops, with 11 frames and 35 fps
couldn't find particle pcx for Palit
found ani Shivan_Laser_Stream for Palit, with 11 frames and 35 fps
couldn't find particle pcx for Vepar
ANI Vepar_Particle with size 80x80 (37.5% wasted)
found ani Vepar_Particle for Vepar, with 7 frames and 32 fps
couldn't find particle pcx for Shivan Heavy Laser
found ani Shivan_Laser_Stream for Shivan Heavy Laser, with 11 frames and 35 fps
couldn't find particle pcx for Shivan Mega Laser
found ani Shivan_Laser_Stream for Shivan Mega Laser, with 11 frames and 35 fps
couldn't find particle pcx for Hornet
found ani hornet_trail for Hornet, with 14 frames and 30 fps
couldn't find particle pcx for Qutrob
found ani Shivan_Particle01 for Qutrob, with 15 frames and 15 fps
couldn't find particle pcx for Lamassu
found ani Shivan_Particle01 for Lamassu, with 15 frames and 15 fps
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
Wokka!  Error opening file (difficulty.tbl)!
Unable to parse 'difficulty.tbl'!  Code = 5.
Loaded modular ship table file ships.tbl
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
Wokka!  Error opening file (hud_gauges.tbl)!
Unable to parse hud_gauges.tbl!  Code = 5.
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"
ML 09/21 17:30:42~   psnet_init() detected no connection
ML 09/21 17:30:42~   psnet_get_ip() reports IP : 0.0.0.0

ML 09/21 17:30:43~   Receive buffer set to 4096

ML 09/21 17:30:43~   Send buffer set to 4096

ML 09/21 17:30:43~   Receive buffer set to 4096

ML 09/21 17:30:43~   Send buffer set to 4096

ML 09/21 17:30:43~   Found no RAS connections
Freeing all existing models...
WARNING: VRAM is at 1179648 instead of zero after flushing!

Spock..is that you? :nervous:

*EDIT* also found this
fs2_open_367 caused an Access Violation in module fs2_open_367.exe at 001b:004f06ed.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 9/21/2005 18:11:40.
C:\Freespace2\FS2\fs2_open_367.exe, run by User.
1 processor(s), type 586.
255 MBytes physical memory.
Write to location 00000000 caused an access violation.

Registers:
EAX=0c34fda5 CS=001b EIP=004f06ed EFLGS=00010246
EBX=0c34dd30 SS=0023 ESP=0012f7a0 EBP=0c34cbf0
ECX=00000000 DS=0023 ESI=0c34fc90 FS=003b
EDX=00000000 ES=0023 EDI=00000101 GS=0000
Bytes at CS:EIP:
89 04 8a 0f b6 54 31 14 41 3b cf 8d 14 52 8d 44

i cut out the stack dump and module list info
Title: 3.6.7 RELEASE
Post by: karajorma on September 21, 2005, 06:21:12 pm
Quote
Originally posted by TrashMan
soimeone fix that!


What's the magic word?
Title: 3.6.7 RELEASE
Post by: TrashMan on September 21, 2005, 06:28:25 pm
Keelhorn hte blighter mister Christian!!

*kidding*

Please?
Title: 3.6.7 RELEASE
Post by: taylor on September 21, 2005, 07:07:36 pm
Quote
Originally posted by Evo-Lightning
hmm, about that error log for my little problem. I THINK i found it...not sure so, if you sue i plea insanity...

I haven't been reading this whole thread but I thought you were having problems with OpenGL.  In this case at least you are running in D3D so I don't see what the issue is.  If you are referring to the "WARNING: VRAM" thing then just ignore it.

Quote
*EDIT* also found this
fs2_open_367 caused an Access Violation in module fs2_open_367.exe at 001b:004f06ed.

Unfortunately the mapfiles for this release are basically useless since they don't include line numbers for *any* part of FS2_Open.  All I know is that the problem is in modeloctant.cpp.  Try without any MediaVPs (and nothing in data/models/), if you haven't already, and see if that helps.
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 21, 2005, 09:23:30 pm
Quote
Originally posted by taylor
Unfortunately the mapfiles for this release are basically useless since they don't include line numbers for *any* part of FS2_Open.  All I know is that the problem is in modeloctant.cpp.  Try without any MediaVPs (and nothing in data/models/), if you haven't already, and see if that helps.
I really wish it did...when loading the 1st mission of derelict it crashes with a

Error: Bad ID in model file  freighter2t-01.pof
File:model/modelread.cpp
Line: 1790
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: 3.6.7 RELEASE
Post by: taylor on September 21, 2005, 09:45:15 pm
Quote
Originally posted by Evo-Lightning
Error: Bad ID in model file  freighter2t-01.pof

Make sure that you don't have "freighter2t-01.pof" hanging around anywhere.  If a search doesn't turn it up then you may have a corrupted VP or something.  You did move away from the HtoU version, right?  It you didn't do a fresh install then make sure that you removed all of the HtoU files.
Title: 3.6.7 RELEASE
Post by: WMCoolmon on September 21, 2005, 09:56:12 pm
Quote
Originally posted by taylor

I haven't been reading this whole thread but I thought you were having problems with OpenGL.  In this case at least you are running in D3D so I don't see what the issue is.  If you are referring to the "WARNING: VRAM" thing then just ignore it.


Unfortunately the mapfiles for this release are basically useless since they don't include line numbers for *any* part of FS2_Open.  All I know is that the problem is in modeloctant.cpp.  Try without any MediaVPs (and nothing in data/models/), if you haven't already, and see if that helps.


Gaaahhhh. :doubt: I specifically specified the mapfiles-with-line-numbers option.
Title: 3.6.7 RELEASE
Post by: northtwilight on September 21, 2005, 11:46:27 pm
Quote
Originally posted by taylor

Oh and the Linux release will hopefully be out late tomorrow.  The PPC support isn't done and I need the official Linux and OS X versions to come from the same code to keep my like sane.  Plus, I'm including a little something extra for the Unix users. :)


Excellent!!
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 22, 2005, 10:09:03 am
Quote
Originally posted by taylor

Make sure that you don't have "freighter2t-01.pof" hanging around anywhere.  If a search doesn't turn it up then you may have a corrupted VP or something.  You did move away from the HtoU version, right?  It you didn't do a fresh install then make sure that you removed all of the HtoU files.
that may have something to do with it...i didnt want to wait but i guess i gotta, okay....ill just be buzzing around for 4-5 days till the full version is done dowloading...why is my isp so selfish with the isdn, adsl and dsl? :sigh:
Title: 3.6.7 RELEASE
Post by: taylor on September 22, 2005, 01:44:24 pm
Linux, OS X, go here: http://www.hard-light.net/forums/index.php/topic,35348.0.html
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 23, 2005, 11:22:08 am
have been messing around with vpmage...it seems im mission shockwave.pof....im still dl the full version

Im interested in the vp files...any idea where i can go to find out more about building them and such?
Title: 3.6.7 RELEASE
Post by: wolfdog on September 23, 2005, 11:47:16 am
Quote
Originally posted by Evo-Lightning
Im interested in the vp files...any idea where i can go to find out more about building them and such?


Ey Lightning, nice to see you here :)  

Check karajorma's sig:nod:
Title: 3.6.7 RELEASE
Post by: karajorma on September 23, 2005, 12:50:56 pm
Actually the FAQ doesn't have anything in it about making VP files at the moment (At least the old version doesn't).

I've had quite a few people ask questions that are answered in the latest revision so in response I've decided to upload the WIP version in addition to the keeping the stable version in it's usual place.

You can find the WIP here (http://homepage.ntlworld.com/karajorma/FAQ/modding.html). I'm pretty sure there are dead links all over the place and the entire downloads section absolutely won't work because I'm not going to waste space by uploading all 20+ MB again (Just use the normal FAQ link for that).

In case you're wondering the new additions include explainations of how to use String-Variables and the new contitionals (When-argument etc) for the FREDders as well as the stuff on building VP files and a couple of tutorials like WeatherOps Truespace one which I hadn't linked to previously for the Modders.
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 23, 2005, 02:03:45 pm
every little bit helps karajorma :D

wolfdog...umm do i know you? (wolf{303}?)
Title: 3.6.7 RELEASE
Post by: wolfdog on September 23, 2005, 02:08:35 pm
Quote
Originally posted by karajorma
Actually the FAQ doesn't have anything in it about making VP files at the moment (At least the old version doesn't).

Must have misrembered then....:blah:

Quote

wolfdog...umm do i know you? (wolf{303}?)


EVO-Phyrexian. but I can't change my name here... (this is actually a very, very old one from my first internet days :P )
Title: 3.6.7 RELEASE
Post by: WMCoolmon on September 23, 2005, 05:21:48 pm
There's an article in the wiki for VPMage, but a number of people prefer QuickVP or VPCS. Do a search for those in the modding forum and you should be able to get some hits.
Title: 3.6.7 RELEASE
Post by: karajorma on September 23, 2005, 05:32:14 pm
Quote
Originally posted by wolfdog
Must have misrembered then....:blah:


You probably saw me answer a previous post by pasting the answer from the WIP version :)

To be honest I sometimes forget what's in the FAQ myself :D
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 23, 2005, 05:49:35 pm
Quote
Originally posted by wolfdog
EVO-Phyrexian. but I can't change my name here... (this is actually a very, very old one from my first internet days :P )
:lol: ahh..long time no see dude...hows everything been in Evo?
Title: 3.6.7 RELEASE
Post by: Cobra on September 23, 2005, 07:11:23 pm
EVO is gone. Most of the members have gone to DarkWing or other clans.

on a side note: OMFG!! 3.6.7 IS HEEERRE!

but.

i want FRED releases. :p
Title: 3.6.7 RELEASE
Post by: Mongoose on September 23, 2005, 10:20:42 pm
Yes, the Vasudan textures on the Ra were there from retail, and even from FS1, for that matter.  If you take a closer look, you'll notice the Vasudan at the rear window is mooning you. :p

Yes, Blaise's Derelict update uses Lightspeed's nebulae.  The six links that Blaise posted on the first page of that thread still work fine for me.  

To answer your final question, you probably won't see anything new about 3.6.7 just by playing through it.  A lot of the new features in it, including a lot of bugfixes, don't change the normal gameplay experience.  If you take a look at the new launcher, however, it has improved mod support.  When the next set of Media VPs is released, you'll definitely see some changes, including a few new HTL-ified ship models and the new 3D shockwaves.
Title: 3.6.7 RELEASE
Post by: Solitaire on September 24, 2005, 11:31:05 am
High Max: I've also found that (apart from sheer filesize) the links in BR's thread are very problematic for 56k. Maybe they were just busy at the time or something...? I'm trying to get them prior to the 'official' Derelict rerelease - there's still a lot of bugfixing going on with the current version from what I've heard, also it may not be finished until after the voiceacting is complete, so it could be a short while before BR's finished cleaning the campaign up.
Title: 3.6.7 RELEASE
Post by: TrashMan on September 24, 2005, 05:06:07 pm
Any word on the texture replacement bug?
Title: 3.6.7 RELEASE
Post by: Nuke on September 25, 2005, 01:36:08 pm
oooh 64 bit optimised, i can use that !

*freaks*
Title: 3.6.7 RELEASE
Post by: WMCoolmon on September 25, 2005, 02:00:09 pm
It's not a 64-bit build. ;) But according to what I've read, it should run faster on an A64 as well.
Title: 3.6.7 RELEASE
Post by: General Freak on September 25, 2005, 04:51:03 pm
Lol. This won't work with a TNT2, will it?
Title: 3.6.7 RELEASE
Post by: Cobra on September 25, 2005, 08:53:51 pm
Quote
Originally posted by High Max
I noticed something weird when I was playing Blaise Russel's Derelect. There was a mission that had the Ra Vasudan escape pods in it and in the briefing of that mission, I clicked the icon, it popped up, and I noticed something funny. I look at the windows on the Ra model and I saw a bunch of Vasudan faces on it. Was it there in retail or is it an SCP addition?


Quote
Originally posted by Mongoose
Yes, the Vasudan textures on the Ra were there from retail, and even from FS1, for that matter. If you take a closer look, you'll notice the Vasudan at the rear window is mooning you. :p


what the hell? i never saw anything like that... :wtf:

Quote
Originally posted by High Max
Also, I ran into some weird bugs in Derelect. On the mission where the Cypher is disabled and you have to let the Minos dock with it, the Aeshma's textures (its red animated glowmaps) were completely gone, resulting in a completely grey Aeshma. Then in the next mission, the glowmaps on the Aeshma were back but then the Taurvi was invisible and its shots couldn't impact its hull and only secondaries could hurt them. Then in the next mission, it was back to normal. What the heck? I made no changes and it just did this on some missions. Maybe a problem with 3.6.7 or Derelect?


i don't know about the invisible model one, but check your launcher and see if Specular, Glowmaps, and 32-bit textures are enabled. that should solve your problem if they're not activated. :)

General Freak: I don't think so. IIRC TNT2 is an old card.

(Longest post i've ever made. :D)
Title: 3.6.7 RELEASE
Post by: StratComm on September 26, 2005, 12:52:19 am
Missing textures are almost always caused by lacking -jpgtga.  However, the problem as described sounds more like a max_images limit exceeded than anything else.  High Max, does the problem persist if you restart Freespace?
Title: 3.6.7 RELEASE
Post by: Nuke on September 26, 2005, 04:02:18 am
Quote
Originally posted by WMCoolmon
It's not a 64-bit build. ;) But according to what I've read, it should run faster on an A64 as well.


any chance at one?
Title: 3.6.7 RELEASE
Post by: StratComm on September 26, 2005, 05:13:58 pm
That seems to tell me that you did not quit Freespace and restart, but that may not even be necessary.  It may just be your system being unable to cope with all of the shivan animated glows.

First, don't assume that problems in the demo will carry over into the final release.  Errors like that can and will be fixed by any campaign that is still in development.

However, anything refering to weapons.tbl or ships.tbl is a table parsing error that's really been wrong as long as whatever feature the table is using has been around, FSO just complains about them louder now.
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 26, 2005, 07:12:19 pm
umm anyone have a fix for glowmaps malfunction?
All the ships in game are black except when light shines directly on and windows and such are always lit.

*Edit* btw, went back to 3.6.5 OGL till my full version download is done
Title: 3.6.7 RELEASE
Post by: WMCoolmon on September 26, 2005, 07:54:49 pm
Quote
Originally posted by Nuke


any chance at one?


Not planning on shelling out the $$$ for XP-64, so pretty much no.
Title: 3.6.7 RELEASE
Post by: Fenrir on September 26, 2005, 08:19:53 pm
Quote
Originally posted by Evo-Lightning
umm anyone have a fix for glowmaps malfunction?
All the ships in game are black except when light shines directly on and windows and such are always lit.

*Edit* btw, went back to 3.6.5 OGL till my full version download is done


That can be fixed by using anyting later than 3.6.5. I had that exact same problem on that build.
Title: 3.6.7 RELEASE
Post by: Evo-Lightning on September 26, 2005, 10:53:35 pm
Quote
Originally posted by Fenrir


That can be fixed by using anyting later than 3.6.5. I had that exact same problem on that build.
therein lies the problem...that's the only build that OGL works on for my HotU version (till MP reopens his server)...is there no other way?
Title: Possible FS2 FE link
Post by: jr2 on September 29, 2005, 08:45:15 pm
EDIT: http://www.sumotorrent.com/files_15844.html is the working link now.

http://www.mininova.org/cat-list/3/seeds/3 (http://www.mininova.org/cat-list/3/seeds/3)   This should take you to page 3, if not then just scroll to the bottom and change to 3.  If it's not listed there anymore, maybe it's now on a different page.  Try clicking different pages, and using CTRL+F on your keyboard to search for Freespace 2.  This site had a grey/dark purple icon "i" [lowercase letter i] on the link, and when I clicked it, it displayed this:

What is a IMDb/Gamez number? (icon: )
Torrents with this icon next to their name have a IMDb or Gamez number specified. This means that you can easily search for other releases with the same content. This also makes it easier to find the product website or get more information about the movie/game.

Anyways, the link is: http://www.mininova.org/get/6397 (http://www.mininova.org/get/6397) which should take you to a dl site. 
PS I use the Azureus BitTorrent client, works very nice with a nice interface!  http://azureus.sourceforge.net/download.php (http://azureus.sourceforge.net/download.php)  You will need the Java JRE on the site, and the Azureus for Windows setup executable.  Both are on that page.

Good luck!
Title: PS
Post by: jr2 on September 29, 2005, 08:47:08 pm
Oh, when I wrote Freespace 2 FE, I meant "Full Edition"  (3-CD), just to clarify.
Title: 3.6.7 RELEASE
Post by: CaptJosh on September 30, 2005, 10:16:48 am
Usually, we call that either FS2 Retail, or Retail version.

Also, since you're on the subject of downloads, I have a real link to download ISOs of the FS2 discs, so here it is:

http://episteme.arstechnica.com/groupee/forums/a/tpc/f/39309975/m/115003814731/p/1

Right there in the first post on the page.
Title: 3.6.7 RELEASE
Post by: karajorma on September 30, 2005, 10:45:49 am
There are a whole bunch of links to torrents in my FAQ too.
Title: 3.6.7 RELEASE
Post by: CaptJosh on September 30, 2005, 10:57:55 am
Ah, but mine's a direct download from the links in the first post on the page I linked to. No waiting to see if it's a valid torrent, no sitting there biting nails and hoping the download doesn't stall because everyone seeding it is offline at once, etc...
Title: 3.6.7 RELEASE
Post by: karajorma on September 30, 2005, 11:05:17 am
I agree. A HTTP download is better but it's worth remembering that people may look at this thread 3-4 months from now and the HTTP download may be gone by then :)
Title: 3.6.7 RELEASE
Post by: CaptJosh on September 30, 2005, 11:12:51 am
Possibly. But this guy says he has them on his own private server, with plenty of bandwidth (EDIT: If you read the post, he has a two terabyte download limit, well, 2000 GB, bust most people don't know what a real terabyte is, so...). These links have been there over a year and are still functional. I'd say they have a good chance of remaining so.
Title: 3.6.7 RELEASE
Post by: karajorma on September 30, 2005, 12:00:10 pm
Until some dickhead posts the link on Something Awful as has happened twice to MatthewPapa's link.
Title: 3.6.7 RELEASE
Post by: CaptJosh on September 30, 2005, 12:33:13 pm
Or it could get farked, slashdotted, etc.

No sense borrowing trouble, though. Might as well just wait until something happens, if it does. In the mean time, it's a good link, and it should be known here in the community.
Title: 3.6.7 RELEASE
Post by: karajorma on September 30, 2005, 12:37:53 pm
Not disputing that. It's just that I've been here long enough to attempt to preempt problems that I can see coming up :)
Title: 3.6.7 RELEASE
Post by: Annorax on October 02, 2005, 11:02:16 pm
Is there some reason why my FPS in nebula missions would have dropped by 2/3 under 3.6.7 as opposed to 3.6.5?
Title: 3.6.7 RELEASE
Post by: Bobboau on October 02, 2005, 11:28:12 pm
try it in OGL mode
Title: 3.6.7 RELEASE
Post by: CaptJosh on October 03, 2005, 07:15:22 am
I've noticed a framerate drop there too, even in OpenGL, though perhaps not as severe. I suspect that a framerate drop was there in retail as well. It's likely a matter of the sheer amount of stuff on screen.
Title: 3.6.7 RELEASE
Post by: Annorax on October 04, 2005, 02:28:55 am
Quote
Originally posted by Bobboau
try it in OGL mode


Problem mostly fixed.
Title: 3.6.7 RELEASE
Post by: redmenace on October 04, 2005, 02:34:11 am
The actual issue is being looked at. I believe it is related to the texture batcher IIRC. Please correct me if I'm wrong.
Title: 3.6.7 RELEASE
Post by: StratComm on October 07, 2005, 02:07:08 pm
Sort of, but not really.  You'll notice that there wasn't a FSO 3.6.6, but there were MVPs for that version.
Title: 3.6.7 RELEASE
Post by: WMCoolmon on October 07, 2005, 06:40:29 pm
Quote
Originally posted by High Max
I'm eagerly awaiting the media vps. Is this the first time that a new official version of FSO has been released without the vps being released at the same time or before it?


No, the first Fs2_open version was 3.1, but the mediaVPs weren't started 'til 3.5. ;) I wonder how long ago that was...

I figured in the true spirit of 3.6.7 I'd miss a couple of deadlines before releasing them. :p No, actually, I'm waiting for some files from DB on the new effect he's working on.
Title: 3.6.7 RELEASE
Post by: Trivial Psychic on October 07, 2005, 11:03:13 pm
You may want to put it off until VA releases his HTL Lucifer, and possibly the TC-TRI.
Title: 3.6.7 RELEASE
Post by: NeoBasilisk on October 10, 2005, 03:33:19 pm
For some reason, I'm not getting any shield effects in 3.6.7.  Will this be fixed when the new media vps are released?
Title: 3.6.7 RELEASE
Post by: Cobra on October 10, 2005, 03:34:28 pm
do you have mv_effects and/or mv_adveffects?
Title: 3.6.7 RELEASE
Post by: NeoBasilisk on October 10, 2005, 06:24:44 pm
Quote
Originally posted by Cobra
do you have mv_effects and/or mv_adveffects?

Yeah, I have both of those.  The shields worked just fine in 3.6.5, but for some reason the music didn't work.  Now with 3.6.7, using the same VPs, the music works, but the shields don't. :confused:
Title: 3.6.7 RELEASE
Post by: karajorma on October 10, 2005, 06:55:45 pm
Have you turned off jpg/tga textures? I'd have expected other things to have vanished too but that could account for your problems.
Title: 3.6.7 RELEASE
Post by: NeoBasilisk on October 11, 2005, 02:41:17 pm
I've tried it with and without jpg/tga textures enabled.  When the shots hit the shields, it still shows the dissipation effects of the shots, but the shield doesn't appear.
Title: 3.6.7 RELEASE
Post by: taylor on October 11, 2005, 03:53:49 pm
Quote
Originally posted by NeoBasilisk
For some reason, I'm not getting any shield effects in 3.6.7.  Will this be fixed when the new media vps are released?

Is anyone else getting this also?  I know that the shield effect was broken, and I fixed that, but it was the same day that WMC released 3.6.7 and I don't think it was included.  The fix is in the Linux and OS X releases I know but the Windows version of 3.6.7 is likely missing it.

I was just a simple math error so there's nothing to do about it but grab a newer build, or use Linux/OS X.
Title: 3.6.7 RELEASE
Post by: Mongoose on October 11, 2005, 04:15:05 pm
I thought I noticed something strange about shield impacts.  I'm experiencing the same issue in 3.6.7.  Guess I'll have to take a look at one of the many CVS builds floating around. :)
Title: 3.6.7 RELEASE
Post by: NeoBasilisk on October 11, 2005, 05:03:56 pm
So, which build should I use then?
Title: 3.6.7 RELEASE
Post by: perihelion on October 11, 2005, 08:39:57 pm
@ Taylor.  Yeah, I'm getting no shield effects as well.  I thought I was just imagining it until you guys brought it up here.  I'm using the 3.6.6 .vp's and build 3.6.7with the FS Port mod.

Is everyone getting this artifact, or is it just a few of us?  For reference sake, I'm using OGL @ 1024 resolution on a GeForce 6600.
Title: 3.6.7 RELEASE
Post by: taylor on October 11, 2005, 10:23:58 pm
Quote
Originally posted by NeoBasilisk
So, which build should I use then?

Try and get one from the 20th since it would be nearly identical to 3.6.7 but have the shield fix plus my other small performance/bug fixes for OpenGL.


Everyone should be getting the shield problem, or just not noticing that it isn't working right.
Title: 3.6.7 RELEASE
Post by: NeoBasilisk on October 12, 2005, 06:57:02 pm
Can you point out a specific one that you're talking about?  There are so many builds that I get kind of confused. :blah:
Title: 3.6.7 RELEASE
Post by: redmenace on October 12, 2005, 07:01:17 pm
http://fs2source.warpcore.org/exes/latest/September2005/20050920-redmenace.rar
Title: 3.6.7 RELEASE
Post by: NeoBasilisk on October 12, 2005, 07:25:27 pm
When I select that build in the launcher, it says "Failed to read flag file." :sigh:

What does this mean, and how can I fix it?
Title: 3.6.7 RELEASE
Post by: Goober5000 on October 12, 2005, 10:02:11 pm
You need the OpenAL dll file.

We need to make that error message a little more clear. ;)
Title: 3.6.7 RELEASE
Post by: Cobra on October 13, 2005, 09:51:14 pm
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46&file=OpenALwEAX.exe

:)
Title: 3.6.7 RELEASE
Post by: NeoBasilisk on October 14, 2005, 02:38:25 pm
Thank you!!:nod:
Title: Re: 3.6.7 RELEASE
Post by: Ghost on November 15, 2005, 07:57:17 pm
edit: i need to look closer at certain things
Title: Re: 3.6.7 RELEASE
Post by: G613 on December 27, 2005, 05:17:22 pm
Does anyone have a copy of the most recent offical release of Fred2? Warpcore is down and I didn't download it when I downloaded all the other FS2Open stuff... so everytime I start up the retail FRED2 I have to move the nice .vp's out of the main folder so I can work on stuff! Also heard theres new and fixed features in the FS2Open FRED2. If someone could give it to me somehow that'll be great, or I could just wait till Warpcore is back up. Thanks :)
Title: Re: 3.6.7 RELEASE
Post by: karajorma on December 27, 2005, 06:26:33 pm
Can't help you get hold of that version of FRED since I deleted it long ago for a beta build. I can at least help you avoid having to move the VP files all the time though.

What you should do is place them in a folder called MediaVPs. Then when you want to play FS2 simply pick the MediaVPs folder as your chosen mod in the launcher. By doing this FS2 Retail can co-exist quite happily with FS2_Open. If you've installed mods simply follow this guide (http://www.hard-light.net/wiki/index.php/Installing_mods_for_fs2_open).

As for the new features there are quite a few very useful ones. My FAQ covers some of the trickier ones and the Wiki should have some details on the rest. I definately recommend getting hold of the SCP version of FRED. I'd hate to go back to the original version now.
Title: Re: 3.6.7 RELEASE
Post by: G613 on December 27, 2005, 07:33:21 pm
Thanks Kara. :D Never would've thought of treating the vp's as a mod. And I will also check out your FAQ.
Title: Re: 3.6.7 RELEASE
Post by: G613 on December 28, 2005, 03:49:06 pm
Well Warpcore is up again. But the offical FRED release for 3.6.5 points to the wrong download. :(
Title: Re: 3.6.7 RELEASE
Post by: Turalyon on January 02, 2006, 12:02:41 pm
When I try to run FS2 open 3.6.7 I get this in debug mode:

==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Setting language to German
soundcard = DirectSound
** MAX_CHANNELS set to 17.  DS reported 17.
Failed to init speech


 before I get the message "Can't get 'VideocardFs2open' reg entry"

I use Launcher 5.3


Title: Re: 3.6.7 RELEASE
Post by: WMCoolmon on January 02, 2006, 01:05:16 pm
You need to run the SCP Launcher.
Title: Re: 3.6.7 RELEASE
Post by: Turalyon on January 03, 2006, 05:22:55 pm
Am I writing chinese?

Quote
I use Launcher 5.3
Title: Re: 3.6.7 RELEASE
Post by: karajorma on January 03, 2006, 05:37:46 pm
Did you actually run the launcher itself? I've seen people put the launcher in the FS2 folder and then run the FS2_Open exe before :)

That said this is the second time I've heard of someone getting that particular registy error. No idea what caused it that time either.
Title: Re: 3.6.7 RELEASE
Post by: Turalyon on January 03, 2006, 05:46:25 pm
If that guy posted this error message a few days ago, than it was me.

I run the launcher.exe

In there I add the fs2_open_367_p4.exe and I try to run it. Then I get the message.

I even unselected every extra, to check if that is the reason.

PS. What's with this Speech API 5.1? According to the debug msg it seems to be needed.
Title: Re: 3.6.7 RELEASE
Post by: Turalyon on January 03, 2006, 05:48:38 pm
AAAAAAAAAAAAAAARRRRRRGGGGGHHHH

I don't f***ing believe it!!!

I made it work

And you won't believe what it was °_°

I could kick my ass...
Title: Re: 3.6.7 RELEASE
Post by: karajorma on January 03, 2006, 06:37:49 pm
So what was it? So that next time I know what to tell someone with the same problem :)
Title: Re: 3.6.7 RELEASE
Post by: Turalyon on January 04, 2006, 05:58:15 am
Well, I forgot to change the grapic options from Direct3D5 to Direct3D8. Under D3D8 I had my graphiccard there and everything else °_°

No wonder it didn' work.
Title: Re: 3.6.7 RELEASE
Post by: karajorma on January 04, 2006, 06:43:00 am
I thought of that but I didn't think the launcher would let you make that mistake any more.
Title: Re: 3.6.7 RELEASE
Post by: [Wolf]Maverick on May 25, 2006, 02:01:09 pm
With my old MV Files Version 3.6.7 works fine, but i want to use the new mv pack from may 21th and then i get a lot of errors when i try to start FS2
errors like:

Error: mv_music-mus.tbm(10):
Error: Required token = [#SoundTrack End] or [$Name:], found [+nocreate] .

File:parse/parselo.cpp
Line: 551
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Please help me
thanx
Mav
Title: Re: 3.6.7 RELEASE
Post by: CaptJosh on May 25, 2006, 02:10:43 pm
You have to get a recent build.
Title: Re: 3.6.7 RELEASE
Post by: karajorma on May 25, 2006, 02:14:19 pm
It did say that on the release thread you know :)

Go to the recent builds forum and grab something from this month.
Title: Re: 3.6.7 RELEASE
Post by: Leviathis on May 27, 2006, 11:18:19 pm
OK... ive been trying to get the 1.5 pack from shivan in the other thread....

Whats the difference between his packs and this 3.6.7??  And which do i need to get SCP running?
Title: Re: 3.6.7 RELEASE
Post by: Mars on May 27, 2006, 11:21:15 pm
A lot of the files have been updated. I've never downloaded the torrent, so I don't know quite how to help you... sorry.
Title: Re: 3.6.7 RELEASE
Post by: Leviathis on May 27, 2006, 11:28:07 pm
Im just wondering what it is the Shivan's packs are... his 1.5..1.6, 1.8 beta... are these FS2_Open.... or the whole game or something?

Is build 3.6.7 all i need to get Open running?
Title: Re: 3.6.7 RELEASE
Post by: karajorma on May 28, 2006, 03:10:16 am
Basically ShivanSPS takes the SCP releases and uses them to build a pack which makes installation much easier for people new to the SCP. Shivan's pack includes the original game (although there are other ways to get hold of it too). The idea of his release is that you simply unpack them and you're done.

ShivanSPS bases his packs on the latest builds so if you're trying to build your own what you'll have to do is.

1) Get hold of (http://www.hard-light.net/forums/index.php/topic,38195.0.html) and install FS2
2) Install a recent build (http://www.hard-light.net/forums/index.php/topic,39748.0.html) of FS2_Open along with the launcher and recent mediaVPs (http://www.hard-light.net/forums/index.php/topic,39905.0.html).
3) Install the mods ShivanSPS included (FS1 Conversion (http://www.hard-light.net/forums/index.php/board,39.0.html) and Derelict (http://www.hard-light.net/forums/index.php/topic,38019.0.html) if I remember correctly)

 There's a guide on how to install SCP yourself in my FAQ. Till ShivanSPS started making his packs installing it manually was the way most people got it working so it's not that hard. It's up to you whether you want to wait for him to be done with 1.8 or to do it yourself. There's nothing in his pack that you can't get elsewhere. All he does is make it a lot easier to find the bits and install them.
Title: Re: 3.6.7 RELEASE
Post by: ARSPR on May 28, 2006, 03:17:08 am
OOOPS Karajorma was faster so I delete my post.

I just have to add:

BUT PLEASE READ FIRST KARAJORMA'S HELP ON HOW TO INSTALL AND MAKE FSOPEN WORK (http://homepage.ntlworld.com/karajorma/FAQ/intro.html). ANOTHER CHOICE IS WIKI (http://www.hard-light.net/wiki/?cat=69).

FSOpen builds, vps and mods can be a little tricky at the begining, but the final result is simply GREAT. For example NEVER use DirectX but OpenGL within launcher (although retail FS2 was a D3D game).
Title: Re: 3.6.7 RELEASE
Post by: karajorma on May 28, 2006, 03:23:45 am
Actually you had a couple of links I'd missed :) Like one to the Launcher (http://scp.indiegames.us/download.php?list.8).
Title: Re: 3.6.7 RELEASE
Post by: Leviathis on May 28, 2006, 07:31:00 pm
Ahhh that explains why his packs are so huge...  i didnt realize i was downloading the whole GAME... lol.

I seem to have gotten Open running fine now.  Im pretty sure i have the recent Media VPs.  Thanks for the help. (and i did use your FAQ... very helpful  :D )